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Shroom and Gloom Secrets — Camp Tricks and Unlockables

Shroom and Gloom secrets and hidden extras: camp interactions like the angry blob and electrical box, Foresight choices, card removal and unlockable classes.

By the New Game Wiki team · Updated 2026-10-04

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Shroom and Gloom secrets are mostly camp-side rather than story-side: optional interactions that pay out health, energy, reveals or upgrades if you spend the right action on them. The game is in Early Access, and the most detailed list comes from a community comment on the Steam board rather than an official guide, so the entries below are marked as player-reported. A second group of secrets, the unlock conditions for the remaining classes, has no published answer at all yet.

Hidden Camp Interactions

Camps are where a run is upgraded, and a few objects in them reward repeated attention rather than a single use. The community comment below the activist boss thread lists three of them, and each costs only the camp action you were going to spend anyway.

Camp objectReported payoff
Angry blobFeed it three times for a 50 health heal and five charges on a usable item
Electrical boxA Spark each fix; three fixes add upgrades such as cost reductions or card copies
Chemistry equipmentOccasionally appears; revealing it gives upgrades including plus 20 health
  • Feed the blob only when you need heals or want to top up a low-charge item.
  • Fix the electrical box whenever you have spare repairs.
  • Reveal the chemistry equipment before leaving a camp.
  • Do every camp action you can in the first three or four levels, per the same comment.

shroom and gloom official screenshot
Official screenshot

Unlockables and What Is Not Documented

The other class of secret is the roster. Five classes are confirmed for Early Access, and the developer notes describe quests that unlock characters and expand card pools, but the mapping between a quest and its reward has not been published.

ItemStatus
Five Early Access classesConfirmed by the character guide
Unlock via questsConfirmed as the method, quest list not published
Concerned Parent unlockNot documented yet
Old Frog's GiftNot documented yet
  • Foresight picks are also choices rather than secrets; they are passive premonitions, per the community database.
  • Card removal is a deliberate unlockable option, not a hidden menu.
  • Treat any specific unlock step you see quoted without a source as unconfirmed.
  • The roster and unlock flow should firm up as Early Access progresses.

FAQ

What hidden interactions are in Shroom and Gloom camps?

A detailed community comment lists several: feed the angry blob three times for a 50 health heal plus five charges on a usable item, fix the electrical box for a Spark each time and for upgrades such as cost reductions or card copies after three fixes, and reveal the chemistry equipment that occasionally appears for upgrades including a plus 20 health boost.

What does fixing the electrical box three times do?

The same community comment reports that fixing it three times awards upgrades such as cost reductions or creating copies of cards, and that each individual fix grants a Spark if you need reveals. The comment frames it as worth doing whenever you have spare repairs, which makes it one of the better-value camp actions.

How do you unlock the other characters?

Through quests. The credited character guide says the developer's own notes describe a whole bunch of quests to unlock characters and bolster card pools, and that a reworked meta-progression system hands out new cards and playstyles. The number of quests and which character each unlocks has not been published, so it is not documented yet.

How do you unlock the Concerned Parent?

Not documented yet. Concerned Parent is confirmed as one of the five Early Access classes, but no source found for this page names its unlock condition. The same is true of the Old Frog's Gift, which appears as a search phrase but has no documented source requirement or reward.

Can you remove cards from your deck?

Yes. Later in a run the game offers the option to forget a card and remove it permanently, and Into Indie Games recommends spending it on a weak combat card that wastes turns. Community camp notes separately describe the toad station as the removal option, so treat the exact menu wording as build-scoped.

More in Story

More story pages in Shroom and Gloom.

References

Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.