presents

Your friend is the difficulty setting.
2 players · one couch · split-screen FPS party · online 1v1 · Early Access
the game
Bad Shrooms is a split-screen party FPS set in a cramped one-bedroom apartment. You and one friend ate mushrooms that were not, in fact, fine. An alien named Zlorp unfolded out of the living-room air, moved in, and started running the night like a game show — minigames built from whatever's lying around the apartment.
The screen is split down the middle, so nobody can lie about what they just did to you. Online is 1v1 and full-screen — different bit, same housemate.
Early Access, honestly: three minigames and the finale are playable start to finish, and the rest are still cooking.
tonight's gauntlet
Playable now
Bowling in the living room. The pins are bananas. The foul line is enforced.
Playable now
Zlorp shrinks you to flea size and the floor stops being a floor. The furniture won the last three rounds.
Playable now
Fine dining. You pack the box, and the dish leaves through the microwave.
The finale is built too — all seven phases of the Zlorp Showdown, each with its own coloured bar and its own way of cheating. Nine more games exist as skeletons and no further: Shrunk Race, Bathtub Armada, Swole Patrol, Pillow Justice, Mecha Chameleon, Snack Heist, Déjà Room, Carpet Golf, Window Artillery. Their hosts sit in the apartment and say LOCKED when you reach for them, because a locked door is more honest than a menu that lies.
exhibit a
Everything below is the current build, captured in-engine this week. Click any of them to see it full size.
early access build · captured in-engine · Unity 6 / URP
how you win
There is no points counter. Zlorp harvests a substance called loosh, and every round you win pours some into one jar you both share. It holds exactly a litre — or however much you set it to before anyone commits.
So you're not racing each other to a number. You're filling the same container, together, at different speeds. When it brims, the night ends — and whoever poured more walks into the finale alone.
The other thing the jar does: the fuller it gets, the more the game warps. Colour bends, the room breathes, the edges start disagreeing with you. By the last round you are winning a game that has become harder to look at. That's on purpose. You did that.
720 mL of a litre
between rounds
There's no lobby menu. Between minigames you're loose in the apartment, and the apartment is not ready for you.
The radio lives in the VR chair — sit down and the dial comes up as a hologram, sticks for tuning, mute at the bottom of the volume ladder. Eight stations run on live timelines. They don't wait for you: change the dial, come back twenty minutes later, and the show has moved on without you.
the day job
Crunchrock is a Unity studio for hire. Hardware that speaks its own protocol, live-service mobile clients with players already inside them, WebGL builds arguing with a load-time budget, and VR that has to feel right on your face instead of on a monitor.
Seven years of taking the jobs that are hard to write a ticket for. The same hands that built everything above.
field notes
The apartment has to come back exactly as it was after every round. For a long time it didn't, and the room looked fine, because the things that moved were not the things being checked. Same camera, same kitchen, one round apart.
One couch. One friend. One jar.
wishlists tell us you want this.