Slay the Spire

If you're reading this Slay the Spire guide, you no doubt know that Mega Crit Games' roguelike card battler is absorbing, addictive and annoying in equal measure. Although easy to learn, it's deceptively deep and difficult to win. The random elements can make it seem like a crapshoot. Most runs are beatable, though, if you make the right choices. Here's a primer on the wisest picks.

Think on your feet

One of the best yet most frustrating things about Slay the Spire is that there's no guaranteed strategy for success. Each run offers different cards, potions and encounters, so you must work with what you're given. Early on, watch for cards or relics that you can start to build a strategy around, and adapt accordingly. Until your build begins to take shape, avoid cards that only deliver value as part of a combo: Body Slam, for example. However, the game also discourages too much specialisation. Almost every build has a monster tailored to find its weak spot. 

Read the map

The first three levels of the game have the weakest monsters. It's a good idea to fight these opening encounters to build up your gold and card options. After that, things change. Higher up, look for paths that avoid standard monsters as the rewards aren't worth the risk. Pick question marks and campfires instead. Miniboss fights can be hard, but they net you a relic which is often a worthwhile payoff. On acts two and three, scroll up and check the icon at the top of the map, as it indicates which boss lies in wait. These fights are hard and demand specific strategies, so start tailoring your card and shop choices to prepare for them.

Don't get greedy 

Every time you get offered something, there's a "skip" option. It's there for a reason: you want to maintain a small deck. Adding in every half-decent card you see will make your deck bloated, so it's less likely you'll draw key combos. Ditching the weak Strike and Defend cards you start with is therefore very useful. Unless you're running a lot of card draw effects, aim for the smallest deck you can, ideally under 15 cards, full of mutually supporting effects. Once it's working, skip even rare or powerful cards if they don't benefit your build. 

It's less common that you won't want a relic, but if the effect will hurt your play style, leave it behind. Some boss relics, such as the Snecko Eye and the Runic Dome, have downsides that make them rarely worthwhile. If your potion slots are full, and you're offered a better option, you can discard one to grab the new elixir.

Nothing is free

Most choices have a downside. Zero energy cards might seem an automatic boon, but they still clog up your deck, making it harder to draw more critical cards. The only exception is if the effect also draws a new card, or your deck already has a lot of card draw. At bonfires, it's usually best to upgrade a card unless you're under half health or about to face the boss. However, some card upgrades barely improve on the original. If you run out of worthwhile upgrades, it's okay to rest unless your health is very high. 

Watch the whale

If you reach the act one boss, which you will on most runs, the next attempt starts with a choice of bonuses offered by a talking whale. All except the first have an associated degree of increasing risk and reward associated. Never take that first choice: the benefits are too meagre. Same for the last choice as it's always too risky: starting relics are very powerful. Judge the positives and negatives of the middle two options and select accordingly. The best bonuses are those that net you a relic, or remove cards from your deck.

Shop wisely

Gold is in short supply, so you spend it with care. You should only buy cards if they're critical to the deck you're trying to create. Instead, save up for relics. Those that give a boost to strength or dexterity are particularly good value for money. Most of the time the relics on offer won't be worthwhile, in which case use the card removal service. Ditch curses first, then your starting Strike and Defend cards. Potions are never worth it: you'll find plenty for free.

Learn the encounters

All the creatures in the game have particular attack patterns. You'll get a lot further in your runs once you can learn to anticipate their actions and plan ahead. This is very important for monsters like Slimes and Byrds whose actions you can interrupt, earning you a respite from a planned attack. It's also critical for those like the Gremlin Wizard that cycle up to powerful attacks, so you can try to kill them before they get off a big blow. It's especially useful to learn the patterns of miniboss fights. Once you can navigate them in relative safety, they earn you a powerful relic as a reward. You can also learn the question mark encounters, whose choices will play out the same each time. Some selections are much better than others.

Plan your turn

It's tempting to get stuck in and kill stuff, but it's better to consider your options first. Maximise the effects you're planning to use: apply Vulnerable before any other attack cards, for example. As a rule, your priority is to avoid damage, since that will end your run, especially if you're confident you can deal with the encounter. But there are often better ways to do this than accumulating Block. If you can kill or stun an attacking monster, for instance, you won't take its damage. Applying the Weak status likewise reduces incoming pain. If you've got card draw, remember to check what's in your draw pile in case you pull an important card but don't have the energy to play it. Consider all the variables in the situation and how they might work together, and do your best to balance offence and defence.

Slay the Spire - Dinosaurs


Hey everyone,

I just got back from vacation. I heard there was a surprise patch last week? I just found out, what a surprise!

Fortunately, our company is 2 people so there's a patch this week, too.
Many have asked us if we will be at GDC this year. We will NOT be attending this year, sorry. Good news, we'll be working on the game instead!

Patch Notes

Hotfix
  • Fix for daily mod causing cheater flag to turn on. (Flag has been reverted as well)
  • Russian localization updated.
  • Portuguese-Brazilian localization updated.
  • Seed is now visible under game version number in-game.

Hotfix 2: 3/17/2018
  • Fix for Daily Climb creating unusual circumstances, triggering cheat checks.
  • The keyword TODO is removed as it was causing issues in Spanish.
  • Resetting cheater flags.

Content
  • Daily Mod: Hoarder: Whenever you obtain a card, two extra copies are also obtained. Cards can't be removed at Shops.

Balance
  • Champ has less randomness in his AI after enraging. Will use Metallicize less.
  • Exploder enemy rework. They now explode in 3 turns, deals more damage, and has less HP.
  • Hexaghost slightly nerfed on Ascension 4+. (Deals less damage).
  • Rage card gets a buff, cost 1 -> 0. Block 4 -> 3.
  • Shovel relic now uses reward screen so that you can skip the relic if you do not want it.
  • Underhanded Strike card rework: Cost 2: Deal 8 damage. If you have discarded a card this turn, gain 2 Energy.

UI and Effects
  • Cursed Tome Event now uses reward screen for the earned book relic (optional pickup).
  • Dailies no longer bring up the Credits screen on victory.
  • Falling Event now shows the chosen cards when hovering the event choices.
  • Save and Quit in a run now returns the player to the Main Menu instead of closing the game.
  • Time Dilation wording improvements.
  • Updated animations for Lagavulin.
  • You can now view your deck or the map when the grid card select screen is up (Such as The Library event)

Bug Fixes
  • Fixed crash if twitchconfig was empty or invalid.
  • Increased timeout on dailies time lookup.
  • Moved the twitch button so it isn't covering other buttons.
  • Relics and Potions in the shop now correctly set their prices when restocked with the Courier.
  • Slow debuff now correctly works with single target cards in multi-enemy combats.
  • Split Slimes and other spawned minions should now correctly have the Slow power when Time Dilation mod is on.

Work will now proceed as normal again.
Slay the Spire - Dinosaurs


Hey everyone,

I just got back from vacation. I heard there was a surprise patch last week? I just found out, what a surprise!

Fortunately, our company is 2 people so there's a patch this week, too.
Many have asked us if we will be at GDC this year. We will NOT be attending this year, sorry. Good news, we'll be working on the game instead!

Patch Notes

Hotfix
  • Fix for daily mod causing cheater flag to turn on. (Flag has been reverted as well)
  • Russian localization updated.
  • Portuguese-Brazilian localization updated.
  • Seed is now visible under game version number in-game.

Hotfix 2: 3/17/2018
  • Fix for Daily Climb creating unusual circumstances, triggering cheat checks.
  • The keyword TODO is removed as it was causing issues in Spanish.
  • Resetting cheater flags.

Content
  • Daily Mod: Hoarder: Whenever you obtain a card, two extra copies are also obtained. Cards can't be removed at Shops.

Balance
  • Champ has less randomness in his AI after enraging. Will use Metallicize less.
  • Exploder enemy rework. They now explode in 3 turns, deals more damage, and has less HP.
  • Hexaghost slightly nerfed on Ascension 4+. (Deals less damage).
  • Rage card gets a buff, cost 1 -> 0. Block 4 -> 3.
  • Shovel relic now uses reward screen so that you can skip the relic if you do not want it.
  • Underhanded Strike card rework: Cost 2: Deal 8 damage. If you have discarded a card this turn, gain 2 Energy.

UI and Effects
  • Cursed Tome Event now uses reward screen for the earned book relic (optional pickup).
  • Dailies no longer bring up the Credits screen on victory.
  • Falling Event now shows the chosen cards when hovering the event choices.
  • Save and Quit in a run now returns the player to the Main Menu instead of closing the game.
  • Time Dilation wording improvements.
  • Updated animations for Lagavulin.
  • You can now view your deck or the map when the grid card select screen is up (Such as The Library event)

Bug Fixes
  • Fixed crash if twitchconfig was empty or invalid.
  • Increased timeout on dailies time lookup.
  • Moved the twitch button so it isn't covering other buttons.
  • Relics and Potions in the shop now correctly set their prices when restocked with the Courier.
  • Slow debuff now correctly works with single target cards in multi-enemy combats.
  • Split Slimes and other spawned minions should now correctly have the Slow power when Time Dilation mod is on.

Work will now proceed as normal again.
Slay the Spire - contact@rockpapershotgun.com (Alec Meer)

Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.>

Still very much a going concern around these parts, but screw it, I’ve not yet written about Slay The Spire, a game that has consumed most of my waking thoughts these past couple of months, so here we go. (more…)

Slay the Spire - contact@rockpapershotgun.com (Matt Cox)

This isn't the daily, just a moment that I had to share

Slay the Spire is brill, if you haven’t heard, and with each early access update it only gets briller. The most recent one spruced up the daily challenge mode, making it even harder for me to resist playing it every day until the third character comes out. Before the daily modifiers mainly just made your life miserable – introducing tougher enemies, lowering your health and so on – but they now tend to come with benefits as well as drawbacks.

Alec has already sung the praises of the mode’s earlier form, and now I get to do the same with this better version.

(more…)

Slay the Spire - Mega Crit Games


Casey is still enjoying his vacation till later next week. Although originally we did not plan on a patch this week, I decided to release a small update focusing on improvements to the daily climbs!

Daily Climb Changes
The Daily Climb has been heavily altered based on your feedback!

There are now only 3 mods total for each day instead of 4. Additionally, the seed that chooses the mods will now only very rarely pick the same mod two days in a row (and never more than two in a row). This means you will not get stuck facing down the same modifiers day after day.

Additionally, many of the mods were altered or reworked to focus more on creating interesting situations instead of being straight difficulty raisers.

Finally, the Daily now has it's own leaderboard that can be seen on the Daily screen itself.

The Daily Climb is still a work in progress, so please continue to provide feedback and suggestions, but these changes should make the overall daily experience more enjoyable to play.

Patch Notes:

Gameplay
  • Dailies should no longer have the previous day's mods.
  • Hexaghost AI is much less random. (No more occasional difficulty spikes based on how often he strength buffs)
  • Bosses now give +50 more score per Act. (Act 2 Boss is worth 100, Act 3 Boss is worth 150).
  • Fastest victory is not updated/uploaded on victory if Daily Climb.
  • Winstreaks are no longer updated/uploaded on victory if Daily Climb.

Daily
  • New Daily mod: Time Dilation.
  • New Daily mod: Terminal.
  • Dailies now use 3 mods instead of 4.
  • Several daily mods are reworked or altered.
  • Daily Climbs now have leaderboards (global only at the moment).

Bug Fixes
  • Fixed issue where Gremlin Thief stopped using Ascension 2 damage after first hit.
  • Night Terrors now only decrements Max HP when you rest.
  • Fix for Bronze Orb AI getting stuck in an incorrect state.
  • Daily Runs now appear in Run History (again!)
  • Cleric now shows and uses correct gold costs on Ascension 15.
  • Woman in Blue event now correctly describes what happens on Ascension 15.
  • [Lose 50% of Current HP] option now deals the correct amount of damage in all situation.
  • Enchiridion cost should only set for one turn.
  • Beggar Event now correctly displays the tip for what you are choosing for the card selection screen.
  • Question Card wording now accurately reflects what it does when accounting for other effects like Binary.

Localization
  • Updates for POL, ZHT, ITA, JPN, PTB, ZHS, NOR

Performance
  • Increase time lookup retry limit.

See you next week!
Slay the Spire - Mega Crit Games


Casey is still enjoying his vacation till later next week. Although originally we did not plan on a patch this week, I decided to release a small update focusing on improvements to the daily climbs!

Daily Climb Changes
The Daily Climb has been heavily altered based on your feedback!

There are now only 3 mods total for each day instead of 4. Additionally, the seed that chooses the mods will now only very rarely pick the same mod two days in a row (and never more than two in a row). This means you will not get stuck facing down the same modifiers day after day.

Additionally, many of the mods were altered or reworked to focus more on creating interesting situations instead of being straight difficulty raisers.

Finally, the Daily now has it's own leaderboard that can be seen on the Daily screen itself.

The Daily Climb is still a work in progress, so please continue to provide feedback and suggestions, but these changes should make the overall daily experience more enjoyable to play.

Patch Notes:

Gameplay
  • Dailies should no longer have the previous day's mods.
  • Hexaghost AI is much less random. (No more occasional difficulty spikes based on how often he strength buffs)
  • Bosses now give +50 more score per Act. (Act 2 Boss is worth 100, Act 3 Boss is worth 150).
  • Fastest victory is not updated/uploaded on victory if Daily Climb.
  • Winstreaks are no longer updated/uploaded on victory if Daily Climb.

Daily
  • New Daily mod: Time Dilation.
  • New Daily mod: Terminal.
  • Dailies now use 3 mods instead of 4.
  • Several daily mods are reworked or altered.
  • Daily Climbs now have leaderboards (global only at the moment).

Bug Fixes
  • Fixed issue where Gremlin Thief stopped using Ascension 2 damage after first hit.
  • Night Terrors now only decrements Max HP when you rest.
  • Fix for Bronze Orb AI getting stuck in an incorrect state.
  • Daily Runs now appear in Run History (again!)
  • Cleric now shows and uses correct gold costs on Ascension 15.
  • Woman in Blue event now correctly describes what happens on Ascension 15.
  • [Lose 50% of Current HP] option now deals the correct amount of damage in all situation.
  • Enchiridion cost should only set for one turn.
  • Beggar Event now correctly displays the tip for what you are choosing for the card selection screen.
  • Question Card wording now accurately reflects what it does when accounting for other effects like Binary.

Localization
  • Updates for POL, ZHT, ITA, JPN, PTB, ZHS, NOR

Performance
  • Increase time lookup retry limit.

See you next week!
Kentucky Route Zero: PC Edition - contact@rockpapershotgun.com (Brendan Caldwell)

soul-calibur-vi-guests-7

This is Brendan, broadcasting live from rumour world, where everything is made of a nebulous candy floss-like substance. The locals call it hope. Amid this sticky cloud, a figure has formed. It s Geralt of Rivia, hero of popular Gwent spin-off, The Witcher 3: Wild Hunt. The monster-hunting swordsman will make an appearance in another game later this year, according to CD Projekt Red community lead Marcin Momot. Some have asserted that he’ll be a guest character in upcoming fighting game Soul Calibur VI. Which makes sense given the close business ties between the Polish studio and Japanese publisher Namco Bandai.

It isn’t confirmed. But it does raise the question: who else deserves a place on the stage of history? I asked the RPS treehouse who they d like to see. Here s the list we all settled on. (more…)

Slay the Spire

After spending a few weeks banging my head against deck-building roguelike Slay the Spire's excellent main mode, I feel like I could use a change of scenery. The Early Access game's new daily challenge mode, added this week, might just provide it, although it sounds even tougher than the rest of the game (the developers call it "super hard").

Slay the Spire's core mode involves battling through three increasingly difficult dungeons while picking up new cards and abilities. For the daily challenge, everybody will get the same seed and same set of modifiers, picked from a group of 15. Developer MegaCrit has released an image of those modifiers (below) but didn't tell us what they were, so you'll have to find out for yourself.

The mode is a "work in progress" and still doesn't have leaderboards, but that's coming alongside new modifiers and reworks of the existing ones. The 14th weekly patch also added some new animations, adjusted the behaviour of some enemies and introduced new background music. You can read up on all the changes in this Steam post.

Slay the Spire sits in a newly-emerging subgenre that industry veteran Julian Gollop wrote about in his column last month. If you're interested in the game, or those like it, then it's well worth a read.

Slay the Spire - contact@rockpapershotgun.com (Alec Meer)

slay-the-spire-daily-climb

Casually fulfilling its destiny to become the videogame that consumes the rest of my life, ultro-superb CCG/roguelike combo Slay The Spire just introduced its third mode, the Daily Climb. It’s about the most logical move Spire could have made, adding a daily challenge mode of the type popularised by Spelunky and The Binding Of Isaac (even big ol’XCOM 2 was inspired to do it, though the sadly the take-up hasn’t been great).

Just as my Spire obsession was starting to waver – I’ve unlocked everything, and the difficulty gonkery for the sake of difficulty gonkery of Ascension mode isn’t quite for me – this solid gold reason to play every day turns up.

(more…)

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