Slay the Spire - contact@rockpapershotgun.com (Alice O'Connor)

Deck-building dungeon-crawler Slay The Spire has become even more delightful with today’s early access update, which added loads more potions. Before, potions were bland, not requiring much thought or planning, and largely skippable. Now you’ll find potions giving ghostly intangibility, fleeting bursts of strength, discard decisions, free cards, and other effects worth considering.

To see so very, very many of the new potions and try ’em up, do check out today’s daily run; its starting deck includes 15 copies of the potion-brewing Alchemize. (more…)

Slay the Spire - Dinosaurs

Patch time!

Potions Potions Potions

16 new potions were added and there are now different rarities for potions! We still have a few more goodies coming for potions in a later patch.

Third Character
Still chugging away while we incorporate art, animations, and balance some cards. Things are still on track for it coming out of beta later this month.

Patch Notes

Content
  • Adding City Event: Red Masked Bandits
  • New Daily Mod: Brewmaster
  • New Daily Mod: Specialized
  • Potion prices are now based on rarity (Common: 50, Uncommon: 75, Rare: 100)
  • Potions can now be character specific.
  • Potions now have rarity: Common, Uncommon, and Rare.
  • New Common Potion: Attack Potion.
  • New Common Potion: Fear Potion.
  • New Common Potion: Power Potion.
  • New Common Potion: Skill Potion.
  • New Common Potion: Speed Potion.
  • New Common Potion: Steroid Potion.
  • New Rare Potion: Entropic Brew.
  • New Rare Potion: Fairy in a Bottle.
  • New Rare Potion: Fruit Juice.
  • New Rare Potion: Smoke Bomb.
  • New Rare Potion: Snecko Oil.
  • New Uncommon Potion: Blood Potion (Ironclad Only)
  • New Uncommon Potion: Essence of Steel.
  • New Uncommon Potion: Gamblers Brew.
  • New Uncommon Potion: Ghost in a Jar (Silent Only)
  • New Uncommon Potion: Liquid Bronze.

UI and Effects
  • Adjusted position of HP, Gold, and Floor UI in the top bar.
  • Lowered Potion positions by 2px from top.
  • The three egg relics will now show the cards they are affecting as upgraded in card reward screens and shops.
  • Updated coloring and image for many potions.
  • You can now discard potions during combat.
  • Glass Knife card description: "Glass Knife's damage" -> "This card's damage"
  • Finisher card description:"You have played 2 Attacks." -> "2 Attacks played."
  • Flex Power's downside Debuff renamed for clarity.
  • Updated wording on Wraith Form card for clarification.

Balance
  • All potions that were in the game before this patch are Common.
  • Except Regen and Ancient potion, which are now Uncommon.

Bug Fixes
  • Fixed issue where abandoning on a reward screen could transfer cards/gold to a different character.
  • Save thread now only runs when there is work to be done.
  • SteamAPI.shutdown() is now initiated when the game client is closed.

Localization
  • Credits updated for DEU.
  • Ukrainian is now available.
  • Updates for DEU, ITA, JPN, KOR, RUS, SRB, UKR, ZHS, and ZHT.

Slay the Spire - Dinosaurs

Hi all,

This week's focus was balancing, removing, and adding stuff for the third character!
The plan is to keep refining the character and release it into main branch once all of the art assets and animations are in later this month. We would like to thank all of our players assisting us in testing the character so far in the beta branch. For those interested, you can find more details about the beta branch and testing in the previous announcement.

Patch Notes

Balance
  • Feel No Pain+ card nerfed: Upgrade is now +1 rather than +2.

Bug Fixes
  • File saving system updated to prevent save corruption issues.
  • Fixed issue where Awakened One was affected by Debuffs from Form 2.
  • Havoc card's description: Exhaust was not capitalized.
  • Input Setting elements now lose focus when you click away from them.
  • Living Wall event's transformed card is now seeded.
  • Scroll Bar is now positioned correctly on card screen open.
  • Spiker enemy was doing a Fire VFX with attacks, now doing a poke/slash.
  • True Grit card is now properly seeded.
  • Fixed instance where Unceasing Top wouldn't draw cards.

UI and Effects
  • Added power icon for Demon Form Power.
  • Adding SFX when a Power card collides into you.
  • Wording improvements for Vajra and Oddly Smooth Stone relic.

Localization
  • The last line of a card description can never be a period for ZHS/ZHT/JPN now.
  • Updates for DEU, FRA, ITA, JPN, KOR, POL, RUS, SRB-CYR, SRB-LAT, ZHS, ZHT.
  • Updates for FRA, and ITA shop assets.

For those in the beta, here are all of the week's patch notes combined.
Beta Patch Notes

Content
  • Adding card Scrape.
  • Adding card Boot Sequence.
  • Adding card Consume.
  • Adding card Lock-On.

UI and Effects
  • Adding card portraits for 20 cards.
  • Adding Evoke VFX for Dark orb.
  • Adding Evoke VFX for Frost orb.
  • Adding Evoke VFX for Plasma orb.
  • Adding flavor text for Inserter.
  • Adding passive VFX particles for Dark orb.
  • Adding placeholder art for Blizzard, Doom and Gloom, Go For The Eyes, Rebound, and Streamline.
  • Forcefield no longer uses Sentinel portrait.
  • Improvements to Blizzard description wording.
  • Improvements to Nova description wording.
  • Orbs trigger faster the more capacity you have now. Always fast with Fast Mode.
  • Placeholder assets for Aggregate, Double Energy, Fusion, Impulse, Recycle, and Storm.
  • Redo renamed to Recursion.
  • Relic flash VFX is now higher for Defect as the Orbs were obscuring the relic image.
  • Renaming Gash -> Claw.
  • Scrape card wording improvements.
  • SFX added for Channel and Evoke for all orbs.
  • SFX added for whenever you gain an empty orb slot.
  • Streamline wording improvements.
  • Updating several card portraits to improve colors, defect head shape, and other details.
  • White Noise no longer uses Infernal Blade's art.
  • Wording improvements Data Disk relic.

Balance
  • Removed card: Allocate.
  • Removed card: Blaster.
  • Removed card: Flux Capacitor.
  • Removed card: Reprieve.
  • Added the missing the starting damage on Ascension for Defect.
  • Conserve Battery buff: 7 -> 8 Block. Upgraded: 10 -> 11.
  • Creative AI cannot generate Self Repair card anymore.
  • Creative AI cost increased to 3 unupgraded.
  • Darkness card slight rework.
  • Defect begins to climb the Daily...
  • Doom and Gloom card buffed: 9 -> 10. Doom and Gloom+: 12 -> 14.
  • Double Energy now upgrades differently.
  • Dual Cast cost lowered by 1.
  • Echo Form card nerf: Ethereal. Upgrade removes Ethereal but retains 3 cost.
  • Energy gets a hardcap of 999.
  • Hello World card is now Uncommon.
  • Improved save logic consistency and legibility.
  • Lock-On card buff: Damage +1 & Lock-On Power lasts 2 turns.
  • Melter card buffed: Damage 6 -> 8. Melter+: 9 -> 11.
  • Orbs will now correctly work on other characters in the Diverse daily.
  • Rip and Tear card Buff: 6 -> 7. Upgraded: 8 -> 9.
  • Undo card gets buffed: Cost reduced by 1.

Bug Fixes
  • Blizzard card description fix.
  • Channeled Orbs should now have their value in sync with Focus.
  • Darkness no longer has a targeting UI.
  • Darkness upgraded actually channels 2 orbs.
  • Diverse Daily Mod now works again.
  • Fix for Curses and Status cards interacting incorrectly when you have Orbs.
  • Fix for Defect not correctly utilizing Well Fed and Stuffed score bonuses.
  • Fixed issue where Seek+ can cause a softlock if you have a 2 card draw pile.
  • Fixed Lock-On having odd upgrade behavior.
  • Fixed Nova card's damage output desc being unaffected by weak/vuln/str/etc.
  • Fixing more blue energy rendering issues on cards for ZHS/ZHT/JPN.
  • Forcefield card was unaffected by Powers (Frail/Dex).
  • Forcefields now correctly display costs in Draw Pile and Discard Pile.
  • Gold Plated Cables relic will no longer cause a crash when you are out of orb slots.
  • Missing win streak updating for Defect.
  • Nova card reminder text made consistent with similar cards.
  • Orichalcum now triggers even if Frost orbs trigger. ...
  • Preventing crash on ZHS/ZHT/JPN when description chops dynamic values due to card width.
  • Seek card no longer incorrectly says to get a Skill in its helper text.
  • Static Discharge should not cause intents to appear from dead enemies.
  • Streamline no longer displays strange costs.
  • Streamline now correctly reduces cost even when its cost has been lowered to 0 for the turn by something like Mummified Hand.
  • Sunder should now work on half dead enemies (Darklings/Awakened One)
  • Thunder Strike's damage was affected by Focus.
  • Updating Cloud saving file manifest for Defect character.
  • Using Redo (now called Recursion) with no orb slots no longer crashes game.
  • White Noise card is now properly seeded.

Localization
  • DiscardPileToHandAction is now localizable (Hologram+).
  • Fixing blue energy not rendering for ZHS and Darkness+ card crash.
  • Localizing orb capacity reached message.
  • Static Discharge supports multiple UPGRADE_DESCRIPTION now.

Something is brewing for next week...
Duelyst - contact@rockpapershotgun.com (Brendan Caldwell)

spawn-point-ccgs-1b

Welcome to Spawn Point, where we take something wonderful from the world of gaming and explain what it is, why it s worth your time and how to get involved. This time: collectible card games (or at least, the videogame kind).>

Hello, I would like to collect some cards please. Of course, friend. We have a wide variety of fantasy themed cards, ranging from hostile dragon to raving ghoul to

Hang on, what are these numbers? Oh, ignore those, they re nothing to worry about. Look at this wizard! (more…)

Slay the Spire

The long-awaited third character for roguelike card game Slay the Spire is now available in the beta version of the game. The new character is a robot wizard named The Defect, and once you update to the beta, all you need to do to unlock him is start a run as The Silent. 

To update to the beta, find Slay the Spire in your Steam library, right-click it and go to properties, open the beta tab on the far right, and find the beta build in the dropdown. If you want to use your save files from the main game, you'll need to duplicate the preferences folder in the game's local files and rename the copy to "betaPreferences." Luckily, you can also access local files from the game's Steam properties. If you need them, you can find more detailed instructions in this post. 

The Defect is more complicated than both The Silent and The Ironclad, Slay the Spire's original two characters. He's built around orbs that provide passive and active bonuses. You can maintain up to three orbs at once, and cycle through different orbs when you want to change up your options.  

As developer Mega Crit Games told us when we spoke to them about Slay the Spire's past and future, The Defect will be the last character released in Early Access, but the studio does plan to release more characters once the game is fully released. They're still unsure whether future characters will be paid or free DLC. 

Slay the Spire - contact@rockpapershotgun.com (Alice O'Connor)

The third Slay The Spire character is a robot wizard who manipulates orbs, named The Defect, and you can check it out today. The Defect has arrived in the latest beta build for the early access deck-building roguelikelike, and though they’re not quite finished ooh they are an interesting one. The Defect is the trickiest character so far, focused on building, managing, and exhausting a queue of different passive and active effects in the orbs – with actual attack cards almost a secondary concern. I’ve pulled off clutch wins with orbs and suffered dismal defeats, and I’m keen to learn more. (more…)

Slay the Spire - Dinosaurs


Hey everyone,

This week's patch focuses on input settings and a third character. The third character is now available in the beta branch! (You just need to start and end a Silent run to unlock the third character)

What's the Beta Branch?
The beta branch is a separate build of Slay the Spire you can opt into from Steam. Various content and features are tested in this branch before pushed into the main branch. As the third character is incomplete, it is available only in the beta branch until all the design quirks, art, effects, achievements, cards, and general balance are ironed out in the beta branch.

If interested in helping us finish up the third character, follow these handy instructions!





  1. Access the Properties of Slay the Spire from your Games Library.
  2. Select the BETAS tab within the Slay the Spire - Properties window.
  3. Navigate the dropdown "Select the beta you would like to opt into:" and select "beta".

IMPORTANT: If you want to use your saves from the main branch, copy/paste the preferences folder and rename it to betaPreferences. This folder can be found by accessing the Properties of Slay the Spire from your Games Library. Then in the LOCAL FILES tab, select the BROWSE LOCAL FILES... button.

Input Settings
This is part one in implementing keyboard/controller support for Slay the Spire! While full non-mouse controls are not yet available, your feedback and requests are greatly appreciated.



Hotfix 4/28/2018
  • Fixing crashes for ZHS when viewing Rage card.
  • Updates for various languages.
  • ZHS logo reverted back to English logo.

Patch Notes

UI and Effects
  • Game Menu is now Game Settings and has an Input Settings tab.

Bug Fixes
  • Now always showing score in Run History Dropdown (even if 0).
  • Run History now always shows score, even if 0.
  • Run History would duplicate displayed runs when reopened.
  • Scrollbar now renders behind confirm button in GridCardSelect Screen.
  • Some redundant code on the red slaver removed for slight performance increase.
  • exhausted -> Exhausted on card descriptions.

Localization
  • Credits and Main menu logo are now localized for ZHS.
  • Shop assets are now translated for DEU, FRA, ITA, and KOR.
  • Updates for DEU, FRA, ITA, KOR, SPA, RUS, ZHS.
  • Strength and Dexterity power can now properly utilize localized periods.

See you next week! Though if you are in the beta, probably sooner.
Slay the Spire

Slay the Spire is an excellent roguelike deck building game, but don't just take my word for it. Even in Early Access the game has a 10,000-strong 'overwhelmingly positive' rating on Steam, and has inspired an active subreddit and speed running community. 

Soon the third Early Access character will join the Ironclad and the Silent, introducing a whole new deck for the community to tear into. I called up lead designer Anthony Giovannetti—who conceptualised and built Slay the Spire with Casey Yano—to get a sense of where Slay the Spire came from, and where it's going. The two computer science majors dabbled in Flash and phone games as hobbyists before leaving their jobs to take a gamble on on this game, which is their first full-time game development project.

PC Gamer: You teased a robot in one of your recent updates.

Anthony Giovannetti: Sure. The new character is going to be a robot, it's going to play very differently to both the Ironclad and the Silent. It channels these orbs that it uses—these magic orbs—to power itself up and use them to great effect [you can see the orbs in the latest dev update—Tom]. It has a very different play style.

Is that why you've kept this guy as the third character? It seems like there's a difficulty curve as you move through the characters.

Yeah, so the Ironclad is definitely—not for everyone—but the Ironclad is I would consider the easier character. The mechanics are a bit simpler so it's easy to learn. With the Silent we increased the complexity and then with this third character there's another increase in complexity, especially because a lot of the people that are going to be playing this character, they've already played the game for lots and lots of hours. They're ready to handle something more complex.

Is this the last piece of the puzzle for Slay the Spire?

It is not the last piece of the puzzle. So we actually will be having more than three characters but at least for what we consider our 1.0 launch—launching out of Early Access—it will probably be the last character. After that we'll put out more characters but they won't be in the Early Access frame.

Will those be paid-for updates, or free updates?

We're not quite sure how we're going to handle it yet. It depends on factors like how well the game's still doing and stuff like that. Yeah, we'll see.

In terms of broader design inspirations, where did you start with Slay the Spire?

We started working on it about two-and-a-half years ago. I've always been a big card game player. I've played a lot of Magic growing up, a lot of Netrunner, and I've enjoyed almost all of the deckbuilding games like Dominion, Puzzle Strike, Ascension, games like that. I had this big card game background and I thought that roguelikes would pair really well with deck building games. In a roguelike you're always restarting from ground zero and in a deck building game you're always starting from ground zero again and building a new deck every time. You have a reason to be trying new things, trying out new deck combinations.

Casey he's played a lot of roguelike games. He doesn't have so much of a card game past but he's played a lot of action and roguelike games. We come at it from two different perspectives and that's been a big help for Slay the Spire.

It's an interesting combination because the randomisation pushes you into new directions with your deck, you're forced to adapt to what you're given.

That's one of the things we really wanted. I didn't want it where you play the game and every time you build the same deck because I think it's actually pretty boring. We really wanted to push people into having to adapt on the fly. I think the relics really help with that. You might get a relic that totally changes the nature of the run. If you get Dead Branch, all of a sudden your run is likely all about exhausting now. It's going to play totally different than a run without dead branch.

Are there any specific elements from the card games you grew up with you wanted to emulate or borrow?

I knew that I wanted to have a constant feeling of updating your deck. I always enjoyed things like drafting in Magic. I think the most fun part of it is the actual building of your deck. But in terms of the mechanics within the combat I was for sure that we wanted a cost system for cards. In a lot of deck building games you'll just draw your hand and you'll play out your whole hand and you'll get all your resources and do stuff with them. I much more enjoy games where you have to think about how you play your hand, and there's a lot of skill in how you utilise that. That's why we have an energy system that's like mana. That's really important for allowing us to balance the game and make individual decisions in combat more interesting.

FLEX. FLEX. FLEX.

How do you go about balancing the game? The community seems to be a big part of it.

Balancing is very interesting. One of the tools that we use is that almost everyone that plays, they upload their game data to our servers, and then we can analyse how their game went, what cards they picked, their win rates. We get lots and lots of data on how everyone is doing—what the best cards are, what enemies are doing the most damage. We use that data as a lens to try and tweak and improve the balance of the game.

Almost everyone that plays, they upload their game data to our servers, and then we can analyse how their game went, what cards they picked, their win rates.

It's a big part of it because we try to make evidence-based decisions. I'm really big on data-driven analysis, but at the same time it can't show you the whole story because there's a lot of things that are maybe conflated with something else, and so you're being driven to a misleading conclusion, or the data can't show you how fun a given part is, so we also still play the game a lot and try to get a raw feel for it.

In addition to that we try to pay attention to the community to see what they're actually saying. I read our subreddit pretty much every day, make sure I go over most of the posts. We have an official Discord and people talk in that and we have a bot setup so if anyone has a bug or they have feedback they can just say it and the bot will collect it.

We use all of that to holistically help us figure out what we think, and then find out what's the data to balance it. It's by no means perfect at all. Part of why we did this data-driven approach is because I have this big experience with card games in the past. I told Casey early on that we're going to have hundreds of cards, plus we have all these relics interacting with everything. There's no way that just the two of us can possibly balance this all correctly. We're going to need to develop a system that allows us to get closer to a good state of balance. A big part of that was before we even launched in Early Access we had set up these systems and our internal playtesters were playing a lot, and they were giving us that initial data to seed things and help us balance it.

Do your regular players almost always beat the game?

No. Definitely not. The win percentage for an average player fluctuates based on character and the current state of the balance but it's not that high, but that's intentional. We want it to be pretty skill-based. If you jump in on your first time and you're like 'this is the easiest game ever' that wouldn't be very satisfying. We want you to feel like you learn and get better and make progress.

But we also track how long you've been playing for and stuff like that. We can see that as people play more they do get better over time, and the win rates do go up a lot. However the average win rate is still pretty low but when you get the super good players they can have win rates that are incredibly high.

I've been enjoying watching speed runs on Twitch. There’s a pretty active community there.

I've always enjoyed speed running, I've never been any good at it, but I've enjoyed watching it. I remember back in high school watching some early speed runners, so I was really excited when that community started up round our game. Both Casey and I really like speed runs, and we've actually tried to foster and help them grow. We have a channel in our Discord for the speed runners, anyone can come in and give input there.

Even though I can win 100% of the games I play I cannot go even close to that fast so it's just good to see people doing these things that I cannot even come close to.

An example of this is that at one point we were making an event called The Secret Portal. Basically it can show up in Act 3 and it's an event that can immediately send you to the boss. It was in our beta branch and the speed runners were saying 'well, we don't really like this event because if you're speed running the difference between getting this event and not is astronomical. It can skip a huge portion of the act. We made it so that event will only show up if you've been playing it for at least 15 minutes. If you're a speed runner it's not affecting you because they're way under 15 minutes, but if you're a regular player it's also not going to affect you because you're probably not in Act 3 at the 15-minute mark. We ran that solution by them, they really liked it, we implemented it, and it's been popular.

I've been happy watching the speed runners get faster and faster. It's pretty crazy, I've been playing this game a lot, and when we push out an update or something I've played that at least a couple of times to make sure that nothing's broken, and even though I can win 100% of the games I play I cannot go even close to that fast so it's just good to see people doing these things that I cannot even come close to.

I'm addicted to the daily challenges at the moment, particularly the way they unbalance the game in entertaining ways.

Early on we were thinking 'okay well what are various things that we want in place that other roguelikes have. Several other roguelikes have dailies, like Spelunky, so we thought 'okay we should probably have some kind of a daily system and see how that goes.' The initial implementation of it, we thought 'oh we'll add some modifiers, try to mix things up, but we want this to be a mostly hard experience.’ We put that out to have our community test it and we got feedback and they said 'ugh this is just not that fun, it's too hard, we like some of these modifiers they're interesting, but then a lot of these other ones are not fun to play with.’

I went back to the drawing board and I was like 'why don't we, instead of making this just an extra hard mode which we already have ascension for, why don't we focus more on these interesting modifiers that bring new experiences to the game, really focus on that, ramp those up, see how that goes.’ I went back, changed the modifiers, changed some of the underlying systems and almost instantaneously people were loving it, saying how much better it was. We've kept it that way ever since. We're slowly adding more mods. I have more planned, but yeah I think it's been a big hit. It's a good example of the Early Access process being very useful for improving the game. If we were just releasing and saying 'this is how dailies are, here's the whole game' that wouldn't have been improved. Instead I was able to listen to the feedback and iterate upon it really quickly and improve it to what it's currently at.

Are there any particular cards or strats that you particularly like?

I would say that the deck I enjoy the most is still the exhaust-heavy deck, with corruption in particular, because of how much it completely forces you to reevaluate cards. It's a card that changed a lot over the internal data process. Corruption is a 3-cost power that make all your skills free but they exhaust when they're played. It used to actually be much better than that, which is crazy, because it's a strong card as-is. Early on, we weren't quite sure about things, was forcing your cards to exhaust a good thing or a bad thing? Maybe it's a bad thing, so we gave it some additional upsides as well and quickly found out that it was completely degenerate and needed completely changing. I really like it in its current state.

Slay the Spire is currently in Early Access. The third robot character is heading to beta branch this week.

Slay the Spire - Dinosaurs


Hey everyone,

It's time for the weekly patch! This week's focus was on tasks to ensure a smooth launch for character three into the beta branch next week. However, there are bug fixes as usual, a new language (Serbian!), seed consistency, and scroll bars! The scroll bars are really nice.


What could these orbs be?

Patch Notes

Balance
  • Anger card damage buffed by 1.
  • Crippling Poison rework: Apply 4 (7) Poison and 2 Weak to ALL enemies. Exhaust.
  • Feel No Pain card nerf. 4 -> 3 block. Upgraded: 6 -> 5 Block.
  • Immolate card buff: Adds a Burn to discard pile instead of draw pile.
  • Immolate card buff: 18 -> 21 damage.
  • Immolate+ card buff: 24 -> 28 damage.
  • J.A.X. Dealer event's cost of J.A.X. updated 100 -> 77 Gold.
  • Reckless Charge card is now Uncommon.
  • Reckless Charge+ card nerfed damage by 1.
  • Sneaky Strike card buff. 8 -> 10 damage. Upgraded: 12 -> 14 damage.
  • Wild Strike card is now Common.

Bug Fixes
  • Adding apostrophe to Pandora's Box.
  • Ascender's Bane was using the wrong apostrophe, causing data upload issues.
  • Bite now correctly works when last hitting in fast mode.
  • Calling Bell can no longer give multiple campfire option relics.
  • Curses that player's receive are now seeded.
  • Falling Event now correctly previews upgraded cards.
  • Falling Event's RNG is now seeded.
  • Fixed bug where Orichalcum relic never stopped flashing.
  • Fixed crash when travelling to a new room while a Bottle relic's screen was open.
  • Fixed issue where Awakened One could growl multiple times.
  • Gremlin Leader's minion summon is now seeded.
  • Match and Keep event is now seeded.
  • Membership Card relic no longer incorrectly lowers ? room chance.
  • Obtaining a bottled relic no longer removes other relics in the rewards screen/chest.
  • Patch Notes screen can scroll to the bottom now.
  • Saving and returning to the main menu on a boss now properly silences the boss BGM.
  • Saving improved so files are saved more consistently for slower hard drives.
  • Sensory Stone event wording fix.
  • Shiny Daily mod no longer has card upgrading-related bugs.
  • Shiny Daily Mod now correctly marks cards as seen (no longer shows ??? cards).
  • Slimes no longer make sounds if game is running in background and bg sounds are muted.
  • Thorns now correctly works when killing the spiker as the last enemy in fast mode.
  • Delay loading Run History data until the screen is opened.
  • Fixed several Shop screen assets that caused memory leaks.
  • Seeds are now utilized for gold rewards from events, chests, and various rooms.
  • Seeds are now utilized for many enemy actions that had unseeded randomness.
  • Seeds are now utilized for Matryoshka and Mummified Hand relics.
  • Seeds are now utilized for The Joust event.
  • Seeds are now utilized for The Mausoleum event.
  • Seeds are now utilized for various events and some missed Shuffle-based actions.
  • Seeds are now utilized for Wheel of Change event.
  • Seeds are now utilized for Wing Statue event.

UI and Effects
  • Adding disclaimer for Daily Climb that Achievements are disabled.
  • Adding disclaimer for Seeded Runs that Achievements and Leaderboards are disabled.
  • Card Quick Select now deselects hovered card on double tap.
  • Crippling Poison -> Crippling Cloud.
  • Cursed Key now pulses when you are in a chest room.
  • Language dropdown menu now has a larger max.
  • Pickup vs Pick up wording consistency.
  • Question Card indicates it works on future card rewards as it's no longer a boss relic.
  • Scroll bars have been added to many screens.
  • Updated art for Card Removal Service at shops

Localization
  • Added new language: Serbian (Cyrillic) and Serbian (Latin)
  • Cleaning up whitespaces/tabs for ENG json files (formatting). Thanks Vlad
  • Several images in the shop are now localized for ZHS.
  • Updates for DEU, FRA, ITA, JPN, KOR, POL, PTB, RUS, SRB-CYR, SRB-LAT, ZHS, ZHT.
  • Support for custom capitalization on card keywords (for French).

Don't read all the announcements if you hate spoilers!
Slay the Spire - Dinosaurs


Hey everyone,

It's patch day!

Card Library Tabs
We worked on a UI to improve the Card Library. Players no longer need to scroll as much when trying to view cards. This is especially useful as we add more card-related content in the future.


Card Quick Select
You can now select cards by pressing numbers 0 - 9. If you want to view the corresponding hotkeys, they can be turned on in the Game Settings. Here it is in action.


Card Reworks
We've been working on a lot of cards over at Mega Crit headquarters for our third character. While in the process, we also reworked some of our most unpopular cards.

There will probably many reworks in the future so we're trying out a new format. Pictures!

Reckless Charge
Reckless charge is now Common and shuffles a Dazed into your draw pile rather than making you Vulnerable.


Immolate
Immolate now costs 2, deals considerably more damage, and shuffles a Burn into your draw pile.


Wraith Form
Wraith Form is completely reworked to give you 3 turns of Intangible while progressively decreasing your Dexterity each turn.


Patch Notes

Balance
  • Awakened One nerf. Curiousity is now 2 -> 1. Ascension: 3 -> 2.
  • Cleave card damage buff. 7 -> 8 (10 -> 11).
  • Combust+ card damage buff. 6 -> 7.
  • Seeds are now Timestamp based and "seed_source_timestamp" has been added to .run files.
  • Wild Strike card is now Uncommon.

Bug Fixes
  • Card Randomizer (affects rarity droprates of cards) is now correctly reset when starting a new run.
  • Card Randomizer values are properly saved/loaded now.
  • Edge case fixes for incorrect Block rounding with multiple powers.
  • Fix for chests giving the wrong relic rarity.
  • Fixed incorrect score calculation from Collector bonus.
  • Potential fix for End of Turn card effects.
  • Potential fix for Pandora's Box and Calling Bell issues and exploits.
  • Seed no longer flashes when you hit cancel in Seed Panel.
  • Statuses and Curses autoplay at end of turn again.
  • Typo fix in Pandora's Box helper text.
  • Unceasing Top relic + Queueing End Turn should now function properly together.
  • Unceasing Top relic no longer triggers after Statuses and Curses autoplay.
  • Wording fixes in Sensory Stone event.

UI and Effects
  • Add OSX Command + V paste support for Seed Panel.
  • Added Ctrl + V paste support for Seed Panel.
  • Added Custom Seed indicator to Run History.
  • Cleaned up Positive & Negative Seed Panel UI things.

Localization
  • Updates for DEU, FRA, ITA, KOR, POL, RUS, ZHS, ZHT.

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