Slay the Spire - Dinosaurs


Hey everyone,

It's nice and sunny here in Seattle.
This week's work was focused on balance, reworks, and bug fixes. Too many random issues were beginning to rack up.

Third Character
We now have about 60/75 card art completed and we're putting on the final balance touches. Keep in mind that balance and changes will still occur after the character is released into the main branch.

Controller Support
Work has begun to add controller support. Slay the Spire from a couch! Those who play 12 hours a day can also give your wrists a break (Tip: Remember to take a break every now and then). Our aim is to make it as intuitive and customizable as we can!



Patch Notes

Hotfix
  • Fixed SRP crash.
  • Fixed potential issues with game not loading if language was set to SRP or SRB.
  • Might as well add in some DEU/SRP/SRB loc updates.

Content
  • New common relic Potion Belt.
  • New common relic The Boot.

Balance
  • Prayer Wheel relic reworked and is now rare.
  • Regen potion gets an overhaul. It now acts like Poison, but heals.
  • Fruit Juice can now be used outside of combat.
  • Fruit Juice will no longer spawn from Alchemize.
  • Entropic Brew can no longer spawn Fruit Juice.
  • Entropic Brew now spawns potions similarly to Alchemize now (considers rarity).

Bug Fixes
  • Awakened One no longer incorrectly regenerates to 10 HP if killed by thorn type effects.
  • Bronze Automaton combat now has enemies correctly attacking from left to right.
  • Card picks in Run History screen now show card names rather than ID.
  • Correctly show skipped cards in Run History screen
  • Entropic Brew now always gives you potions equal to your potion slot count.
  • Eviscerate card now has correct cost when returned from Stasis power.
  • Fixed issue where Save & Exit could re-roll certain events at ? rooms.
  • Fixed issue where White Beast relic would still spawn on Brewmaster Daily.
  • Game now saves after receiving cards from Pandora's Box and Astrolabe via Neow so your cards don't vanish.
  • Mysterious Sphere event enemies now attack in the correct order
  • Smoke Potion can no longer be incorrectly used outside of combat. (Can still be discarded)
  • Snecko Oil wording fix for high ascension levels.

UI and Effects
  • Gambler's Brew (Potion) gets an updated color/shape.
  • Dexterity Potion shape updated to match Strength Potion.
  • Tiny House relic wording improved.
  • Black Star relic wording update to be more consistent with other relics.
  • Cauldron and Old Coin wording improved to match other relics.
  • HP-gain relics (Fruit & Waffle) now have consistent pickup wording.

Localization
  • Renaming SRB-CYR to SRP and SRB-LAT to SRB as it was causing crashes.
  • Updates for DEU, ITA, JPN, POL, RUS, SRB, SRP, UKR, ZHS, ZHT.
Slay the Spire

Heroes in Slay the Spire are themed card decks full of powers unique to that character. So far we've had a swordmaster who specialises in using strength to hit goblins real hard, and a sneaky assassin who enjoys poisoning enemies. They have just been outdone by The Defect, a magic robot that uses floating elemental orbs to blow up goblins with lightning storms. 

The Defect is the third and final one to be added before the game leaves Early Access and takes over the world. If you have the game you can play as him by right-clicking on Slay the Spire and selecting the beta branch from the beta tab in the properties menu. I would highly recommend doing this, because the orb system is a whole resource management game hiding inside a card combat game. I can't think of anything else quite like it.

The Defect starts with a set of basic attack and block cards, but you want to get rid of those as quickly as possible so you can fill your deck with cards that summon and activate orbs. At the start of a run you have three empty orb slots that hover around the robot's head. Cards fill those slots with elemental force that performs a passive effect at the end of every turn—frost orbs give you a couple of points of block; lightning zaps a random enemy for three damage; plasma gives you extra energy so you can play more cards in a turn.

You can also use cards to spend the orb at the front of the queue to perform a more powerful one-shot effect. A lightning orb will zap a random enemy for extra damage, for example, and an activated frost orb will give you extra block. Once your deck starts working efficiently the Defect can cycle through multiple orbs in a turn, summoning a rainbow of elemental effects and converting them into damage and defence on the fly. Slay the Spire has fairly basic art, but moving these glittering balls of energy around is satisfying and surprisingly beautiful.

You're suddenly thinking about holding the orb queue until they are powered up enough to do serious damage. It feels like juggling grenades.

The system creates an entirely new way for cards to interact with the battlefield. Normally you play cards directly on yourself or your enemies, but the orbs are a third zone that you can grow and shrink in each battle. There are cards that increase and decrease the number of orb slots floating above your head (I haven't found the limit to the number you can have, but I will). Beyond standard attack/defence orbs like lightning and frost, there is a rare 'dark' element that powers up each turn it hovers in orb form, which means you're suddenly thinking about holding the orb queue until they are powered up enough to do serious damage. It feels like juggling grenades.

I've only played around with the new character for a few hours, but I can already see some potential builds. There is a resource that improves the passive effects of your orbs, so suddenly those lightning orbs are dealing seven damage to a random enemy each turn rather than three. If you can get five or six lightning orbs into the air, that's a lot of ongoing automatic damage every turn. I also like the way you can manipulate the orb collection to play more defensively in the right situation. If I'm expecting a big punch in a few turns I can start channeling lots of frost orbs to give myself a burst of block at the right moment.

He's already my favourite character, but the orb system does conflict with Slay the Spire's random card drops more awkwardly than the other classes. Some cards, like Capacitor (+1 orb slot), feel essential to The Defect's whole deal, and if you don't happen to drop them, or you pick them up late in the run, then it feels like you can't unlock the hero's true potential.

This is also the case for the other two classes, to an extent. If you are angling for a strength-heavy build and you don't get the right drops, that's just tough. These orb manipulation powers feel so integral to The Defect's style, however, that I wish a few of them were in the starting hand. The Defect's relic gives him an automatic lightning orb at the start of each fight. If you ask the magic whale to swap out your starting relic (all hail the whale) it really kneecaps the class.

The robot is still in beta, though, so balance is still being worked on. Right now there are some very powerful cards still in circulation on the beta branch—the card that causes your lightning orb strikes to target everyone is particularly tasty. I think I'll find it hard to go back to just hitting goblins like a norm with the Ironclad after this. The new deck is full of so many neat ideas, it bodes well for the heroes the team are planning to add after launch.

For more on Slay the Spire, check out our recent interview with the developers.

Slay the Spire

Excellent card crawler Slay the Spire released a new update today, adding a profuse pile of potions to the game’s mixture of deck building and dungeon crawling. The new update is actually a rework of the whole potions system, previously functional but a bit lackluster. Potions are now divided into Common, Uncommon, and Rare categories, and some of the new potions look quite powerful on the face of it—like a fairy in a jar that prevents death, or a little bit of Snecko oil to draw some cards and gain the sometimes-valuable Confuse effect. 

Perhaps my favorite new potion is the Gambler’s Brew, which allows you to discard any number of cards, then draw that many. Others will probably be of interest to Slay the Spire’s nascent speedrunning community, like the Smoke Bomb, which allows you to skip combats, or the Steroid Potion, which will provide some serious punch to those Ironclad decks. For the curious, a redditor has taken a dive into the code to uncover the effects of all the new potions.

Slay the Spire is currently in Early Access with two character archetypes and a third on the way. If this tempts you to check out the game, might I suggest our guide? I might. I might do that.

Thanks, RPS

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.
...