Above: This is not the 'final' boss I'm talking about, but I don't want to spoil it for anyone still working their way there.
I thought I had finally won roguelike deck-builder Slay The Spire. In building my Silent deck I focused on card draw and energy production, which allowed me to generate near-infinite loops that, even if ended by a bad draw, generated so much block that nothing could touch me.
I was strong as hell. There's a regular enemy in the third act with 999 health, and you don't have to actually beat it, just outlast it, because it dies on its own after a set number of turns. With this deck, I felt confident I could've killed it even without the timer. Nothing could stop me.
And then I got stomped by the final boss. Just wrecked.
My deck contained too many useless cards that created the potential for what happened: drawing the worst possible hands at the worst possible moments. It was unrefined, and missing some key components that would've given me a truly infinite loop. It was a great deck until it was terrible. (Alas, I didn't screenshot it at the time and it'd take forever to find it among my other runs, but it's nothing unbelievable.)
One of the many brilliant things about Slay the Spire is how often it's possible to reach the end, whether or not I'm strong enough to beat the bosses. I can take easy routes, hitting events and rest sites and merchants and avoiding elite enemies, build a decent deck, feel good, and then stare down 60-or-whatever incoming damage with a hand that can do nothing about it and realize my deck is complete trash.
This is evidenced by the achievements. 60.3 percent of players have beaten The Shapes, the boss that appears at the end of the third act, but far fewer have reached and completed the ending beyond that. Many arrive, few survive.
I love that about Slay the Spire. I'm often turned off by roguelikes because, heck, I don't want to play the opening level or act or section 100 times to learn how to handle whatever's after it. I could never get into Spelunky for that reason, although I respect that its design clicks for others. (We gave it one of our highest review scores ever.)
What makes Slay the Spire different to me is that I don't start a new run thinking, 'Can I reach the end this time?' I know I can reach the end. The question is, 'When I reach the end, will I be a god?'
To that end, plenty of my runs do end in the first or second act, because you don't become a god without taking risks. Sometimes, I start building a deck that I know will be weak until I find the right card, and just don't find it before eating dirt. Other times, I die because I targeted elite enemies too aggressively, hoping for a key relic drop (if you haven't played, relics are items with passive effects that can completely change the deck you build).
Dying can be frustrating in Slay the Spire, but these are calculated deaths, and that softens them a lot. I'd rather not reach the end of the game if I'm not going to be strong enough to win it all—or at least have a chance—so really it's better if I die early when things aren't panning out. Rarely in a game have I died and thought, "Well, this is for the best." That's part of what makes Slay the Spire so hard to put down.
And, generally, that's just one of the reasons Slay the Spire is currently my favorite game of the year—Evan nicely encapsulates many other reasons in his review.
If you haven't picked it up, Slay the Spire is on Steam. If you're not into card games or roguelikes, this is the game to change your mind.
In the middle of the journey of our life, I found myself faced with a choice: eat the banana or eat the donut? The more I thought about it, the more I realised that this choice was trickier than it initially seemed. The banana would heal me for seven per cent of my health. The donut would raise my HP cap by seven. To be healthier now, or to potentially be healthier than ever in the future?
In the end, I'm an optimist, so I went with the donut. I definitely thought about it, though. I thought about it for a good five minutes. It's probably the longest, all told, that I have ever been confronted with a donut before making my mind up about it.
Slay the Spire isn't just a devious blend of card-battler and roguelike, then. It's also a game that likes to tempt you with donuts. It likes to bother you with ghosts and gods and tricksters and traps. You start at the lowest level of a tower and each floor contains a battle or a treasure or a shop or a campfire (this last one can either heal you or be used to improve one of your cards). But like FTL, whose forking-path structure it loosely follows, Slay the Spire will occasionally chuck in a random event. Banana or donut, for example. What will it be?
The newly v1.0 Slay The Spire, wot I called “a miracle of design” in our Slay The Spire review earlier this week, is just the start of the story. The mod scene hit the ground running when support launched last month, with the highlights being an impressive selection of new playable characters and the truly joyful Marty Feldman mode. Now we can add a whole new act to this menagerie of player-made delights.
‘The Jungle‘ replaces the second act of Spire, dragging you out of The City and into the bestial wildlands. One of the folk behind it is the chap responsible for the brilliant Slimebound and Snecko character mods, which immediately won my attention. Also, it’s got angry lions and fat rats and friendly foxes and a really very large spider. With spider-babies.
The joy of a singleplayer card game like Slay the Spire is that it puts absolutely broken combos within your grasp. It feels good to deal 50 poison damage to something. But it feels even better when you drop a series of cards that sextuples that amount of poison, kills an enemy, and triggers a corpse explosion that cascades splash damage to all of the other things that are trying to kill you.
Slay the Spire is zeroed-in on this feeling of linking cards together to produce avalanches of damage, defense, or utility. Plenty of games put this domino-effect sensation at the center of their gameplay loop, like when you collect enough Diablo gear to unlock some obscene damage multiplier, or when you Call enough Duty to temporarily become a helicopter. Slay the Spire's achievement is the way it makes this feeling of power simultaneously so potent and elusive.
This is an intricately designed deckbuilding game grounded in deliberate balance, populated by confounding enemies, steady rewards, and tactile decks of cards that play like efficient, beautiful machines of your own creation.
VIDEO: Slay the Spire's Custom mode includes an 'Endless' ruleset, where you can see how far your favorite combos carry you.
Slay the Spire splits its 283 cards into three siloed archetypes (The Ironclad, The Silent, and The Defect), characters that are as asymmetrical as StarCraft's Terran, Protoss, and Zerg. But the fantasy monsters that stand between you and the top of the spire don't play cards of their own. Instead, they fight sort of like Pokémon, inflicting damage, pesky status effects, or buffing themselves each turn. These actions are telegraphed in advance by UI and, like our most recent Game of the Year, provide near-perfect information. The good outcome of this design is that I never feel cheated when I die, rare for a roguelike or card game, let alone one that intersects the two.
Which path you take up the spire is a fun test of your ability to weigh long-term goals against short-term needs.
Over wins and losses, you start to see the way small decisions pile up into larger outcomes. I could usually trace a defeat back to a moment of greed, a hurried misplay, or an ill-advised card pickup. Slay the Spire isn't Magic: The Gathering or Hearthstone, but a good thing it has in common with those competitive games is that it makes adding any one card to your deck a non-trivial decision. There's enough margin for error given, but I've doomed dozens of runs just by picking a couple bad cards. Luckily the epiphanies that result from my own failure are gratifying, with each discovery uncovering some unnoticed layer of depth.
One deck type for The Silent became one of my favorites because of the sound it made.
The Defect, Slay the Spire's robotic character, for example, starts each run with a relic that summons a lightning orb, one of four, elemental energies that can occupy vacant slots encircling The Defect. To my naive eyes, this character was about lightning, and my initial runs were spent hoovering up as many cards as I could that made lightning orbs. I'd always grab multiple copies of Storm, a power card that summons a lightning orb whenever I played another power card. Free lightning! It felt great to end each turn and watch my family of floating green balls dish out randomly-targeted zaps.
This build would sometimes push me into Slay the Spire's third act, but eventually it'd get my robot face kicked in by the first monster that dished out big, turn-one damage. However much lightning I filled my deck with, it'd still take three or four turns to bring it out, and by then, I'd be dead.
Simply knowing Slay the Spire's combos or best cards isn't enough to earn a win. Your willingness to abandon your sweet deck idea when the RNG isn't serving up, say, loads of lightning orb cards for the Defect is itself a skill. You're building an airplane as you fly it, from partially randomized parts, through an FTL-style web of varied encounters and events.
Which path you take up the spire is a fun test of your ability to weigh long-term goals against short-term needs. Like the decisions you make deckbuilding, learning when to detour is a skill, and different strategies are viable.
The moment an act's map procedurally generates, I'm eyeballing which route takes me past the most campfires, rest points where I can either permanently upgrade a card or heal. But in earlier acts, I also want to fight as many Elite enemies as I can, which drop relics—unique equipment that contributes crucial buffs or triggers like "Whenever you discard, gain 3 block." Some of the best runs have been when I make the tough decision to fight a bunch of enemies in order to reach a merchant, just for the potential payoff of buying an essential card that might be there.
Random events also line the path, and while some pose interesting choices (like whether to halve your max HP in exchange for vampirism), my complaint is that some of the events have clearer-cut good and bad choices. I'd also love to see a few extremely rare events, something that produces that one-in-a-thousand feeling I get when The Mysterious Stranger shows up in Fallout.
A little remarkably, there are moments when Slay the Spire feels like a turn-based fighting game. The audio does most of this work, serving up expressive sounds that convey motion and impact in addition to training your brain on fine details like status effect triggers. The glacial crunch when my Defect drops multiple frost orbs is ear candy. Ditto the quintuple-tap thud of the Silent's Flechettes against a lifebar, or the toxic clink of Bouncing Flask as it spills poison over random enemies.
One deck type for The Silent became one of my favorites because of the sound it made. This 'death by a thousand cuts' build is all about playing as many 0-cost attack cards as possible in order to accumulate absurd strength and defense bonuses through relics. Over four or five combat rounds, your pinpricks transform into gouging, 40-damage swings. When this deck is in full motion, it's a chorus of stacking steel as a dozen shivs leave your hand as quickly as they enter.
Slay the Spire's playful fantasy art, on the other hand, contributes less to the joy of its combat. Enemies don't animate a whole lot, and as I battled these monsters again and again I found myself exclusively looking at the cards in my hand rather than taking in the fight. Darkest Dungeon remains the pinnacle of this style of art for its skull-rattling 2D combat camerawork, and Slay the Spire might've benefited from this kind of cinematic flare.
One other poke I'd make: I don't love that blocking damage feels so central to victory. Tracking down the relics and cards to create ample defense is by no means automatic, but there simply aren't many monsters or bosses that can crack a 100-HP barrier that persists over each turn. Across all three characters, loading up on block was the common thread in my wins.
Still, this seems trivial compared to the genre-bending achievement that Slay the Spire represents. At every stage of my own mastery over the Spire's tricks and hazards, meaningful difficulty kept in lockstep. When I beat the game with The Defect's orb-fu, I had to unlearn some of that strategy and wrap my head around the direct damage style of The Ironclad. When losses piled up, a custom mode was waiting for me with a literal checklist of absurd mutators that let me make my own rules, like running a deck with all-rare cards, or trying to win with 1 HP. When I beat everything, I had to beat it all over again, and complete the unlocked, secret final act.
The essence of what makes a great card game is readily available here: the joy of building a machine and optimizing it as much as you can. As is the bottomless surprise, the highs and lows of roguelikes. If that isn't enough, recently added moddability is already adding new decks, enemies, and cards to tinker with.
Roguelike card game Slay the Spire has escaped Early Access—our review is coming soon—after a fairly brisk 14-month stint. An update accompanies the launch, as well as a trailer that you can watch above.
The game’s launch means the weekly updates will stop, but Mega Crit Games has plans for more “content”, along with some PC-specific features that the developer didn’t have enough time to finish before the release date.
If you don’t want to trawl through a year of patch notes, Mega Crit’s put together a list of highlights from all the updates since November 14, 2017, including a new character, the final act and Steam Workshop support. Check out the entire list below.
The 1.0 update is a small one, mostly bug fixes and minor UI tweaks, such as fixing rare crashes and removing beta popups. Check out the patch notes here.
While you’re waiting for our review, why not read about the time Tom beat Slay the Spire with a family of slimes?
Yes, I’m trying to retroactively validate playing Slay The Spire for almost 200 hours – and all too often while I was supposed to be working on other games – by continually posting about it now. Here’s my Slay The Spire review, here are some delightful Slay The Spire character mods and here is the best mod of all time, for anything ever. And this post, right here, is the one-day-belated news that Spire hit version 1.0 yesterday.
If you’re an early access-averse sort, you need no longer get this particular Satan behind thee: this jim-dandy deck-builder/roguelite is now wearing its big boy shoes. Unfortunately, that also means it’s a fair whack pricier.
It s not often I get to play a game for 187 hours before reviewing it. Hell, it’s not often I play a game for 187 hours. Deck-building, singleplayer roguelite Slay The Spire, which gets a full release today after just over a year in early access, has me on its hook.
Traditionally, I look at a number like that and hate myself so much time wasted pursuing incremental item upgrades in an MMO or Diablolike, or, God help me, watching pretend numbers go eternally up in a clicker game. A number like that generally means I lost myself to something unhealthy, like a toddler set loose in a ball-pit full of popping candy. And so I snarl at myself in the mirror, and swear myself off such practices for life. Until the next time.
I look at those 187 hours in Slay The Spire and I don t feel that way. I feel… pride? I think all that time, and I m still not tired of this wonderful toy. Do it again, do it again! (more…)
“With more planned.” For months, that’s all we’ve had to go on, when it comes to the nagging question of whether or not the wonderful Slay The Spire will ever stretch beyond its three playable characters. Third character The Defect’s relatively new, and the focus is currently on spit’n’polish for this week’s escape from early access, so I’m not holding my breath for an official newbie any time soon.
I don’t have to, because the community’s taken advantage of Spire’s newly officially-enabled mod support to add a weird and wonderful assortment of new card-clobberers to the game. Given the almighty balancing act inherent to a numbers game like this, what I’m truly surprised by is how good> some of these are. Inventive concepts, not too much of a power-trip or too much of a kick in the squishies, and only a little bit of brazenly stolen art. So, here are five of the Slay The Spire character mods I dig the most (so far).
Developer Mega Crit Games' superb dungeon-crawling deck-builder (with a twist of rogue-like, natch) will be leaving Steam Early Access and launching in its Version 1.0 guise later this week, on January 23rd.
Admittedly, this isn't new news, as such - Mega Crit actually revealed Slay the Spire's launch date just before Christmas - but today seemed as good a day as any to issue a reminder for those that, like me, may have missed the announcement due to an excess of holiday spirit.
Slay the Spire, if you've not yet had the pleasure, entered Steam Early Access in November 2017 and very rapidly won the affections of players with its wonderfully rich, strategically thrilling (but still very accessible) blend of rogue-like dungeon crawling and deck-building.