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현재 버전 필터: V2 (Slay the Spire 2) | Steam App ID: 2868840

자동 갱신 주기: 약 60초 | 원문 출처: Steam Community Announcements

The Neowsletter - August 2026

2026. 8. 15. 오전 8:52 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hi Slayers, the August Neowsletter is here!

The team has been hard at work on new content but it'll be at least a month until any of it hits the beta branch.

We'll be out of office during late August for our annual team break, so there wo...

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Hi Slayers, the August Neowsletter is here!

The team has been hard at work on new content but it'll be at least a month until any of it hits the beta branch.

We'll be out of office during late August for our annual team break, so there won't be an August 27 patch. As a mostly remote company, it's good to meet in person to touch some grass, frolic on the beach, and whatever else it is that people do when they aren't playing or making video games.

For now, let's take a look at how far we've come since launch and what we've begun to work on...

Roadmap Revisited

Outside of our ongoing tasks of bug fixes and balance updates, many items on our roadmap have started seeing some movement:

Things that have been added:
- Steam Workshop support
- Initial scaffolding for The Bestiary
- The Badge/Score system
- Traditional Chinese and Indonesian localization
- Lots of new cards, relics, etc.

Things we're actively working on:
- Experimental game modes
- Alternate Act 2
- New character

Our bi-weekly update cadence on the beta branch has allowed us to cross quite a few features and content off of our to-do list. It also allows us to be more dynamic and experimental when introducing changes. However, when doling out content piecemeal like that, it's harder to dedicate time to developing the bigger, more impactful content that so many players are most eager for. As you can see above, we've since shifted our focus to such pieces of content, including an alternate Act 2 and new character! In order to bring you this much-anticipated content, we will be shifting our updates to be a bit further apart, at least for a while. We can't guarantee the exact pace or if said pace will be regular, but we'll continue to keep you updated, as always!

While we're really excited to show off everything we've been working on, we also hate spoilers. So please take this foot for now.

Q&A With C&A

Time for our (roughly bi-monthly) Q&A section! If you'd like your question to be featured here, the best way to send it to us is fanmail@megacrit.com.

Clapah asks: I am loving Slay the Spire 2! I was thinking about the balance of ascension 10, knowing it is a fair bit easier than a20 in spire 1. How difficult are you aiming for a10 to be? Will it be around a20 in spire 1 or closer to how it is now in early access?
Casey: Our general thought has been that Ascension 10 is close to the highest difficulty we'll have for the game. Grinding out Ascension 20 would be quite a chore as there are more characters in the sequel. As more content makes it into the game, there will be a clearer picture on how we want to tackle challenging difficulty though :)

SuperJuan2000 asks: Enchantments have been my favorite addition to this game, they help spruce up cards and make the game feel endlessly fun. Do you have any plans for more enchantments? Additionally, would you guys add in enchant stacking in the future (As an example, the Self Help Book event can grant +2 damage on a card and then picking up Gnarled Hammer grants +3 damage, stacking up to +5 damage since they're the same enchantment.)?
Casey: We like enchantments too! However, we explicitly disallow stacking of enchantments as the probability of snowballing with a single card goes up. We want our players to experience deckbuilding rather than cardbuilding!

Fundays with Fox asks: I have been enjoying the video game Slay the Spire 2 and I have a question about it: suppose that I am playing as the Necrobinder and an enemy is attacking for 5 damage. Would Osty prefer I played Defend or Bodyguard?
Casey: Osty wants to be a good boy and Defend so we should let him.

Silversmith20 asks: can you give us back some of the control options and touchscreen mode from the first game
Casey: We're always adding more input/control stuff but it'll likely be part of the push for mobile ports that will bring in touchscreen.

forge 12 asks: hello megacrit can you give defect a gun resembling real life guns
Anthony: no

Ghost Actual asks: Can we get outfits or recolours for characters now that we have mutliplayer?
Casey: Sounds useful, why not (we're a small team, though, so not sure when we'll be able to prioritize this.)

SamuraiSAX asks: Is there any word on when we can expect Steam Achievements?
Casey: The v1.0 release

The Annual Stopwatch — Cat Food Cup

Did you know that every year, the Chinese StS community holds at least one tournament called the Cat Food Cup, hosted by IrisRaphael? And right now, as this Neowsletter reaches your hands, it's getting ready to raise the curtain on the Top 16 of the main bracket over on bilibili!

This is already the 7th Cat Food Cup, and the core rules of this tournament — passed down all the way from Slay the Spire 1 — have never changed: each player gets two SL (save-load) chances, then two players run the exact same seed, and whoever climbs further and faster up the Spire takes the win. You can find the full schedule from Aug 8th to Aug 30th and detailed competition rules right here! There will be guest appearances from various streamers, so go check out the matches! Also, shoutout to 鸟蛋 for making the event's cool logo!

Map Masterpieces

Now let's see some of the latest in-game drawings you've sent our way!

This enormous, full-body portrait of the Necrobinder by 櫻ヨル !

This adorable, propeller-hatted Silent with a big lollipop by grymm !

A couple of abstract Regents submitted by tr1ke , the one on the right looking eerily like a different (some might even say the original) long-legged, star-shaped character.

Connections Section

Some of you said last month's puzzle wasn't so chill after all, so I can't really gauge the heat-level of this one but I hope you have fun with it! ^-^

Community Corner

Thank you to 林林 for this month's vibrant, festive cover image! Also, shoutout to our very close runner up Aster , a 12-year-old fan who's already an incredible artist:

Next month's theme is: September in the Spire ! Maybe that means the Slayers are headed back-to-school, maybe it means they're going apple-picking, or maybe they're just enjoying the changing foliage--but it can be anything that feels representative of September! If you'd like to submit your art for consideration, reminder that it must be submitted to us via fanmail@megacrit.com or in our Discord's fanart channel, have dimensions of 800x450px, feature no text, and leave room for a title! Please make your submission by Thursday, September 10th!

And now for the usual community highlights...

This gorgeous illustration of the Slayers all conspiring together (no pun intended) by Hieumay!

This incredible splash art of the Silent dodging some Phrog Parasite tendrils by **Elliades**!

One of multiple pixelated renditions of Slay the Spire 2 cards by frost-geist!

That's all for this issue; we'll be back refreshed (and maybe a little tanned) next month!

Beta Patch Notes - v0.111.0

2026. 8. 14. 오전 10:07 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Time for another beta patch! Heads up that there won't be a patch on the 27th as our team is taking a break in the last week of August. As we'll explain a bit further in the upcoming August Neowsletter, there may be a longer wait in general...

전체 내용 보기

Time for another beta patch! Heads up that there won't be a patch on the 27th as our team is taking a break in the last week of August. As we'll explain a bit further in the upcoming August Neowsletter, there may be a longer wait in general for the next patch, as we've shifted our focus to some BIG, much-anticipated pieces of content!

In the meantime, let's look at some of this update's highlights. First off, there are a couple of card reworks and lots of various balance changes as well as UX and performance improvements. Also, we have officially implemented Indonesian localization! In the art and VFX realm, we've added some cool new card art and, excitingly, low HP idle animations for all of the playable characters! Now when you're close to death you'll at least have some fun visual flair to go along with it.

We look forward to hearing all of your feedback! Now on with the rest of the patch notes...

CONTENT & BALANCE:

Ancients:

Nerfed Tezcatara's Brightest Flame card: max HP loss increased from 1 → 2
Nerfed Nonupeipe's Beautiful Bracelet relic: now Enchants 4 random cards instead of allowing you to select the cards to Enchant

Enemies:

Buffed Axebot :

Hammer Uppercut move damage increased from 12(14) → 14(18)
Now gains +10 Max HP each time it respawns
The One-Two damage from 9(10)x2 → 10(11)x2

Buffed Mechaknight : now also deals 8(12) damage on it's Flamethrower turn
Buffed Exoskeleton : HP at A8 increased from 24-28(25-29) → 24-28(26-30)
Buffed Globe Head : Galvanic power at A9 increased from 6(6) → 6(8)
Buffed Louse Progenitor : Strength gain at A9 increased from 5(5) → 5(7)
Buffed Soul Fysh : De-Gas move damage at A9 increased from 16(17) → 16(18)
Buffed Entomancer : HP at A8 increased from 145(155) → 145(165)

Colorless Cards:

Changed Rend card:

Energy cost decreased from 2 → 1
Base damage decreased from 15(18) → 10(12)

Changed Salvo and Splash cards: swapped rarities, Splash is now Rare and Salvo is now Uncommon

Ironclad:

Reworked Expect a Fight card: from Uncommon - Skill - Cost 2(1) - "Gain 1 Energy for each Attack in your Hand. You cannot gain additional Energy this turn." → Uncommon - Skill - Cost 3 - "Gain 15(16) Block. Gains 5(8) additional Block for each Strength you have."
Buffed Forgotten Ritual card: no longer requires a card to be Exhausted to gain Energy
Buffed Rampage card:

Base damage increased from 9 → 10
Scaling damage from 5(9) → 5(10)

Silent:

Nerfed Blade of Ink card: Inky enchantment no longer gives additional damage (still applies Weak)
Nerfed Mirage card: now Exhausts and loses Exhaust on upgrade instead of cost lowering from 1 → 0

Regent:

Buffed Alignment card: Star cost decreased from 3 → 2
Buffed Spoils of Battle card: Forge increased from 5(8) → 6(9)
Nerfed Refine Blade card: Forge decreased from 9(13) → 8(12)
Changed Guiding Star card:

Card draw changed from this turn → next turn
Star cost decreased from 2 → 1

Nerfed Regalite relic: Block gain decreased from 6 → 4

Necrobinder:

Buffed Shroud card: Block gain increased from 2(3) → 3(4)
Buffed Time's Up card: no longer has Exhaust

Defect:

Reworked Hyperbeam card: from "Deal 30(38) damage to ALL enemies. Lose 3 Focus." → "Deal 24(30) damage to ALL enemies. Lose 3 Focus this turn."
Buffed Thunder card: Damage from 6(8) → 8(11)
Nerfed Null card: Weak application decreased from 2(3) → 1(2)
Nerfed Synchronize card: Focus decreased from 2(3) → 1(2)

WRITING:

Added Indonesian localization with English fallback

USER EXPERIENCE & INTERFACE:

Vakuu's Jeweled Mask relic now chooses a non-Innate power unless all powers in the player's deck are Innate
Cards with on-end-turn effects are now played faster when there are many of them
Invite button is shown when the overlay is disabled, and displays an error
Made it so players can confirm card selection via E again
Sped up Epoch unlock VFX if playing in fast mode

ART:

Added portrait art for the cards:

Hibernate
One For All
Cacophony
Underworld
Midnight

Added low HP idle animations for all playable characters
Updated Necrobinder's slash VFX
Changed Dexterity Potion back to being green

BUG FIXES:

General:

Saves are no longer copied to the modded save directory if a player declined mod loading, but left their mods installed
Fixed an issue where unmodded saves were not copied for players who had previously declined mod loading
Fixed input being blocked after clearing map drawings while in map drawing mode
Fixed map drawings breaking when lines are cleared while a stroke is in progress
Fixed a crash that could happen in multiplayer when selecting a relic at a treasure room
Fixed a crash that could occasionally happen after closing and then re-opening the single-card inspection screen
Fixed an error when a card finished moving to a pile after combat ended
Fixed an error when a combat would end while cards were still shuffling
Fixed an issue where badges earned at the end of a run could be lost if you left the game over screen early or had already earned every unlock
Fixed focus not returning to cards after rerolling rewards on controller

Enemies:

Fixed Form VFX not flipping when the player flips direction during the Kaiser Crab Combat
Fixed the Lost and Forgotten monster's death particles continuing to play the animation is interrupted in the Bestiary

Defect:

Fixed Defect's power-up animation freezing when interrupted while playing Echo Form card

Multiplayer:

Cacophony card no longer triggers a second time if its first trigger causes another card to be drawn (i.e. via Gremlin Horn relic)
Unreadying in a loaded Daily Run lobby no longer leaves you readied up
Fixed a multiplayer crash that could happen when killing the last enemy in an encounter with The Ball card

PERFORMANCE:

Reduced hitch on Punch Off and The Lantern Key events
Reduced stuttering when text appears for the first time in Japanese, Chinese, Korean, Thai and Russian
Preloaded only the glyphs the bold and italic faces can render

Beta Patch Notes - v0.110.0

2026. 7. 31. 오후 12:26 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Another beta patch just dropped! This one contains a host of balance changes and reworks. Notably, Mirage and Pillar of Creation have been reverted back to their pre-0.109.0 versions and have also been slightly buffed and nerfed, respective...

전체 내용 보기

Another beta patch just dropped! This one contains a host of balance changes and reworks. Notably, Mirage and Pillar of Creation have been reverted back to their pre-0.109.0 versions and have also been slightly buffed and nerfed, respectively. We've also implemented a brand new feature in this patch--a keyboard-only control option! So be sure to let us know what you think if you try it out. In terms of art, many cards have new, polished portrait art and, excitingly, characters now have VFX for their unique forms!

CONTENT & BALANCE:

Ancients:

Buffed Neow's Abundance card:

Now always creates Upgraded powers
Upgrade changed to lower Energy cost by 1

Reworked Tezcatara's Toasty Mittens relic: "At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength." -> "At the start of your turn, Exhaust 1 card from your Hand and gain 1 Strength."
Buffed Tezcatara's Seal of Gold relic: Gold loss decreased from 5 -> 3
Changed Nonupeipe's Beautiful Bracelet relic:

Cards enchanted increased from 3 -> 4
Swift amount decreased from 3 -> 2

Buffed Nonupeipe's Fur Coat relic: marked combats increased from 7 -> 8
Nerfed Nonupeipe's Signet Ring relic: Gold decreased from 999 -> 888
Buffed Pael's Relax card: Block increased from 15(17) → 16(18)
Buffed Tanx's Whistle card: cost decreased from 3 -> 2
Buffed Tanx's Maul card: Maul damage scaling increased from 1(2) -> 2(3)
Reverted Vakuu's Fiddle relic: card draw decreased again from 3 -> 2

Ironclad:

Buffed Mangle card: damage increased from 15(20) -> 20(26)
Buffed Pact's End card: damage increased from 17(23) -> 18(24)

Silent:

Reworked Haze card: Uncommon - Skill - Cost 3 - "Sly. Apply 4(6) Poison to ALL enemies." -> Uncommon - Skill - Cost 2 - "Apply 4(6) Poison and 1(2) Weak to ALL enemies."
Reworked Outbreak card into a Rare Skill: Uncommon - Power - Cost 1 - "Whenever you apply Poison, deal 4(5) damage to ALL enemies." -> Rare - Skill - Cost 3 - "Apply 9(12) Poison to ALL enemies. Poison triggers immediately."
Reworked and renamed Scare card -> Sidestep : Uncommon - Skill - Cost 0 - "Apply 1 Weak to ALL enemies. Exhaust. (Lose Exhaust.)" -> Uncommon - Skill - Cost 0 - "Next turn, gain 1(2) Energy."
Changed Mirage card:

Reverted back to its previous version (i.e. gains Block based on enemy Poison again)
No longer Exhausts

Nerfed Well Laid Plans card: cost increased from 1(0) -> 2(1)
Changed Echoing Slash card: rarity decreased from Rare -> Uncommon

Regent:

Reworked Regalite relic: "Whenever you create a card, gain 2 Block." -> "The first time you create a card each turn, gain 6 Block."
Buffed Terraforming card: Vigor increased from 6(8) → 7(10)
Changed Pillar Of Creation card:

Reverted back to its previous version (i.e. effect is no longer triggered just once per turn)
Block decreased from 3(4) -> 2(3)

Buffed Crush Under card: damage increased from 7(8) -> 8(9)

Necrobinder:

Changed Eidolon : can no longer be generated mid-combat
Buffed Sacrifice card: Block gain increased from double -> triple Osty's Max HP
Buffed The Scythe card: damage scaling increased from 4(5) -> 5(7)

Defect:

Buffed Biased Cognition card: Focus increased from 4(5) → 5(6)
Buffed Refract card: damage increased from 9(12) -> 10(13)
Nerfed Rocket Punch card: "Whenever you create a Status, reduce this card's cost to 0 Energy until played." -> "Whenever you create a Status, reduce this card's cost by 1 Energy until played."
Buffed Synchronize card:

Upgrade changed to increase temp focus from 2 -> 3
No longer Exhausts

USER INTERFACE & EXPERIENCE:

General:

Added support for keyboard-only mode
Added a "Share" button on the map screen which takes a screenshot of the entire map
Added a "Listening For Input" popup when a player is remapping inputs or bindings
Updated padding, font sizes, and color for input remap screen
Updated input glyph positioning on various buttons
Updated change profile button to render a larger input glyph
Updated keyboard-mode glyph asset from placeholder -> style match
Adjusted hotkey icon size and position in top bar
Updated generic selection reticle asset to improve contrast and resolution. It's now rendered very slightly smaller as well.
If a binding is missing, a gray hyphen is now rendered rather than nothing in input settings
Users are now informed if Steam Input is activated or not in a more explicit way
Scrollbar in settings screen is now placed better in non-standard aspect ratios
When using a controller, the game now always tries to initially hover a map node connected to your current one when you have Winged Boots relics
Disabled left/right paging for Stats screen as Achievements screen does not exist yet

Multiplayer:

Made the UI for joining a friend's run nicer looking
Tutor card now un-ends the target's turn if they have ended their turn
Removed "Waiting for Players" screen when dying to Architect

ART:

Added form VFX
Added portrait art for the following cards:

Constellation
Blade Symphony
Concoct
Tutor
Imitation Learning
Soulbound
Fade

Added beta portrait art for Sidestep card
Added fire to Test Subject burn animation

WRITING:

General:

When the word "potions" shows up in option descriptions or relic descriptions it is now gold and capitalized
Fixed Slow debuff power description not displaying its active multiplier in the hovertip
Fixed typos in Abundance and Blade Symphony cards
Updated Diamond Diadem relic's wording to be clearer about how long its effect lasts
Renamed Full Keyboard -> Keyboard-Only

Localization:

Updated translations for various languages
Fixed translation errors in the following languages:

French
Italian
Russian
Thai
Turkish
Traditional Chinese

BUG FIXES:

General:

Uncommon cards show up slightly more often (as intended)
Players can no longer discern the shuffle order of cards in certain scenarios
The run history is now centered on ultrawide screens
Fixed an issue where an Epoch unlock earned at the end of a run could be lost, permanently blocking Timeline progress (affected saves are repaired on load)
Fixed an issue where leaving the game over screen mid-animation could award an Epoch unlock without spending the score that paid for it
Fixed being able to controller navigate to card grid while inspecting a card in the Compendium
Fixed opening the settings screen when a player would hit "escape" to close the potions popup

Enemies:

Tough Egg can now have 1 more max HP
Decimillipede now correctly displays stats in the Bestiary
Fixed error that occurred when Tough Egg would hatch in the Bestiary

Events:

Fixed typo in Lantern Key event

Potions & Relics:

Bellows relic now properly upgrades the extra card when Pendulum relic triggers on turn 1
Fixed Dowsing missing card preview for Abundance

Ironclad:

Fixed Juggling card so that when your third attack also auto-plays an attack (for example, Uproar card), Juggling now properly copies the original attack instead of the auto-played attack

Multiplayer:

Fixed chosen card getting stuck if another player gives you the Touch of Insanity potion
Feral card now puts The Ball card into your hand instead of another player's
Imitation Learning card no longer softlocks with Replay, now ignores duplicate plays
Tutor card no longer softlocks with Replay
Players can Abandon Run outside of combat again

MODDING:

The "Report Bug" button is no longer shown in error dialogs when any player in a session has mods

Beta Hotfix Patch Notes - v0.109.1

2026. 7. 26. 오전 3:42 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Got a tiny patch today with one important hotfix for players playing in Traditional Chinese!

BUG FIXES:

Synced corrected Traditional Chinese translations to fix broken plural evaluation

The Neowsletter - July 2026

2026. 7. 18. 오전 4:54 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

The July Neowsletter is here, Slayers! Last month we bid farewell to the Doormaker, but you know what they say: when one door closes... a giant floating hourglass creature appears! In this issue we're taking a look behind the scenes at the...

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The July Neowsletter is here, Slayers! Last month we bid farewell to the Doormaker, but you know what they say: when one door closes... a giant floating hourglass creature appears! In this issue we're taking a look behind the scenes at the process of bringing the Doormaker's replacement, Aeonglass, to life!

Aeonglass Animated

Mega Crit’s animator Chris here with a quick dive into the animation process for our latest boss: Aeonglass . Most of you know that this critter replaces the Doormaker. What you probably don't know is that, as that character's design evolved away from door-making, we explored other concepts, including a multi-faceted pillar of death that could rotate its sections to reveal different capabilities--sort of a Swiss Army rock. I even did an animation test to see if I could fake the 3D rotation using 2D software.

But alas, all versions of the Doormaker eventually fell prey to the march of time and it became clear that Aeonglass was here to stay.

The art was finalized (see Option B above) and I was clear to animate. But before I got too carried away, I did some tests to make sure I could simulate 3D rotating metal rings in 2D space. The result wasn’t much to look at, but as a proof of concept it worked well enough for us to move ahead.

So how does a giant hourglass thingy with rotating rings cast spells, fight, and generally do stuff? Only one way to find out: doodling. Take the image included here. It shows that one of my first ideas for an attack involved locking the rings in a fixed position resembling a big atom. While I liked the idea of the rings forming a recognizable shape while emitting a blast, I later realized that aligning the rings horizontally like a disk would create a more distinctive silhouette. Not only that, but the curve of the disk suggests a horizontal sweeping motion. With a little bit of VFX, we could launch some sort of slice attack. Our giant hunk of metal and glass was developing an attitude!

Attitude secured, it was time to animate. This part of the process takes a while and I won’t get into the details, but Aeonglass did require a few special techniques. For instance, when our Art Director Marlowe handed me the artwork, she requested that the stuff in the hourglass move more like lava lamp goo than the traditional sand. There are a few ways to approach goo animation, but I opted to use a shader. In fact, I made this goo using the same smoke shader used to make the body of the Living Smog. Since my animation software doesn't support shaders, all I see while I'm working is a striped placeholder image where the goo will be.

When the animation is played back in-engine, the placeholder is replaced by an endless stream of time globs slipping away into eternity.

Another unusual technique was setting up the rings to play on a separate timeline from the rest of the character. This means that the character can go from standing still to getting knocked back to debuffing you with "Wither," all without interrupting the smooth rotation of the rings. Keeping the rotation separate is also easier for me because tweaking it can be done by editing one animation instead of three.

Speaking of time globs, I don't want to use up too many of yours! Let's see what else is going on in this Neowsletter...

Merch Madness

Ho ho! Looks like the Merchant heard about the merchandising ventures of some other Spire inhabitants and had to get in on the action! Thanks to the latest Makeship x Slay the Spire drop , you can buy a plush keychain of the Merchant's faithful Courier, gleaming pins of his wares, and even a plushie of the Merchant and his rug! His real rug might not be for sale... but no one ever said anything about a mini, plush replica of it!

These limited edition products are available only to the speediest of patrons, so pre-order yours before this collection disappears on August 1st at 5AM PST!

You helped bring their concepts to life and now they're finally here--the Youtooz figures of the Necrobinder and Regent are available now! The newest additions to the Spire's roster of climbers have taken smaller, vinyl-based forms in order to grace your shelves and watch over your future runs. The collection is complete... for now.

Lastly, we've got a cool collab to highlight: turns out the Ironclad was enjoying StS2's co-op mode so much he decided to join another multiplayer game?! You can play as a floppier, less-limbed version of everyone's favorite warrior in Heave Ho 2 (which literally just came out)!

Connections Section

The last Slay the Spire Connections was a little tricky... hopefully this one is more chill ;)

Map Masterpieces

Time for our usual showcase of the community's cool in-game map art!

The Defect admiring its array of orbs by DogOnPluto !

The Regent (playing a different type of ball than most of the world is talking about right now) by thugzmcdubbz !

The Ironclad literally carrying the Regent by rattraps !

The Defect asking for his favorite treats by Lumin !

Community Corner

Thank you to pp for this month's super cool cover image (check out Neow's custom shades)! Special shoutout to our runner up valarts who actually 3D-modeled their submission! This one makes me wonder... is the Defect waterproof?

Next month's theme is: Slay the Summer - Festival Edition ! You could include water lanterns, food stalls, fireworks, whatever you like--just make it August-y! If you'd like to submit your art for consideration, reminder that it must be submitted to us via fanmail@megacrit.com or in our Discord's fanart channel, have dimensions of 800x450px, feature no text, and leave room for a title! Please make your submission by Friday, August 7th!

On with the rest of the community highlights!

An animated version of the Ironclad's Evil Eye card by Qumerredem!

Awesome cosplay by FishStickMystic of the Silent partaking of her own poison!

A desk setup that SLAYS by Chestnut featuring his very own gorgeous fanart!

That's all for this month's issue, see you in the next one!

Beta Patch Notes - v0.109.0

2026. 7. 17. 오전 11:55 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Another beta patch is here, Slayers! This one brings a host of balance changes, bug fixes, and new Epoch art. We've also begun to translate the game into Traditional Chinese (no timeline just yet on official support for other languages, but...

전체 내용 보기

Another beta patch is here, Slayers! This one brings a host of balance changes, bug fixes, and new Epoch art. We've also begun to translate the game into Traditional Chinese (no timeline just yet on official support for other languages, but we'll let people know when we are looking for additional translators.) Perhaps most notably, two new Neow relics have been introduced, one of which grants a powerful, exclusive potion and the other a brand new quest card (with some cute beta art!)

CONTENT & BALANCE:

Ancients:

Added new Neow relic, Dowsing Rod - "Upon pickup, add 1 Dowsing to your Deck."

Dowsing - Quest - 0 cost - "After entering 5 more ? rooms, transform this into Abundance ."
Abundance - Ancient - Skill - Cost 1 - "Choose 1 of 3 (Upgraded) Powers to add into your Hand. It is free to play this turn. Exhaust."

Added new Neow relic, Neow's Sacrifice - "Upon pickup, procure 1 Ambergris and add 1 Guilty to your Deck."

Ambergris potion - "Heal for 50% of your max HP. Take an extra turn after this one."

Reworked Nonupeipe's Diamond Diadem relic: "Whenever you play 2 or fewer cards in a turn, take half damage from enemies." -> "Start combat with 20 Block. Block is not removed at the start of your next turn."
Moved Orobos' Sand Castle relic moved from Pool 1 -> Pool 2 (second option instead of first option)
Changed up Darv blessing pools for more variety (will see Energy relics more often)
Nerfed Tanx's Meat Cleaver relic: HP gain decreased from 9 -> 5
Buffed Tezcatara's Toybox relic: relics gained increased from 4 -> 5
Buffed Vakuu's Fiddle relic: card draw increased from 2 -> 3
Changed Vakuu's Sere Talon and Distinguished Cape relics: swapped downsides

Enemies:

Nerfed Aeonglass : Ebb move damage decreased from 26(32) -> 22(26) to lower its front-loaded damage
Buffed Torchhead Amalgam : now starts with a new Strong Tackle move on turn 1 to increase front-loaded damage from 18(22) -> 26(32)

Events:

Nerfed History Course relic: now only repeats Attacks, does not affect Skills

Ironclad:

Buffed Demon Form card: Strength gain increased from 2(3) -> 3(4)
Buffed Expect a Fight card: no longer says "You cannot gain additional this turn."
Buffed Primal Force card: Giant Rock token damage increased from 16(20) -> 20(24)
Changed Taunt card:

Block gain decreased from 7(8) -> 6(7)
Rarity decreased from Uncommon -> Common

Changed Bloodletting card: rarity increased from Common -> Uncommon
Changed Cruelty card: rarity decreased from Rare -> Uncommon
Changed Dominate card: rarity increased from Uncommon -> Rare

Silent:

Reworked Mirage card: Uncommon - Skill - 1(0) - "Gain Block equal to Poison on ALL enemies. Exhaust." -> Uncommon - Skill - 0 - "Next turn, gain 1(2) Energy."
Reworked Well-Laid Plans card:

Uncommon - Power - Cost 1 - "At the end of your turn, Retain up to 1(2) card(s)." -> Rare - Power - Cost 1(0) - "At the end of your turn, you no longer discard your Hand."
Now also available in multiplayer, was previously singleplayer-only

Reworked Expertise card: "Draw cards until you have 6(7) in your hand." -> "Draw 2(3) cards. They gain Retain this turn."
Buffed: Outbreak card: damage increased from 3(4) -> 4(5)
Changed Accelerant card: rarity decreased from Rare -> Uncommon

Regent:

Reworked Pillar of Creation card: "Whenever you create a card, gain 3 Block." -> "The first time you create a card each turn, gain 5(7) Block."
Nerfed Collision Course card: damage decreased from 11(15) -> 10(14)

Necrobinder:

Reworked Eidolon card: "Exhaust your Hand. If 9 cards were Exhausted this way, gain 1 Intangible." -> "Play ALL Ethereal cards in your Exhaust Pile. Exhaust."

Defect:

Buffed Hyperbeam card: damage increased from 28(36) -> 30(38)
Buffed Sunder card: damage increased from 24(32) -> 26(34)
Changed Trash to Treasure card: upgrade changed from gains Innate -> lowers cost by 1

Multiplayer:

Added new Regent card, Tutor : Rare - Skill - 1(0) - "Another player chooses a card in their Draw Pile to add into their Hand."
Nerfed Midnight card: damage decreased from 99(120) -> 60(72)
Nerfed The Ball card: scaling decreased from +15(25) -> +10(15)
Nerfed Blade Symphony card:

Cost increased from 1 -> 2(1)
Upgrade no longer increases Shiv count

USER EXPERIENCE & INTERFACE:

General:

Seeds are now 12 characters long and internal seed is larger
Removed faint white outline from game cursor

Multiplayer:

You can now play nearly any potion on another player
Map ink circles are now the same for all players

ART:

General:

Added Epoch art for:

Annihilation
To Kill
Futility

Ancients:

Added assets for Dowsing Rod and Neow's Sacrifice relics
Added asset for Ambergris potion
Added beta portrait art for Dowsing and Abundance cards

Enemies:

Swapped Aeonglass double and heavy attack animations and improved the double attack VFX

Multiplayer:

Added portrait art for the following cards:

The Ball
Plot

Created "Failed to join" text VFX

WRITING:

Localization:

Added Traditional Chinese (zht) as a selectable language with English fallback
Added Traditional Chinese fonts (Source Han Serif TC, Noto Sans Mono CJK TC)
Updated translations for various languages
Fixed translation errors for French, Italian, Russian, and Thai
Removed stale translations for redesigned Well-Laid Plans, Fuel, Outbreak, Sere Talon, Cacophony

BUG FIXES:

General:

VSync setting in Graphics options now shows the correct On/Off state after restarting
"Power wears off" notification no longer blocks mouse input
Placeholder Orb numbers no longer briefly show up at the start of combat
Correctly snapped scrolling menus at low FPS

Ancients:

Fixed Tanx's Whistle card preview and tooltip snapping to the top-left corner when hovered

Enemies:

Fixed awkward delay when Osty and Kaiser Krab would spawn at start of combat
Fixed Fabricator animations that weren't playing right
Fixed Fat Gremlin sometimes spawning without a bag of money when it should

Silent:

Expose card now properly triggers Hand Drill relic

Necrobinder:

Soulbound card now shuffles souls into Draw Pile instead of putting them on the bottom

Multiplayer:

One for All card no longer previews damage up on X-cost cards
Fixed Unmovable card causing other players to receive double Block from Demonic Shield card when it was not the first Block card played
Imitation Learning card now clones cards before they are played instead of after, allowing enchantments like Swift to apply to the cloning player
Underworld card no longer causes Doom to be applied to players when enemies deal attack damage
Fixed an issue where, if a player played The Ball card while another played had History Course relic, History Course could incorrectly end up playing a copy of The Ball next turn
Fixed divergence that would sometimes occur when ending combat with The Ball card
Hibernate card no longer gives block to dead players
Hibernate card now correctly displays stacks in its power icon
If Huddle Up triggers a choice for another player, the playing player is no longer blocked from playing cards
The Ball now triggers the playing player's relics, not the receiving player's
Fixed card effects breaking when a player dies while their own card is still resolving (e.g. to Thorns)
Fixed divergence that would occur if one player took a long time to enter combat
Player icons are rendered above the ink circle on the map
Resolved issue where, if Epochs were deprecated, that player could no longer join multiplayer games

MODDING:

Merged SavedPropertySerializationCache into ModelIdSerializationCache. SavedProperties are now included in its hash.
Models from non-gameplay-affecting mods are now properly excluded in the hash

Beta Patch Notes - v0.108.0

2026. 7. 3. 오후 12:26 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

For all you beta testers who have been chomping at the bit for a new patch to chew on... here it is! Today's beta patch brings a ton of fixes, balance changes, some UX additions, a BIG batch of new multiplayer cards, and new art additions--...

전체 내용 보기

For all you beta testers who have been chomping at the bit for a new patch to chew on... here it is! Today's beta patch brings a ton of fixes, balance changes, some UX additions, a BIG batch of new multiplayer cards, and new art additions--including some animations for the latest boss, Aeonglass!

We've also got some big updates in the modding realm to call out...

Modding Updates

Thank you to our incredible community of modders (and mod players) for all of your feedback since we released Steam Workshop support! We've got quite a few changes that will be relevant to modders at the bottom of the notes, but first we wanted to specifically call out some major fixes and changes that affect players.

Previously, when launching the game with mods enabled for the first time, it appeared as though your progress was wiped. That is because unmodded saves are saved separately from your modded ones as a protective measure, and we defaulted to having the modded saves start entirely from scratch. Now, your unmodded saves are automatically copied over to the modded saves and a popup appears to explain the process to new mod users. They are still saved separately, though, which means any progress you make when playing with mods enabled will not be reflected after switching to unmodded and vice versa.

Additionally, players have been frequently encountering version conflict errors when doing modded multiplayer runs. We're introducing some fixes which should reduce those instances and more detailed error popups when they do occur. Note that we still recommend having the same exact mods enabled as your teammates, particularly if they actually affect gameplay and are not merely cosmetic.

We plan for these changes to come to the main branch soon, so non-beta-testers can keep an eye out for that! For more info on modding and playing with mods, check the patch notes from Major Update 2. Now it's time for the rest of today's patch notes...

CONTENT & BALANCE:

General:

End-of-turn Orb passives now trigger before Doom

This means that, if a player would die to self-Doom (ex. from Neurosurge card) but also has an Orb with an end-of-turn passive that would kill the last remaining enemy (ex. Lightning Orb while the enemy is at 3 HP), they will now win the combat instead of losing it after ending their turn

Enemies:

Buffed Torch Head Amalgam : increased damage at Ascension 9

Weak Tackle damage increased from 14(15) → 14(16)
Tackle damage increased from 18(19) → 18(22)

Potions & Relics:

Changed Regen Potion : its healing effect now triggers before Doom, preventing the player from dying to self-Doom in certain situations

Ironclad:

Nerfed Colossus card: Block gain increased from 5(8) → 4(7)
Nerfed Crimson Mantle card: Block gain decreased from 8(10) → 7(10)
Buffed Howl From Beyond card: Damage increased from 16(21) → 18(24)
Buffed Setup Strike : Strength gain increased from 2(3) → 3(4)

Silent:

Reworked Outbreak card: "Every 3 times you apply Poison, deal 15 damage to ALL enemies." → "Whenever you apply Poison, deal 3(4) damage to ALL enemies."
Buffed Anticipate card: Dexterity increased from 2(3) → 2(4)
Buffed Flick-Flack card: damage increased from 6(8) → 7(9)
Nerfed Tracking card: "Weak enemies take double damage from Attacks." → "Weak enemies take 50% more damage from Attacks."

Regent:

Buffed Devastate card: damage increased from 30(40) → 35(45)
Buffed Divine Destiny relic: Star gain increased from 6 → 7
Nerfed GUARDS!!! card's Minion Sacrifice token: Block gain decreased from 8(11) → 7(10)
Buffed Resonance card: Star cost decreased from 3 → 2

Necrobinder:

Buffed Haunt card: HP loss increased from 6(8) → 7(9)
Buffed Reave card: damage increased from 9(11) → 10(13)
Buffed Soulstorm card: additional damage increased from 2(3) → 4(6)

Defect:

Nerfed Compact card's Fuel token:

No longer draws cards
Upgrade changed from increasing card draw → granting 1 additional energy

Buffed Momentum Strike card: damage from 10(13) → 11(15)
Changed Scrape card: no longer discards cards whose energy costs are temporarily set to 0 by global temporary effects (ex. Pounce card's "The next Skill you play is costs 0 Energy" effect)
Changed Shatter card: now Exhausts

Multiplayer:

Added new multiplayer Ironclad cards:

Midnight : Rare - Attack - Cost 12 - "Deal 99(120) damage. Costs 1 less for each card Exhausted this combat by ANYONE."
Blaze : Uncommon Skill - Cost 2 - "Give another player 5(7) Strength."
Outrage: Uncommon - Attack - Cost 0 - "Deal 9(13) damage. Add a copy of this card into EVERYONE'S Discard Pile."

Buffed and slightly reworked Tank card: "Take double damage from enemies. Allies take half damage from enemies." → "Take 50% additional damage from enemies. Allies take 50% less damage from enemies."
Added new multiplayer Silent cards:

Blade Symphony : Uncommon - Skill - Cost 1 - "Add 2(3) Shivs to ALL players Hands."
Concoct : Uncommon - Skill - Cost 0 - "Another player's Attacks apply 3(4) Poison this turn."
Fade : Uncommon - Skill - Cost 0 - "Retain. Another player gains 6(9) Dexterity this turn."

Changed Flanking card: rarity increased from Uncommon → Rare
Added new multiplayer Regent card:

Plot : Uncommon - Skill - Cost 1 - "Next turn, ALL players draw 2(3) cards."
Constellation : Uncommon - Skill - Cost 0 - "Another player draws 1 card, gains , and gains 9(12) Block."

Added new multiplayer Necrobinder card:

Underworld : Uncommon - Skill - Cost 2 - "Whenever other players deal attack damage this turn, apply that much Doom. Exhaust. (Lose Exhaust)"
Soulbound : Uncommon - Power - Cost 1 - "(Innate.) Choose an ally. Whenever you create a Soul, add a Soul to their Draw Pile."
Cacophony : Rare - Power - Cost 2 - "Every 33 cards drawn by ALL players, deal 66(99) damage to a random enemy."

Changed Legion of Bone card: no longer Exhausts
Added new multiplayer Defect cards:

Hibernate : Uncommon - Skill - Cost 2 - "Channel 2(3) Frost. This turn, your Frost grants ALL allies Block."
One For All : Rare - Power - Cost 1 - "EVERYONE'S 0 energy Attacks deal 3(4) additional damage."
Imitation Learning : Rare - Skill - Cost 1 - "Choose another player. The next 2(3) times they play a Power, you play a copy of it. Exhaust."

Changed Ignition card: rarity decreased from Rare → Uncommon
Added new multiplayer Colorless card:

The Ball : Uncommon - Attack - Cost 1 - "Deal 10 damage. Increase this card's damage by 15(25) this combat and give it to a random ally."

Nerfed enemy block scaling in 2-player multiplayer
Nerfed Beacon of Hope card: cost increased from 1 → 2

USER INTERFACE & EXPERIENCE:

General:

Added a Randomize button to the Custom Run screen which randomly selects 2 good modifiers and 1 bad one, and randomizes the selected character
The run timer is now paused while the Pause Menu is open during a single player match
Added a selection reticle for potion holders
Created a stats section in the Bestiary
Added event combat encounters to the Bestiary
Hid moves with duplicate animations for some monsters in the Bestiary
Slightly adjusted selection arrow in Bestiary monster list
Players can now see which rooms were affected by Fur Coat relic in the Run History
Relics skipped in the Merchant?? event are now recorded in the Run History
Room Full of Cheese event now shows the cards that were skipped in the Run History
All controller input deadzones have been set to 0.5, meaning joysticks should feel less sensitive and trigger buttons must be pressed in slightly more before the input is received now

Regent:

Pale Blue Dot power now counts down the number of cards that need to be played before it procs next to its icon

Multiplayer:

Version mismatch error now contains more information

ART:

Added portrait art for Wither status card
Added Aeonglass animations
Updated Gremlin Merc animations
If you kill Gremlin Merc before it steals any of your gold, Fat Gremlin now spawns without holding a bag of gold
Added Epoch art for:

Ablaze
Arise
Darv
Preon
Slumber
Spireborn
The Architect
The Pact

Added Orb passive activation VFX
Added card removal VFX
Added new card Exhaust VFX

WRITING:

Big Game Hunter modifier's hovertip now specifies that it makes elites drop rare card rewards instead of just "better rewards"
Helix Drill card's wording has been updated to be clearer that it only counts energy spent on other cards
Clarified that Silken Tress relic applies only to the player who chose it in multiplayer
Updated translations for various languages

BUG FIXES:

General:

Details are now included in the Steam initialization error popup
Saving is now retried when antivirus or cloud sync briefly blocks the save file
Run timer no longer starts a run hidden if you have "always show run timer" toggled on
Fixed crash when returning to the main menu while a card-selection prompt is open
Fixed broken controller navigation to the "mod settings" button in the main menu
Fixed controller navigation breaking if you opened up the deck view while holding a non-targeted card
Fixed combat music sometimes continuing on the map and other non-combat screens
Fixed Epoch paginator arrows becoming unclickable
Fixed softlock when opening the Bestiary in the treasure room from a fresh save/reload
Fixed Run History death quote getting cut off if it was too long
Run History now shows the boss icon for old runs that fought The Doormaker
Fixed stats screen showing that you have discovered more monsters than there exists in game
Fixed the Daily Run leaderboard failing to load for some dates
Fixed many instances of weird RNG behavior (shoutout again to tckmn!)
Fixed being able to controller navigate to Byrdpip

Ancients:

Fixed Elite music playing in Neow room if you died to an Elite your previous run
Tezcatara's Toy Box relic no longer flashes once it is used up

Enemies:

It is no longer possible to get two encounters in a row that contain Slime monsters
It is no longer possible to get two encounters in a row that contain Snapping Jaxfruit monster
If an attack enchanted with Replay kills the last enemy on its first play, the subsequent plays are now skipped

This fixes an issue where, if a card with Replay is enchanted with Corrupted, the player would lose extra HP even after the first play killed the last enemy

Fixed a visual issue where, if the player uses Thorns to kill a monster that spawns more monsters on death (i.e. Axebot, Phrog Parasite), the dead monster's attack wouldn't visually occur until after the new monsters had spawned
Fixed Cubex Construct 's intents overlapping with its body if it takes damage while transitioning to its charging animation
Fixed Inklet 's head getting cut off during Doom animation
Fixed Slithering Strangler playing its hurt animation for its Thwack move
Fixed Wrigglers spawning offscreen in 4:3 aspect ratios
Fixed Torch Head Amalgam 's laser attack VFX not reaching the player when it was shrunk
Fixed impact SFX playing for Kin Priest Soul Beam move in the Bestiary
Kaiser Crab no longer covers the monster title in the Bestiary
Repeatedly clicking Knowledge Demon 's Curse of Knowledge move in the Bestiary no longer causes its animation to stop playing
Added missing Tunneler animations to the Bestiary
Tunneler animations can now be played regardless of Burrowed state in the Bestiary

Potions & Relics:

Fixed an issue where Bone Tea relic could fail to upgrade your hand if you also have Toolbox relic
Fixed an issue where, if a player auto-plays their entire start-of-turn hand draw (via an effect like Hellraiser), Unceasing Top relic may not trigger despite their hand being empty
Fixed Planisphere relic proccing twice in the Battleworn Dummy event
Fixed Pollinous Core relic counting up past 4 if you end combat after your turn but before you draw cards
Lasting Candy no longer procs if the reward set has no card rewards
Unsettling Lamp relic no longer get used up if the target's Artifact blocks the debuff
White Beast Statue relic no longer decreases your normal potion odds when it guarantees getting potion rewards to prevent you never rolling potions again if it gets removed mid-run
Fixed several ways you could obtain duplicate relics on the first run
Fixed Flex Potion description appearing twice on the character when applied
Fixed a softlock that could occur when throwing multiple Foul Potions in quick succession

Events:

Fixed an issue where Vigor was only applying to the first of Mad Science card's 3 hits when it was created with the Violence option
Fixed death quotes for dying to Punch Off and Mysterious Knight encounters

Colorless Cards:

Fixed Entropy card being able to transform curses into Ascender's Bane

Ironclad:

Hellraiser card no longer infinitely plays Shining Strike card when it's enchanted with Swift

Silent:

Nightmare card can no longer be generated during combat

Regent:

Fixed Minion Strike card becoming stuck on screen if played too quickly
Fixed History Course copy of Shining Strike card going back into your Draw Pile
Fixed Supermassive card not scaling from cards generated by Mad Science card

Necrobinder:

Fixed a crash that could happen when an enemy dies to Doom
Transfigure card can no longer be generated during combat
Fixed Enfeebling Touch + Misery combo causing enemies with Artifact to gain Strength next turn
Forbidden Grimoire card's card removal reward will now show up after Battleworn Dummy fight if you are successful

Defect:

Disabled controller navigation to Orbs while in another card selection screen
Fixed the Subroutine power hovertip typo if you have more than 4 Subroutines
Feral card no longer puts History Course copy of Helix Drill card back into your hand
Fixed Gold Plated Cables relic flashing if the Orb's passive is not firing
Gold Plated Cables relic now procs if Emotion Chip relic triggers Orbs at the start of your turn

Multiplayer:

Fixed even more instances of Daily runs diverging based on player net ID
Fixed divergence caused by discarding a potion while moving to a new map point
Fixed bug where you could set yourself ready for the next act two acts in advance
Fixed state divergence caused by taking a reward as you are transitioning to another map point
Fixed divergence caused by host changing the Ascension as the game is starting
Fixed divergence when player has Music Box relic and combat ends while making a choice
Fixed divergence when playing cards very fast while killing yourself
Fixed Ghost Seed relic adding Ethereal to Strikes and Defends generated by other players during combat
If you open a screen during a treasure room relic fight, the hands now behave correctly
Fixed mouse remaining hidden forever if the game ended while in potion targeting
Event RNG seeds are now consistent across all multiplayer Daily Runs
Jungle Maze Adventure event no longer appears if a player doesn't have enough HP for the solo option

PERFORMANCE:

Compressed various combat background assets

MODDING:

Unmodded saves are now copied to the modded save directory if you are launching modded for the first time
Added controller support for Modding menu
Fixed Steam mods causing ReflectionHelper.ModTypes to return nothing
SavedProperty IDs from mods are now properly sorted for multiplayer
Content from mods with affectsGameplay set to false are now sorted to end of ID maps
Mods can now register multiple assemblies
SerializableSave.NumReloads is now consistent across peers
Steam mod now takes precedence over local if the version is greater
Batched the Steam Workshop call for checking branch support, meaning mods should load faster
Began publishing STS2.dll XML documentation
Fixed issues in multiplayer where players with the same mods would get "version mismatch" (thanks to OLC of RitsuLib for helping out with this!)

Build the serialization cache from ModelDb instead of via reflection
Sort content by ModelId instead of typename
Use more tiebreakers when sorting
Sort epoch IDs in ModelIdSerializationCache
Exclude non-gameplay-affecting models from the ModelIdSerializationCache hash

The correct mod lists are now logged in the non-gameplay mod mismatch warning

The Neowsletter - June 2026

2026. 6. 20. 오전 10:11 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hey Slayers, it's time for the June Neowsletter! In this issue we're covering a couple of big roadmap items we've checked off our list as of yesterday's main branch patch and answering some of your recent questions. Let's dive in...

Dev U...

전체 내용 보기

Hey Slayers, it's time for the June Neowsletter! In this issue we're covering a couple of big roadmap items we've checked off our list as of yesterday's main branch patch and answering some of your recent questions. Let's dive in...

Dev Update

The first feature we want to highlight is the Bestiary .

The Bestiary is a new section that organizes info related to enemies you've encountered throughout your journeys in the Spire. For faithful readers of the Neowsletter pre-launch, you could even see it as an evolution of our Spire Spotting segment (though these discoveries are achieved through regular gameplay rather than your artistic hypotheses, of course.)

You can find the Bestiary right here in the Compendium, featuring enemies' moves and animations, for now. Other things like stats, flavor text, and various QOL changes will be added in the future.

Those of you who have been playing on the beta branch have already seen the Bestiary, but this next change is new for all players...

Ed here, one of the engineers at Mega Crit, here to talk a bit about StS2's Steam Workshop support .

As we mentioned in the most recent patch notes, we built STS2 with modding in mind, and the game has had an integrated mod loader from day 1. However, Steam Workshop support--which makes it much easier to share, discover, and download mods--has been sitting in our roadmap for a few months now. We know you've been waiting a while for it, but it's been awesome seeing the outpouring of creativity from the community in the meantime all the same!

We purposefully haven't been advertising mod support, as we knew it still needed some work. The only way to install mods up until now was to download them from somewhere and place them in your mods directory.

However, as of the last patch, we've deemed mod support mature enough to enable the Workshop! This is now the official way to browse and install mods, right in the Steam client. We can't wait to see what else you all create going forward!

If you're already a modder, upload your mods using the tool here.

If you're interested in getting started with modding, see the community documentation.

And if you're interested in playing some mods, check out the Steam Workshop!

If you have feedback on the modding framework, post in the #sts2-modding channel in the Discord, or submit it via F2/the settings in-game.

Q&A with C&A

Coop asks: Hello! I know Casey and/or Anthony are fans of the Worm web serial, and have several references to it across both games (love Doormaker as a reference) and I was thinking about how I'm surprised that there are no references in the bug-themed area (act 2 Hive), then realized that there is one boss Kaiser Crab. Is this an intentional reference or just a coincidence?
Casey: Doormaker isn't a Worm reference, I was playing too much Deadlock. Kaiser Crab is named this way because I'm tired of things being emperor X and king Y. We have all these wacky words for kings, sultans, etc and it's always the bland western one. The world feels small when we use the most accessible titles.

Jar of Gibbons asks: Heyo, so I think the Ancients are a fantastic addition and tons of fun. Shout-out to community manager Demi Montes who nobody has realized is credited as the one who voices one of my favorite Ancients aesthetically and mechanically, Nonupeipe! Main question: How do you guys pronounce it? And if you each have your own opinions, how does Demi? I say "no-nu-PEY-uh-pee" /noʊ.nuˈpɛɪ.ə.pi/, like Calliope from Greek mythology, because she emanates divine splendor and mythology… but what about you guys?
Casey: I tend to say it as four syllables: no nu pay peh or sometimes in the original: no no peh peh. As her name is an easter egg reference to the NOPE placeholder icon we use for content. When two of these icons line up next to each other (for instance, the relics in the top bar), it reads NONOPEPE.
Demi: *Nonupeipe noises*

Combak asks: In multiplayer lobbies with the same character, it can be a bit difficult to remember who drew what, so will there ever be an option for players to choose their own colors for map drawing, regardless of character, or have copies of the same character use darker/lighter shades from each other?
Casey: Not sure for drawing, but we are messing with a bit of color change stuff for multiplayer.

Josie Jams asks: Is the ceremonial beast a valheim reference?
Casey: Nope, the original was based on the Forest Spirit from Princess Mononoke. The initial concept drawing was a bit solemn and grotesque. Marlowe updated the creature to be more regal and spirity! But I can see a resemblance, I'm a big fan of Valheim actually! I believe it was the first boss design for Slay the Spire 2 (designed in 2021).

Merch Madness

The first Slay the Spire 2 drop from Artovision is here! Showcase your love for StS2 right on your wall with this gorgeous shadowbox of the game's key art (which lends itself really well to the 3D effect!) Order yours now here!

Map Masterpieces

And now it's time to check out what new creations players have been making while waiting for their teammates to hurry up and pick a route already...

This illustration of the Regent and the Merchant by ちゃと !

This illustration of the Defect by Zaply !

And another drawing of the Defect with a slightly different vibe by Shmangos !

Connections Section

If the heat out there is getting to you, cool off with some good old fashioned Slay the Spire 2 Connections!

Community Corner

Thank you to moon raccoon for this month's lovely cover art! Next month's theme is: Slay the Summer 2 ! Whether it's Neow enjoying a day at the beach (unlike most whales), the Spire's climbers taking a dip, or whatever beach episode activities you can think of, we'd love to see your submissions! If you'd like to submit your art for consideration, reminder that it must be submitted to us via fanmail@megacrit.com or in our Discord's fanart channel, have dimensions of 800x450px, feature no text, and leave room for a title! Please make your submission by Friday, July 10th!

Now for some monthly highlights:

This very cool art of the Test Subject from an 11 y/o fan, Elias !

This incredibly accurate Regent cosplay by Radio!

This lovely art of all of the Spire's (current) climbers by Timo!

Thus concludes the June Neowsletter; see you all again next month!