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Major Update #1 - v0.103.2

2026. 4. 17. AM 9:57 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

It's time, Slayers. All of the content, changes, and fixes from the beta branch over the past month are finally coming to the main branch of the game.

Thanks to the feedback and metrics from our dedicated beta testers (instructions for joi...

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It's time, Slayers. All of the content, changes, and fixes from the beta branch over the past month are finally coming to the main branch of the game.

Thanks to the feedback and metrics from our dedicated beta testers (instructions for joining the experimental beta branch can be found here, we feel that the beta version has been shaped into a stable enough position for main branch players to try out the changes. This is still an Early Access game, so just because something made it from beta to main does not mean it's set in stone. We continue to rely on the experiences of players across both branches to eventually get the game into its final, ideal state, just like we did with StS1. Trust the process! And don't forget to press F2!

These "patch notes" will be a little different: this patch encapsulates all of the changes from v0.100.0 to v0.103.1 , so if you've been keeping up with the beta patches this post will basically act as a recap. If you haven't been keeping up and you're interested in seeing more detailed, chronological notes for each of these changes, please take a look through the previous beta patch notes. Manually listing out every single difference between the previous and current main versions of the game after so much beta content has gone through reworks, balance changes, and reverts has proven very time-intensive and inefficient. Therefore, we thought we'd give you more of a high-level overview of the biggest changes since the last main patch was released. The beta patches will continue to contain our usual lists of specific patch notes. Let us know if this method of patch note delivery works for you all!

CONTENT & BALANCE

Be sure to pay close attention when embarking on your next few runs: many things that you've grown used to have been re-balanced, reworked, or even removed (in a couple rare cases). However, quite a few new pieces of content have also been added for you to dig into. While we don't get into the nitty gritty of every change, we've listed the biggest relevant highlights.

In terms of general changes, here are a few big things to note:

Ascension 6 has been reworked from Gloom - "Less rest sites." -> Inflation - "Removing cards from your deck at the Merchant is more expensive."
All shop relics now cost 25 gold less and gold-generating relics can no longer appear in the shop
Map generation has been improved and made to be more consistent
If you return to a run after updating with a newly deprecated card in your deck, it is now replaced with a placeholder Status card - "Draw 1 card. Remove this from your Deck. Exhaust."

The Ironclad has received a new card, Not Yet : "Rare - Skill - Cost 2 | Heal 10(13) HP. Exhaust." Some other cards of his-- Dominate , Expect a Fight , Spite , and Stoke --have received reworks, while Grapple has been deprecated. Numerous cards have seen buffs, nerfs, and rarity changes. Many of these changes have come with the aim of giving him better survivability and Exhaust synergies.

The Silent's Blade of Ink card has been reworked to generate Shivs enchanted with Inky - "This card deals 2 additional damage and applies 1 Weak." Her classic Acrobatics card has been changed from Common to Uncommon, bringing it more in line with the other cards in its family: Skim, Parse, Glimmer, and Burning Pact. She's also seen a few other buffs and nerfs. Our goal is to make Sly builds less overly dominant while making sure they still feel satisfying.

The Regent's Arsenal card has been reworked from giving Strength based on Colorless cards played to any cards created. In a similar vein, his Regalite relic now grants Block for any card created, not just Colorless cards. Notably, his card pool has seen more buffs than any other character with just a couple of nerfs, which should address concerns about him feeling weaker than the other characters.

The Necrobinder has received a rework for Borrowed Time : "Uncommon - Cost 0 - Skill | Apply 3 Doom to yourself. Gain 1(2) Energy." -> "Uncommon - Cost 1 - Skill | Gain 4(6) energy. Cards cost an additional energy this turn." This new version should go particularly well with high cost cards like Reap and Bury and help to flesh out other ways to play Necrobinder. Aside from that, she's received a handful of buffs and nerfs.

The Defect has seen the least amount of changes of any of the characters, receiving just a couple of buffs and nerfs.

Some Colorless cards, relics, and potions have seen buffs, nerfs, changes, and pool/rarity shifts, with the Hidden Gem card and Pendulum relic receiving reworks. Various events have had their options or spawn conditions tweaked.

There have been a few balance changes to some Ancient offerings, but most notably Neow will now offer 5 new relics:

Hefty Tablet : "Choose 1 of 3 Rare cards to add to your Deck. Add 1 Injury to your Deck."
Neow's Talisman : "Upgrade 1 of your Strikes and 1 of your Defends."
Neow's Bones : "Upon pickup, gain 2 random Neow Relics. Add 1 random Curse to your Deck."
Phial Holster : "Upon pickup, gain 1 potion slot and procure 2 random potions."
Winged Boots : "You may ignore paths when choosing the next rooms to travel to 3 times."

Last but certainly not least, it's time to talk about enemies. While certain enemies have seen some buffs and nerfs, like the Skulking Colony , the Doormaker has seen the most drastic reworks.

ART

Our artists have been hard at work updating the game's placeholder assets (as charming as they are). Many cards, relics, enemies, and even Nonupeipe the Ancient have received some official visuals!

There have also been some really cool additions to enemy animations as well as VFX for certain character moves. Speaking of VFX, card afflictions have also received some fancy new visuals. There are even character-based VFX for energy counters now!

USER INTERFACE & EXPERIENCE

There have been a ton of additions (and even overhauls) when it comes to UI and UX.

First of all, a brand new system for things called Badges has been implemented. Badges may appear at the end of a run, noting various things that happened during a run like defeating a boss without losing HP, beating the game quickly, specific easter eggs, or pointing out that you forgot to spend your gold. They're meant as little reminders to let you know what was unique about each adventure.

Building off of that, leaderboards have been totally revamped. The leaderboards will now only show your friends' scores. We'll add a way to view global scores later. In general, we don't really want to incorporate invasive anti-cheat protection into the game so it's sort of impossible for us to prevent people putting in the maximum score.

Secondly, no more magic numbers. While there are still points accrued for unlocking new cards and such, the score that's sent to the leaderboards and how it's sorted is based on whether you won, how many badges you accrued, and how quickly you finished the run (in that order). This should clarify why you did better on a Daily run compared to your friends.

Because the schema has changed, leaderboards between main branch and beta branch will be separate going forward. We'll eventually add more features like sorting and whatnot, but in the meantime, do let us know what you think of these changes!

Other major changes include the addition of a Phobia Mode setting, the in-game feedback tool's maximum character count increasing from 500 to 8000, the removal of the ability to unlock achievements and epochs in Daily or Custom runs, and various improvements to controller support.

WRITING

Most of the writing-related changes have come in the form of slight rewording to make it clearer what certain cards, relics, potions, and powers actually do. For instance, those who have been confused as to why their Fairy in a Bottle potions haven't saved them from The Insatiable can now understand that the potion only triggers if your HP reaches 0, not if you die by any other means.

BUG FIXES

Many, many various bug fixes have been released, including a fix for the common "Fatal Error" Steam cloud sync issue and multiple crashes, softlocks, and black-screen startup issues. You'll also notice that a myriad of gameplay bugs have been addressed, such as ones related to the logic of Vakuu's Whispering Earring relic.

If you prefer to play on controller, you should find that various navigation problems have now been fixed. In the multiplayer realm, we've fixed some bugged gameplay interactions, state divergence problems, and have resolved many "Error 5008" disconnection issues.

As always, we greatly appreciate your in-game feedback, and will rely on it as we return to releasing more content and experimental changes on the beta branch.

Beta Hotfix Patch Notes - v0.103.1

2026. 4. 16. PM 12:52 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hey Slayers, we've got a quick beta branch hotfix for you today! There won't be a big beta patch this week, but you can expect the beta content, changes, and fixes to come to the main branch soon.

BUG FIXES:

General:

Fixed occasional...

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Hey Slayers, we've got a quick beta branch hotfix for you today! There won't be a big beta patch this week, but you can expect the beta content, changes, and fixes to come to the main branch soon.

BUG FIXES:

General:

Fixed occasional crash when upgrading a card at rest site
Fixed crash that would sometimes occur when entering rooms

When transitioning between rooms, old assets were being freed immediately while the game was still rendering them on screen. This caused rare crashes to desktop, most often when entering events, shops, or campsites. The fix defers the actual freeing to the end of the frame, after rendering is complete.

Fixed an issue with the Game Over screen after discovering multiple enemies while playing in Polish
Fixed rare combat errors that could occur when re-entering combat
Fixed softlock on run histories from older versions of the game
Not Yet card can no longer be generated in combat by effects like Skill Potion
Score is now correct when at Ascension 10

Multiplayer:

Colorful Philosophers event can no longer be encountered if a player has only Ironclad unlocked
Fixed curse mismatching when some players would take Neow's Bones relic
Fixed state divergence when Neow's Bones relic would trigger multiple reward screens
Fixed not being able to load into a Daily multiplayer run

Beta Patch Notes - v0.103.0

2026. 4. 10. AM 9:57 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hey, Slayers! Casey here. This week's beta patch brings two major changes to how scoring works for the Daily Leaderboards!

First and foremost, the leaderboards will now only show your friends' scores . We'll add a way to view global scores...

전체 내용 보기

Hey, Slayers! Casey here. This week's beta patch brings two major changes to how scoring works for the Daily Leaderboards!

First and foremost, the leaderboards will now only show your friends' scores . We'll add a way to view global scores later. In general, we don't really want to incorporate invasive anti-cheat protection into the game so it's sort of impossible for us to prevent people putting in the maximum score.

Secondly, no more magic numbers. While there's still points accrued for unlocking new cards and such, the score that's sent to the leaderboards and how it's sorted is based on whether you won, how many badges you accrued, and how quickly you finished the run (in that order). This should clarify why you did better on a Daily run compared to your friends.

Because the schema has changed, leaderboards between main branch and beta branch will be separate going forward . We'll eventually add more features like sorting and whatnot, but in the meantime, do let us know what you think of these changes! Apologies in advance for any bugs...

Now let's take a look at the rest of the updates, including updated art (like Nonupeipe above), some reworks and balance changes, a new Ironclad card, and new Neow relics (one of which may be very familiar to seasoned Slayers).

CONTENT AND BALANCE:

Hey everyone, Anthony here. This week I will be grouping balance and content changes together to better talk about how each section changes overall.

Ancients:

Added new Neow relics:

Neow's Bones: "Upon pickup, gain 2 random Neow Relics. Add 1 random Curse to your Deck."
Phial Holster: "Upon pickup, gain 1 potion slot and procure 2 random potions."
Winged Boots: "You may ignore paths when choosing the next rooms to travel to 3 times."

We have three new Neow options you can choose from. I especially like adding more variety to Neow, so we will be looking to expand her set of relics even more over time.

Ironclad:

Added new Ironclad card, Not Yet : "Rare - Skill - Cost 2 | Heal 10(13) HP. Exhaust."
Deprecated Grapple card
Changed Colossus card: rarity decreased from Rare -> Uncommon

This set of changes is directly aimed at improving Ironclad's survivability in a big way. Colossus moving to the Uncommon pool helps to lessen the need for Rare defensive options, and should also help Ironclad players that are missing out on Weak. To make room for an Uncommon Colossus, an existing Uncommon had to be cut. Grapple was too low impact (and redundant with Juggernaut) so it made the most sense to cut. Not Yet gives the Ironclad a much needed healing option.

Silent:

Changed Acrobatics card: rarity increased from Common -> Uncommon
Reworked Follow Through card: "Uncommon - Attack - Cost 1 | Deal 6(8) damage to ALL enemies. If the last card you played this turn was a Skill, apply 1(2) Weak to ALL enemies." -> "Common - Attack - Cost 1 | Deal 7(9) damage. If you have 5 or more other cards in your Hand, hits an additional time."
Buffed Memento Mori card: base damage increased from 8(10) -> 9(11)
Buffed Speedster card:

Damage increased from 1(2) -> 2
Upgrade changed from +1 damage -> Gains Innate

Acrobatics has consistently been a problem as a Common, completely dominating both win rates and pick rates. When compared to the other cards in its family: Skim, Parse, Glimmer, and Burning Pact, it stood out as the only Common. At Uncommon I expect it to still dominate pick rates, while giving me the breathing room to not overly nerf Sly cards, and in fact maybe even give Silent buffs. I will be watching to see how this change impacts her pool in particular this week. This is still an experiment, so it could be reverted if this change ultimately ends up being worse for the game.

Regent:

Changed Regalite relic: now grants Block for any card created, not just Colorless cards

This change makes Regalite consistent with Arsenal, and gives more love to the Regent's Status-generating cards.

Enemies:

Deprecated Tunneleing Twosome fight from the Hive
Nerfed Living Fog : no longer increases the amount of bombs it spawns over time
Nerfed Skulking Colony : HP decreased from 74(79) -> 70(75)
Nerfed Byrdonis : HP decreased from 91(99)-94(99) -> 81(90)-84(90)
Nerfed Doormaker :

Overall damage numbers nerfed and moves moved around to better align with the doormaker powers
No longer applies debuffs
Gains less strength

Doormaker maintains his troublesome powers, but gets several changes to make the fight more manageable and feel less oppressive. Additionally, I have started focusing on removing some of the spikiness from Act 1, with the long term plan to shift some of the difficulty from Act 1 -> Act 3. The Skulking Colony change is hopefully the last for a while, as the minor HP adjustment allows killing it one turn earlier at Ascension 8.

ART:

Added portrait art for the following cards:

Adaptive Strike
Shadow Shield
Smokestack
Bad Luck
Outbreak

Added new art for Nonupeipe Ancient background
Added new art for the following Neow Ancient relics:

Hefty Tablet
Neow's Talisman

Updated art for Osty in character select screen

USER INTERFACE & EXPERIENCE:

Players on the beta branch now submit their scores to a separate beta-only leaderboard
Added a scrollbar to the Run History screen
Badges now show up in Run History screen
Cleaned up the screen when loading a multiplayer Daily Run so that it matches the standard Daily Run screen
Daily Leaderboards now show off floor, badge count, and time instead of score
In multiplayer games, gold score is averaged out across all players to make score uploading consistent for the new schema
Updated Leaderboard view in Game Over screen
Leaderboards shown in the Game Over screen in Dailies now fit better
Your name on the Leaderboards are now highlighted blue so you can more easily find yourself
Reworded Spiraling Whirlpool event to explicitly state that it can only enchant a basic Strike or Defend
Added wrapping navigation to Relic Inventory bar on controller
Big divination button hotkey in Crystal Sphere event no longer uses deck view button on controller

WRITING:

Archaic Tooth relic now properly says "Transform a starter card into an Ancient version" instead of " with an Ancient version".
Flak Cannon card description now highlights "Status" in gold
Flanking card now properly specifies that it only doubles attack damage
Iteration , Rocket Punch , and Trash to Treasure card descriptions now say "Status" instead of "Status card"
Pael's Tooth relic now says "Cards devoured" instead of "Cards in the Pot"
Updated translations for various languages
Fixed translation errors for the following languages:

German
Japanese
Russian

Updated credits

BUG FIXES:

General:

Fixed a blackscreen-at-launch issue related to Steam crashing
Fixed softlock related to opening a secret debug menu
Fixed an issue where, if the player dragged a multi-target attack out of their hand, the damage amount previewed on the attack wouldn't include their Strength if some enemies had Vulnerable while others didn't
"Ascension unlocked" text is no longer displayed in Daily/Custom runs
Fixed leaderboards not being centered properly on non-standard aspect ratios
Fixed cards in hand not being deselected when pressing the top panel hotkey button
Fixed Merchant hand not initially hovering over the first card in the shop when on controller
Players and enemies' maximum Block has been increased to 999,999,999
Negative power amounts can no longer stack below -999,999,999

Silent:

Fixed Blade of Ink card listing the generated Enchanted Shivs in the Run History combat rewards
Fixed Knife Trap card causing the Exhaust Pile UI to display an incorrect number of cards

Regent:

Fixed "to All enemies" not appearing in the Sovereign Blade Forge animation when playing Seeking Edge card
Fixed Reflect card enchanted with Imbued wearing off before the player turn actually begins

Necrobinder:

Fixed Borrowed Time+ card not having green text in the upgrade preview
Fixed self-Doom killing the player if they kill the enemy via Stampede card first

Enemies:

Fixed Knowledge Demon background music not playing finale when you defeat him
Fixed Queen background music not ending if you kill her before the Amalgam
Fixed missing Crossbow Ruby Raider fire animation
Poison now always procs before The Insatiable tries to eat you

Events:

Fixed being able to drink the fruit potion in the Stone of All Time event if you open the popup as the screen is fading out

Multiplayer:

Fixed being able to play potions in multiplayer when you are dead
Fixed Belt Buckle relic removing Dexterity if another player gets a potion from Alchemy card
Fixed History Course relic playing Believe in You card before the start-of-turn Energy reset
Fixed Smokestack power proccing off of other player's Statuses
Fixed strange behavior after exiting the timeline via a Steam Invite
Fixed some state divergences when using console commands in combat
Fixed some instances of "unexpected noconnection packet" error
Fixed state divergence related to upgrading a Monologue card enchanted with Royally Approved
Fixed timing-based softlock related to Golden Compass relic

Beta Patch Notes - v0.102.0

2026. 4. 3. AM 9:50 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hey Slayers, we've got another Beta patch for you all this week!

Notably, this patch brings in some structural work for a system called Badges.

Badges may appear at the end of a run, noting various things that happened during a run like d...

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Hey Slayers, we've got another Beta patch for you all this week!

Notably, this patch brings in some structural work for a system called Badges.

Badges may appear at the end of a run, noting various things that happened during a run like defeating a boss without losing HP, beating the game quickly, specific easter eggs, or pointing out that you forgot to spend your gold. They're meant as little reminders to let you know what was unique about each adventure.

While they only show up at the end of a run for now, they'll appear in your run history and stats screen later on. This is part of a series of upcoming changes to make runs feel distinct and improve scoring (more on that later!).

In terms of visual changes, there are some new art additions for various cards and a few enemies, as well as some cool new VFX for afflictions!

Up next, we've got some more commentary from Anthony on this patch's content reworks, so let's dive right into it.

CONTENT:

General:

Reworked Ascension 6 from Gloom - "Less rest sites." -> Inflation - "Removing cards from your deck at the Merchant is more expensive."

As mentioned last week, affecting map generation through Ascension has increasingly seemed to be a miss. It's often too hard to tell what change if any is a result of Ascension, or if it was just an unlucky map generation. Instead Ascension 6 will now make card removal at the Merchant start at 100 Gold, and will increase in price by 50 gold per removal instead of 25. I expect this to be felt significantly more than the old Gloom modifier.

Silent:

Reworked Blade of Ink card: "Rare - Cost 1 - Skill | This turn, whenever you play an Attack, gain 2(3) Strength this turn." -> "Rare - Cost 1 - Skill - Add 2(3) Inky Shivs into your Hand."

Added new Inky enchantment: "This card deals 2 additional damage and applies 1 Weak."

The Blade of Ink rework is an experiment with generating Enchanted cards mid combat. Definitely let us know how this feels or if Enchantments are best left to things like Events and Relics. I suspect this card will be high impact, and gives Silent another strong Weak applier.

Necrobinder:

Reworked Borrowed Time card: "Uncommon - Cost 0 - Skill | Apply 3 Doom to yourself. Gain 1(2) Energy." -> "Uncommon - Cost 1 - Skill | Gain 4(6) energy. Cards cost an additional energy this turn."

This new Borrowed Time should go particularly well with high cost cards like Reap and Bury and help to flesh out other ways to play Necrobinder.

Enemies:

Reworked Doormaker Grasp turn and power: now attacks for 20(23) and the power is reworked to "Whenever you play a card, lose 1 energy."

Doormaker's Grasp turn was too underwhelming, and overall lowered the difficulty of the fight too much. This new version should make the entire fight high stakes and actually give the player a difficult problem to puzzle over turn to turn instead of making the fight about just living until turn 4.

BALANCE:

Silent:

Buffed Leading Strike :

Shivs increased from 1 -> 2
Damage decreased from 7 -> 3

Nerfed Speedster : damage decreased from 2(3) -> 1(2)
Nerfed Untouchable : Block decreased from 7(9) -> 6(8)

Potions & Relics:

Changed History Course relic: when it plays a copy of an X-cost card, it now uses your current energy for its X-value instead of the energy spent the last time the card was played. Note: It still plays the copy for free

Enemies:

Buffed Skulking Colony :

Now attacks on all turns
Deals slightly more damage

Ancients:

Buffed Nonupeipe's Fur Coat relic: now affects restocked Axebots and other enemies that enter combat during a fight

Events:

Nerfed Hungry For Mushrooms event: Fragrant Mushroom option upgraded cards decreased from 3 -> 2
Changed Waterlogged Scriptorium event:

Prickly Sponge option gold cost lowered from 155 -> 99
Tentacle Quill gold cost lowered from 65 -> 55

Buffed Whispering Hollow event: Exchange option gold cost decreased from 50 -> 35+-9

ART:

Added portrait art for the following cards:

Hotfix
Modded
Synthesis
Sweeping Gaze

Added new art for Ruby Raiders
Added background art and VFX for Vantom boss fight
Added new visuals for the following afflictions:

Bound
Entangled
Galvanized
Hexed
Ringing
Smog

Updated empty chest VFX, smoke puffs

USER INTERFACE & EXPERIENCE:

General:

Adjusted and added placeholder assets for score lines in run summary and game over screen
Adjusted timings and pauses for dialogue for Gremlin Merc
Adjusted Cultist "Cacaw" dialogue timings
Adjusted speech bubble positions for Damp and Calcified Cultists
All monsters now have distinct speech bubble colors
Players can now navigate between cards/potions/relics in the Timeline unlock screen on controller
Players can now navigate to the top bar character portrait to see the Ascension hovertip on controller
Pressing the top bar shortcut while already focusing on a top bar element now moves your controller focus back into your hand

Multiplayer:

Better handling of intermittent Steam errors
Disabled skipping chests in multiplayer. Too many people thought it was the Proceed button.

WRITING:

General:

Foul Potion description now specifies that it deals damage to "ALL players and enemies" instead of "EVERYONE", making it clearer that it does not hit Osty
Fixed wording in the Statistics Total Playtime/Fastest win hovertip

Localization:

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

German
Japanese
Italian
Spanish
Thai
Polish

BUG FIXES:

General:

Fixed broken Steam rich presence translations
Fixed a crash that could occur on startup after a Steam Cloud sync conflict
Fixed a crash that could occur when the game failed to start and tried to show an error dialog
Fixed an issue where numbers were improperly formatted on the victory screen
If there is an error while spawning a creature into combat, a placeholder is shown instead of softlocking the combat
Fixed softlock caused by being able to use your controller to confirm a hand card selection while you are peeking
Fixed being able to press down arrow to controller navigate the card grid while an upgrade/remove/transform preview is up
Vulkan is now defaulted to on Intel iGPUs with known D3D12 stability issues

Ironclad:

Fixed softlock when selecting a card to upgrade via Armaments card while Lethality power still applies

Silent:

Fixed Bullet Time card getting played by Mayhem power not setting the cost of the cards in your hand to 0

Potions & Relics:

Fixed Unsettling Lamp relic doubling the Strength you get from Dominate card
If a potion is discarded just before combat ends, it's no longer forever unusable
When clicking a potion that can be thrown at all enemies simultaneously, the potion popup now properly says "Throw" instead of "Drink"

Enemies:

Fixed an issue where a few enemies' damage intents were occasionally showing the wrong number
Fixed not being able to navigate from the relic inventory back to the combat in the Mysterious Knight fight on controller
Removed broken text from Thieving Hopper enemy's Escape Artist power hovertip when playing in Polish
Fixed Soul Nexus animation not playing correctly

Ancients:

Removed the peek button from the card selection via Neow's Hefty Tablet relic
Effects that occur before your turn now interact correctly with Vakuu's Whispering Earring relic
Fixed Vakuu's Whispering Earring relic continuing to play cards after Void Form power ended the turn
Fixed an issue where Vakuu's Lord's Parasol relic would occasionally only obtain some of the items that the Merchant sells
Fixed being able to end the Lord's Parasol purchase animation on controller

Events:

Fixed an issue where, if the player visited a combat-style event without actually starting a combat (i.e. choosing "Return the Key" at The Lantern Key event) and then visited the Merchant immediately after, throwing a Foul Potion at the Merchant would not grant the player any gold

Multiplayer:

Trash to Treasure power no longer procs from other player's generated statuses
Fixed softlock in Thieving Hopper fight if one person is dead when it tries to steal cards
Fixed state divergence related to Driftwood and Dream Catcher relics
Player name is now correctly displayed when hovering over your character
When re-entering the multiplayer host screen, the Ascension is now correctly synced
You can now reload after saving a game at a rewards screen with non-standard rewards

Beta Patch Notes - v0.101.0

2026. 3. 27. AM 11:24 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hey everyone, Anthony here. It's time for another Beta Patch where we test out experimental changes. Today we are going to do something a little different for the patch notes as I will be giving some insights into our design intent and thou...

전체 내용 보기

Hey everyone, Anthony here. It's time for another Beta Patch where we test out experimental changes. Today we are going to do something a little different for the patch notes as I will be giving some insights into our design intent and thoughts behind various changes. Reminder that nothing in the beta branch is set in stone, expect lots of back and forth, and above all please let me know what you think by using the in-game feedback tool by hitting F2! I read countless pieces of player feedback and it has been instrumental in helping guide our process.

CONTENT:

Reworks and Reverts:

Silent:

Deprecated Prepare and Prepared returns: "Common - Skill - Cost 1 - "Discard 2 cards. Next turn, gain 2(3) Energy." -> "Common - Skill - Cost 0 - Draw 1(2) card(s). Discard 1(2) card(s)."

Necrobinder:

Reverted (Buffed) Capture Spirit to its previous version: "Uncommon - Skill - Cost 1 - Enemy loses 2(3) HP. Add 2(3) Souls into your Draw Pile." -> "Uncommon - Skill - 1 - Enemy loses 3(4) HP. Add 3(4) Souls into your Draw Pile."
Reverted (Buffed) Borrowed Time to its previous version: "Uncommon - Skill - Cost 0 - Apply 6(3) Doom to yourself. Gain 1 Energy." -> "Uncommon - Skill - Cost 0 - Apply 3 Doom to yourself. Gain 1(2) Energy."

Starting off, I am reverting the changes made last week to Prepared , Borrowed Time , and Capture Spirit . For Prepared, while I still think that the Sly synergies are overall too dominant of a strategy, Prepared is so integral to the Silent's core identity that I will be looking for a different approach to bring Sly in line in the future. Borrowed Time is likely to receive a complete rework in the future, but for now I prefer that the card is fun to play with in all decks.

Regent:

Reworked Arsenal card: "Power - Rare - Cost 1 Whenever you play a Colorless Card, gain 1(2) Strength." -> "Power - Rare - Cost 1 (Innate.) Whenever you create a card, gain 1 Strength."

Potions & Relics:

Reworked Pendulum relic: "Common - Whenever you shuffle your Draw Pile, draw a card." -> "Common - Every 3 turns, draw 1 card."

Enemies:

Reworked and nerfed the Doormaker . Fight is now less random.

Doormaker is receiving another rework! Now each visual phase he is in has its own unique power to hamper the player. All of them are disruptive and will hopefully encourage interesting play, but should now be less random and reward player agency more.

BALANCE:

General:

Elites can no longer spawn on floor 6 to better match StS1
Improved map generation consistency
Fixed maps sometimes generating with fewer shops than intended
Gloom Ascension modifier no longer affects ? rooms in addition to Rest Sites

Since Neow now counts as the first floor of the map, Elites were actually spawning one floor earlier than they should have been. This change should have a big impact on how tough fighting early Elites is. Additionally we found some improvements could be made to the map generation algorithm to help limit the number of maps overflowing with early monster rooms and not much else. For the Gloom change, although it did make the game more difficult it was not in a satisfying or fun way as it just made maps less interesting. Instead I will be looking to rework Gloom entirely in the future to a modifier that makes the game harder but in a more interesting way.

Ironclad:

Buffed Cinder card: now Exhausts a random card in your Hand instead of the top card of the Draw Pile
Changed Tremble card: now Exhausts

Tremble gaining Exhaust is a buff to Ironclad's Exhaust synergies, and coupled with the Cinder change should have a large impact on the Ironclad's cardpool.

Silent

Buffed Serpent Form : Damage increased from 4(5) -> 4(6)

Regent:

Buffed Falling Star card: Damage increased from 7(11) -> 8(12)
Buffed Glitterstream card: Next Turn Block increased from 4(6) -> 5(7)
Buffed Parry card: Block gain increased from 8(11) -> 10(14)
Buffed Refine Blade card: Forge increased from 6(10) -> 9(13)
Buffed Celestial Might card: Upgrade changed from +2 damage -> 1 additional hit
Buffed Guiding Star card: now draws cards immediately instead of next turn
Buffed Sword Sage card: no longer increases the cost of Sovereign Blade
Changed Spoils of War card: now draws 2 cards, but Forge decreased from 12(17) -> 5(8)

Defect:

Nerfed Voltaic card: Energy cost increased from 2 -> 3

Potions & Relics:

Buffed Tiny Mailbox relic:

Rarity moved from Common -> Uncommon
Potions procured increased from 1 -> 2

Changed Permafrost relic: Rarity moved from Common -> Uncommon
Changed Bag of Marbles relic: Rarity moved from Uncommon -> Common
Changed Red Mask rarity relic: Rarity moved from Uncommon -> Common
Changed Bellows relic: Rarity moved from Uncommon -> Rare
Changed Lasting Candy relic: Rarity moved from Rare -> Uncommon
Changed Crossbow Tanx relic: Now uses Free to Play instead of Costs 0 Energy
Changed Vexing Puzzlebox relic: Now uses Free to Play instead of Costs 0 Energy (Now also only lasts until end of turn)
Changed Liquid Memories potion: Now uses Free to Play instead of Costs 0 Energy

For relic rarity, the design goal is that commons are not necessarily weaker, but that they are often simple effects that could add value to most decks. As rarity increases we allow higher complexity and more impact on drafting/play decisions.

Enemies:

Nerfed Skulking Colony : deals less damage, damage scales slower, and no longer applies Dazed status cards
Changed Haunted Ship : now applies Dazed status cards to the player
Nerfed The Lost and Forgotten : stat theft no longer scales with Ascension
Nerfed Waterfall Giant : HP decreased from 250(260) -> 240(250)

Skulking Colony went from too weak to too strong. This nerf should put his encounter more in line with how difficult the fight was intended to be. Additionally I found that the Dazed statuses actually worked against the design goals of his power, the new version is a tighter design overall that presents a more unified question for the player to answer. If the encounter is now too weak, simple numbers can be buffed in the future.

Events:

Disallowed Gold generating relics from showing up as the featured relic in the Welcome to Wongo's event
Mad Science Skill Chaos option (In the Tinker Time event) now uses Free to Play instead of Costs 0 Energy

ART:

Added Test Subject burn animation
Axe and Crossbow Ruby Raiders now have improved textures
Added Portrait art for the following cards:

Compact
Shatter
Fuel
Consuming Shadow
Subroutine
Trash to Treasure

USER INTERFACE & EXPERIENCE:

Date at top-right now reflects build date instead of current date
Increased feedback form character limit from 500 to 8000

Receiving in-game feedback from YOU the player is the best way we have of improving the game. Many of you have requested the ability to write more without hitting the character cap too early. We've increased the character count 16 fold, so I am eagerly looking forward to reading your effort posts!

BUG FIXES:

General:

Fixed exploit where you could controller navigate to card grid when the upgrade/remove/enchant/transform preview screen is open
Fixed a crash that could occur at the start of the player's turn when abandoning a run
Fixed a softlock that could occur when abandoning a run during a combat-style event
Fixed cards upgraded to cost 0 no sorting correctly when ordering by cost in the deck view
Fixed the Y and X glyphs being incorrect on Switch controllers
Format large numbers on victory screen using the player's language
Localize feedback screen Category label
A proper error is displayed if you try to join an in-progress game
Fixed softlock when a monster's visuals would fail to load
Numbers now are formatted appropriately to the player's language

Necrobinder:

Fixed Grave Warden+ showing Soul+ in its hovertip preview
Fixed Seance+ showing Soul+ in its hovertip preview
Foul potion no longer damages Osty

Potions & Relics:

Fixed a state divergence related to Joss Paper relic
Fixed a state divergence related to Dualcast card and Snecko Eye relic

Enemies:

Fixed a softlock when playing Scrape card against The Doormaker boss
Fixed blackscreen when loading a game saved at the rewards from the Mysterious Knight combat

Ancients:

Fixed being able to save and load at Neow to avoid the damage taken from Precarious Shears
Fixed softlock when you play an Imbued card that prompts a card selection and Vakuu's Whispering Earring relic
Fix issues with Pael's Eye relic when the player dies at the start of the extra turn

Events:

Fixed Doll Room SFX continuing to play if you save and quit out from the event
Fixed state divergence when you use Driftwood relic at any event
Fixed timing-related state divergence at the Doll Room event
Fixed timing-related state divergence when entering Battleworn Dummy event
Waterlogged Scriptorium event's Tentacle Quill and Prickly Sponge options now properly show a hovertip for Retain

Multiplayer:

Fixed back button not reappearing if you unready in an Multiplayer load game lobby
Fixed Beacon of Hope power hovertip description so it no longer says it stacks
Bottled Potential now shuffles the target player's cards, not yours
Fixed Radiate card counting Stars from other players
If both players have Pael's Eye and only one player triggers the extra turn, the second player no longer takes their extra turn immediately afterward
Fixed rare timing issue when any player selects Random
Fixed Haunt proccing when another player plays Soul

Slay the Spire: The Board Game - Downfall Expansion Kickstarter Now Live!

2026. 3. 25. AM 2:33 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

It's finally here!!

The Kickstarter campaign for the Slay the Spire board game Downfall expansion is LIVE NOW! The fan-favorite community mod for Slay the Spire 1 is getting its own OFFICIAL expansion to Slay the Spire: The Board Game , al...

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It's finally here!!

The Kickstarter campaign for the Slay the Spire board game Downfall expansion is LIVE NOW! The fan-favorite community mod for Slay the Spire 1 is getting its own OFFICIAL expansion to Slay the Spire: The Board Game , allowing you and your friends to play as some of the Spire’s infamous bosses.

Don't have your own copy of the base board game yet? You can add it to your pledge (or grab it on its own) during this campaign, too! You can even get a carrying case (aka the Bag of Preparation) that fits both the original game and the expansion inside it!!

Back the campaign and get some exclusive Collector's Edition goodies from now until April 9th at 12PM PDT!

Beta Patch Notes - v0.100.0

2026. 3. 20. AM 10:44 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Welcome to the first BIG post-launch patch, Slayers!! This one has a huge balance pass, the main aim of which is to make infinites harder to achieve. We're also introducing a Phobia Mode with bespoke assets that should mitigate various cree...

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Welcome to the first BIG post-launch patch, Slayers!! This one has a huge balance pass, the main aim of which is to make infinites harder to achieve. We're also introducing a Phobia Mode with bespoke assets that should mitigate various creepy phobia concerns. Speaking of visuals, here are some other major highlights:

Some snazzy new portrait art for various cards!

Cool new character-specific VFX for when you gain energy!

Reminder that this patch is exclusive to the beta branch branch for now , which you can access via the instructions outlined here. It will come to the main branch later, likely with some more tweaks!

CONTENT:

General:

Added a Deprecated Card placeholder: Status - "Draw 1 card. Remove this from your Deck. Exhaust."

If you have an in-progress run and a card in your deck is removed from the game due to a recent update, it will be replaced with "Deprecated Card"

Ironclad:

Reworked Dominate card: Skill - Cost 1 - Uncommon - "Apply 1(2) Vulnerable. Gain 1 Strength for each Vulnerable on the enemy. Exhaust."
Reworked Expect a Fight card: Skill - Cost 2(1) - Uncommon - "Gain for each Attack in your Hand. You cannot gain additional this turn."
Reworked Spite card: Cost 0 - Attack - Uncommon - "Deal 5 damage. If you lost HP this turn, hits 2(3) times."
Reworked Stoke card: Skill - Cost 1 - Rare - "Exhaust your Hand. Add 1 random (Upgraded) card into your Hand for each card Exhausted."

Silent:

Reworked Prepared card into Prepare : Skill - Cost 1 - Common - "Discard 2 cards. Next turn, gain 2(3) Energy."

Regent:

Reworked Glow card: Skill - Cost 1 - Common - "Gain 1(2) Stars. Draw 1 card. Next turn, draw 1 card."

Colorless Cards:

Reworked Hidden Gem card: Skill - Cost 1 - "A random card in your Draw Pile without Replay gains Replay 2(3)."

Enemies:

Reworked Doormaker . Beware.
Reworked Skulking Colony to have a deadlier moveset

Ancients:

Added new Neow blessing: Hefty Tablet -"Choose 1 of 3 Rare cards to add to your Deck. Add 1 Injury to your Deck."
Added new Neow blessing: Neow's Talisman - "Upgrade 1 of your Strikes and 1 of your Defends."

BALANCE:

General:

All relics in the shop now cost 25 Gold less
Relics that generate Gold (such as Bowler Hat and Amethyst Aubergine) no longer appear at the Merchant
Gloom Ascension now also affects ? rooms
Power values can no longer stack above 999,999,999
You can no longer acquire epochs in Daily or Custom runs
Certain character stats no longer update in Daily or Custom runs

Ironclad:

Buffed Break card:

Energy cost decreased from 2 -> 1
Damage increased from 20(25) -> 20(30)

Buffed Cinder card: Damage increased from 17(22) -> 18(24)
Buffed Fight Me! card: self-Strength gain from 2(3) -> 3(4)
Nerfed Forgotten Ritual card: now Exhausts
Buffed Hemokinesis card: Damage increased from 14(19) -> 15(20)
Buffed Tremble card: Vulnerable increased from 2(3) -> 3(4)

Silent:

Nerfed Anticipate card: Dexterity decreased from 3(5) -> 2(3)
Nerfed Corrosive Wave card: Poison decreased from 3(4) -> 2(3)
Nerfed Flick-Flack card: Damage decreased from 7(9) -> 6(8)
Buffed Grand Finale card: Damage increased from 50(60) -> 60(75)
Nerfed Pinpoint : Damage decreased from 17(22) -> 15(19)
Buffed Skewer card: Damage increased from 7(10) -> 8(11)
Nerfed Untouchable card: Block gain decreased from 9(12) -> 7(9)

Regent:

Nerfed Alignment card: Star cost increased from 2 -> 3
Changed BEGONE! card:

Now a Skill that no longer deals damage
Now creates Minion Strike instead of Minion Dive Bomb

Buffed Bundle of Joy card: Energy cost lowered from 2 -> 1
Changed CHARGE!! card: now creates Minion Dive Bomb cards instead of Minion Strike cards
Buffed Collision Course card: Damage increased from 9(12) -> 11(15)
Buffed Gather Light card: Block increased from 7(10) -> 8(11)
Buffed Heirloom Hammer card: Damage increased from 17(22) -> 20(25)
Buffed I Am Invincible card: Block increased from 9(12) -> 10(13)
Buffed Kingly Kick card: Damage increased from 24(30) -> 27(35)
Buffed Kingly Punch card:

Base damage increased from 8(8) -> 8(10)
Scaling damage increased from 3(5) -> 4(6)

Buffed Minion Dive Bomb card: Energy cost decreased from 1 -> 0
Nerfed Minion Strike card: Damage decreased from 7(10) -> 6(9)
Buffed Parry card: Block increased from 6(9) -> 8(11)
Buffed Patter card: Block increased from 8(10) -> 9(11)
Buffed Solar Strike card: damage increased from 8(9) -> 9(10)
Buffed Spoils of Battle card: Forge increased from 10(15) -> 12(17)
Nerfed Void Form card:

Is now Ethereal
Upgrade changed from +1 card -> losing Ethereal

Buffed Wrought in War card: Forge increased from 5(7) -> 7(9)

Necrobinder:

Nerfed Banshee's Cry card:

Cost increased from 6 -> 9(7)
Upgrade no longer increases damage

Nerfed Borrowed Time card:

Self-Doom increased from 3(3) -> 6(3)
Energy gain no longer increases on Upgrade

Nerfed Capture Spirit card:

HP loss decreased from 3(4) -> 2(3)
Souls generated decreased from 3(4) -> 2(3)

Buffed Danse Macabre card: Block increased from 3(4) -> 4(6)
Buffed Debilitate card: Damage increased from 7(9) -> 10(12)
Changed Defy card: upgrade no longer increases Weak, but increases Block by +3 instead of +1
Nerfed Dirge card: now Exhausts
Changed Grave Warden card: upgrade changed from 8(10) Block -> 8(11) Block and no longer upgrades the Soul
Buffed Sculpting Strike card: Damage increased from 8(11) -> 9(12)
Nerfed Seance card:

Cost increased from 0 -> 1(0)
Upgrade no longer makes a Soul+

Defect:

Nerfed Hotfix card:

Now has Exhaust
Upgrade now removes Exhaust instead of increasing Focus

Buffed Rocket Punch card: cost reduction effect now lasts until it is played, instead of just until the end of the turn

Colorless Cards:

Buffed Seeker Strike card: Damage increased from 6(9) -> 9(12)
Changed Discovery card: "It costs 0 this turn." -> "It's free to play this turn."

This means that, if the card it generates has a Star cost, this cost is now also reduced to 0 this turn

Buffed Eternal Armor card: Plating increased from 7(9) -> 9(12)
Changed Hidden Gem card: can no longer be generated in combat by effects like Skill Potion
Changed Production card: upgrade changed from losing Exhaust -> +1 additional Energy

Potions & Relics:

Buffed Amethyst Aubergine relic: Gold gain increased from 10 -> 15
Buffed Book of Five Rings relic: healing increased from 15 -> 20
Buffed Bowler Hat relic: Gold gain increased from 20% -> 25%
Buffed Permafrost relic: Block gain increased from 6 -> 7
Buffed Planisphere relic: HP gain increased from 4 -> 5
Buffed Stone Cracker relic: now works in ALL combats but only upgrades 2 cards

Enemies:

Nerfed Bygone Effigy : Damage decreased from 15(17) -> 13(15) (still attacks with 10 Strength)
Buffed Byrdonis : Swoop attack damage increased from 16(18) -> 17(19)
Changed Calcified Cultist + Toadpole encounter: now Calcified Cultist + Seapunk
Buffed Rocket Claw :

Charge Up move Strength gain now scales with Ascension from 2(2) -> 2(3)
HP increased from 189(199) -> 199(209)
Rage power Strength buffed from 5 -> 6

Buffed Crusher Claw :

Adapt move Strength gain now scales with Ascension from 2(2) -> 2(3)
HP increased from 199(209) -> 209(219)
Rage power Strength buffed from 5 -> 6

Nerfed Decimillipede : HP decreased from 42(48)-48(56) to 40(46) - 46(52)
Nerfed Fabricator : HP value of all bots decreased by 5
Changed the Tunneler normal encounter: the Bowlbug is now replaced by a Chomper that gives Dazed status cards on turn 1
Nerfed Living Fog encounter: Gas Bomb HP decreased from 10(12) -> 7(8)
Buffed The Lost and The Forgotten encounter:

Stat stealing now scales with Ascension; increased from 2 -> 3 of their respective stat at A9
The Forgotten now deals an additional point of damage for every Dexterity it has

Changed Nibbit : now properly scales with Ascension

Hiss move now scales from 2 -> 3 Strength on A9
Slice move damage now scales from 6 -> 7 on A9
Slice move Block now scales from 5 -> 6 on A8

Nerfed Phantasmal Gardeners : HP decreased from 28(29)-32(33) -> 26(27)-31(32)
Buffed Seapunk : Sea Kick move damage increased from 11(12) -> 11(13)
Nerfed Terror Eel :

Crash damage now scales from 17(19) -> 16(18)
Thrash Vigor now scales from 7 -> 6

Changed Test Subject : Phase 2 no longer has the Pounce move, instead will repeat Multi Claw move every turn

Ancients:

Buffed Neow's Fury card: the number of cards returned to your hand now upgrades from 2 -> 3
Nerfed Neow's Leafy Poultice relic: blessing's max HP loss increased from 10 -> 12
Nerfed Neow's Precarious Shears relic: blessing's self-damage increased from 13 -> 16
Changed Tanx's Tri-Boomerang relic: Instinct enchantment no longer reduces cost, instead doubles damage on enchanted Attacks
Changed Vakuu's Preserved Fog relic:

Cards removed decreased from 5 -> 3
Folly curse is now Ethereal

Events:

Changed Dense Vegetation event: Trudge On option is now "Lose 8 HP. Gain 61-99 Gold."
Changed Endless Conveyor event:

Can no longer spawn unless all players have at least 120 Gold (up from 105)
"Grab off the Belt" option cost increased from 35 -> 40 Gold

Changed Grave of the Forgotten event: can no longer spawn unless every player has a card with Exhaust in their deck
Changed Morphic Grove event:

Can no longer spawn unless all players have at least 2 transformable cards in their decks
Group option now costs ALL of the player's gold
In multiplayer, is now a collaborative event

Changed Spirit Grafter event: Rejection option is now "Lose 10 HP. Upgrade a card."
Changed The Round Tea Party event: can no longer spawn unless all players have at least 12 HP

Multiplayer:

Nerfed Beacon of Hope card: can no longer be stacked
Nerfed Believe in You card: Energy decreased from 3(4)-> 2(3)
Nerfed Huddle Up card: now Exhausts

ART:

Infection affliction card overlay is no longer animated when Phobia Mode is turned on
Added alternate Phobia Mode visuals for:

Hive backgrounds
The Insatiable
Phrog Parasite
Wrigglers
Terror Eel
Entomancer

Added portrait for the following cards:

Gang Up
Seeker Strike
Spinner
Volley
Knockdown
Lift

Updated asset for Kifuda relic
Added asset for No Energy Gain power
Added animation for Ovicopter buff
Added placeholder sketches for the following relics:

Neow's Talisman
Hefty Tablet

USER INTERFACE & EXPERIENCE:

Added Phobia Mode tickbox in the Settings
You can now skip relics received at treasure chests
Added disclaimers for Daily and Custom runs that you cannot unlock Epochs and Achievements with them anymore
Added icon in top bar if player is unable to obtain epochs, achievements in a run
Hovering over the character icon now explains if you cant get achievements or epochs
Added a way to disable map drawings in multiplayer
The invite button now uses a hotkey on controller instead of manual navigation

WRITING:

Huddle Up card now says "ALL players" instead of "ALL allies"
Improved wording clarity for Bombardment and Howl from Beyond cards
The descriptions for Fairy in a Bottle potion and Lizard Tail relic now specify that they trigger specifically when you reach 0 HP, rather than when you die in any manner
The Insatiable boss's Sandpit power is now worded more clearly on the turn that it will eat you

LOCALIZATION:

Updated translations for various languages
Updated Korean text spacing to be a little bit closer
The "Fight" message in multiplayer treasure room is now translatable

BUG FIXES:

General:

Fixed rare Fatal Error when syncing Steam cloud saves
Fixed rare bug where save could be reset
Fixed exploit where players could controller navigate to card grid when the upgrade/remove/enchant/transform preview screen is open
Fixed a crash that could occur when triggering the thin slice visual effect
Fixed crashes related to screen transitions, logo animation, and creature deaths
Fixed an issue when viewing the text of a card or power which has numerical values (damage, block, etc.) that have grown very large
Fixed an issue where, if you saved and quit after winning a combat that rewards a predetermined relic, the relic reward would be randomized when continuing the run later
Fixed an issue where, when a player would view their deck with "View Upgrades" enabled, changing the sort order would cause the screen to break
Fixed softlock when card selection screen would show 0 options
Fixed an issue with Call of the Void card's hovertips when playing in Castilian Spanish

Regent

The Regent's character select screen now properly displays all constellations among the stars in the background

Defect:

Fixed softlock when trying to transform Rip and Tear card

Ancients:

Fixed card prompts auto-selecting without player input after a run with Vakuu's Whispering Earring relic
Fixed softlock when Vakuu's Whispering Earring relic would auto-play Hand Trick card with 2+ eligible Skills

Events:

Fixed missing Eternal hovertip when showing card preview for Greed curse in Sunken Treasury event

Multiplayer:

Fixed a crash that could occur when rapidly retrying multiplayer joins
Fixed a multiplayer sync issue that occurred when players used different OS languages
Fixed a softlock that could occur when a player would die to Breakthrough card's self-HP loss in multiplayer
Fixed softlock at the end of the Architect event in multiplayer
A proper error is now displayed when trying to accept a stale invite
Fixed state divergence related to Imbued enchantment and Letter Opener relic
Fixed state divergence related to Defect orb passives triggering during a player choice
Fixed a multiplayer softlock caused by auto-playing a sequence of multiple cards (via Cascade card or another similar effect) and dying before the last card in the sequence has been played

Patch Notes - v0.99.1

2026. 3. 18. AM 5:55 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Today's patch features all changes from the previous two beta branch patches, pushed live to the main branch. If you're interested in accessing the beta branch, please see the instructions outlined in these patch notes. BALANCE: Players, en...

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Today's patch features all changes from the previous two beta branch patches, pushed live to the main branch. If you're interested in accessing the beta branch, please see the instructions outlined in these patch notes. BALANCE: Players, enemies, and pets can no longer have their HP increased above 999,999,999 ART: Add icon for Murderous run modifier Added portrait art for the following cards: Feeding Frenzy Sloth Waste Away BUG FIXES: General: Pressing B on controller while focused on a dropdown menu no longer also closes the settings screen Fixed crash when interacting with potions during combat transitions Fixed crash when syncing cloud saves on Windows Fixed rare save data loss on Windows when power is lost during a save Fixed crash when quickly navigating away from menus Fixed dev console failing to match commands on non-English system locales Fixed potential softlock when auto-played cards trigger grid or card selection Fixed state divergence related to discarding potions too soon after combat ends Fixed being able to "peek" in card screens outside of combat Fixed closing the settings menu while a dropdown is open not also closing the dropdown Fixed navigating down the dropdown items causing the settings to scroll down Fixed softlock when auto-played cards triggered card selection Ironclad: Fixed Hellraiser power playing Strikes if there are no valid targets Potions & Relics : Fixed Fairy in a Bottle and Lizard Tail relics not healing you when your Max HP is 1 Fixed Massive Scroll relic description saying that it can only give you Colorless multiplayer cards Fixed softlock if you proc Lasting Candy relic from the fixed tutorial card rewards Fixed Hand Drill relic applying Vulnerable to the player if Burn card breaks their block Enemies: Fixed missing Kaiser Crab boss death VFX Fixed Kaiser Crab face animation not looping after a claw takes damage Fixed the word "Stunned" not appearing when Rock Bowlbug does its stunned move Ancients: Fixed Tezcatara's Brightest Flame card being able to decrease your Max HP to less than 1 Events: Fixed softlock when dying in the Jungle Maze Adventure event Fixed softlock if you die in the Room Full of Cheese event Multiplayer: Fixed softlock when any player has Potion Belt and Alchemical Coffer relics Fixed being unable to navigate via controller if you unready yourself in lobby Fixed players being unable to end their turn when they die while the Whispering Earring relic autoplays their cards Fixed Doormaker 's Door HP not scaling correctly after the Doormaker escapes Fixed softlock when queueing a potion to be thrown after the enemy would die Fixed crash when returning to the map after loading a multiplayer save Fixed host and client sometimes generating different maps from the same seed Fixed map changing after reconnect with the Big Game Hunter modifier or Treasure Map and Golden Compass relics Fixed softlock caused by a player dying with cards in their hand Fixed state divergence related to playing Huddle Up during another player's card selection Fixed timing-related state divergence occurring at the end of a combat Fixed rare instances of getting stuck at an empty chest Fixed a softlock that could occur when a player dies to Breakthrough card's self-HP loss in multiplayer Fixed softlock at the end of the Architect event in multiplayer Localization: Fixed crash when selecting Ironclad on Turkish locale systems Fixed Russian card descriptions showing raw template text for Call of the Void , Coolheaded , Fuel , and Ice Lance cards Fixed an issue when viewing run histories in Russian where the player played as The Defect Fixed an issue with Buffer+ card's description when playing in Portuguese Fixed an issue with Call of the Void card's hovertips when playing in Castilian Spanish Fixed an issue with Colossus card's hovertips when playing in German Fixed an issue with the "Accept" option in The Trial event when playing in French Fixed an issue with the "Violence" option in the Tinker Time event when playing in Korean LOCALIZATION: Added more translated text for various languages Fixed translation and formatting errors for the following languages: Italian Russian Simplified Chinese Turkish German Spanish Polish Adjusted Japanese font to be rendered slightly smaller and raised to improve vertical centering Improved Korean font spacing Improved Russian and Thai font rendering Improved the look of Simplified Chinese font Share button in stats screen now utilizes correct localized string MODDING: Reworked mod structure mod_manifest.json has been moved outside of the PCK. All mods should now ship with an additional file named .json - see ModManifest for the new JSON structure. PCK is no longer required for all mods. Json is the only file that is required to declare a mod. The json must declare whether the mod includes a pck/dll file. settings.save now includes a list of all mods that were loaded in the last game run. Reordering this list affects load order. Mods may declare dependencies in the manifest. If settings.save declares a load order incompatible with the listed dependencies, then a re-sort is forced. Added affects_gameplay field to mod manifest. If false, then the mod will not be checked against the host's mods in a multiplayer game. Updated 0Harmony/MonoMod to support mac arm64. Manually overwriting it should no longer be required.