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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

Beta Hotfix Notes - v0.105.1

2026. 5. 9. 오후 12:14 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Quick hotfix today addressing several bugs related to the new Aeonglass boss and multiplayer state divergences.

USER INTERFACE & EXPERIENCE:

- Updated the Aeonglass boss icon

BUG FIXES:

Enemies:
- Fixed Aeonglass first move intent sh...

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Quick hotfix today addressing several bugs related to the new Aeonglass boss and multiplayer state divergences.

USER INTERFACE & EXPERIENCE:

- Updated the Aeonglass boss icon

BUG FIXES:

Enemies:
- Fixed Aeonglass first move intent showing a buff instead of a debuff
- Fixed Aeonglass music not playing correctly
- Fixed Ceremonial Beast background music transition not lining up with when it gets stunned

Multiplayer:
- Fixed Silken Tress relic only affecting card rewards for the host
- Fixed state divergence when taking any rewards after a treasure room
- Fixed state divergence after Crystal Sphere event

Beta Patch Notes - v0.105.0

2026. 5. 8. 오전 9:53 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

It's beta patch time!

For those new to Slay the Spire 2 , keep in mind that these changes are pushed to our Beta branch to ensure stability, then eventually merged into the main branch. For those who play using controller, we highly recomm...

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It's beta patch time!

For those new to Slay the Spire 2 , keep in mind that these changes are pushed to our Beta branch to ensure stability, then eventually merged into the main branch. For those who play using controller, we highly recommend using the Beta branch as we're trying to resolve crashes related to selection screens when playing via controller/Steam Deck.

While our focus is still on fixing crashes and ensuring the game runs on as many hardware configurations as possible, let's look at some of this patch's highlights.

Bi-Weekly Patching

As you've probably noticed, we're moving to patch every 2 weeks rather than weekly as outlined in our Early Access Disclaimer. This may be a bit surprising as the first game patched weekly, but it was a lot of work so it really sucked.

Anyways, the 2-week cadence should make it less hectic for us, allowing bigger changes and more time working and polishing stuff before it goes out. It also allows more time for beta players to absorb and give feedback on changes.

The Bestiary

This week brings... the Bestiary! While it's still an outline of what it will end up being, we hope that seeing these monsters and their animations and data (not yet implemented) all listed in a separate screen will be fun.

Pro Tip: Press the 1 - 8 keys when you're viewing a monster.

Doormaker Out, Aeonglass In

Doormaker has been replaced with a brand new boss, Aeonglass! While Doormaker had interesting micro decisions in the fight, he was over the complexity threshold of what we want and had lingering issues. We decided that starting over fresh will let us hit what we actually want for an Act 3 boss.

CONTENT & BALANCE:

General:

The Bestiary is now available in the Compendium

Silent:

Nerfed Blade of Ink card: Inky enchantment damage decreased from +2 -> +1

Regent:

Slightly reworked Sword Sage card:

Old: Sword Sage - Power - Cost 2(1) - Rare - "Sovereign Blade now hits an additional time."
New: Sword Sage - Power - Cost 2(1) - Rare - "Sovereign Blade gains Replay 1."
Among other things, this means that Sword Sage card now has synergy with Parry card

Nerfed Bulwark card: Block decreased from 13(16) -> 12(15)
Buffed Crescent Spear card: base damage increased from 6 -> 8
Nerfed Patter card: Block gain decreased from 9(11) -> 8(10)
Buffed Royalties card: Gold Gain from 30(35) -> 30(40)

Defect:

Buffed Infused Core relic: now also gains "Lighting Orbs deal 1 additional damage."
Buffed Hyperbeam : damage increased from 26(34) -> 28(36)
Buffed Shatter card: now Evokes all of your Orbs twice
Buffed Tesla Coil+ card: damage decreased from 6 -> 4, but Lightning Triggers increased from once -> twice
Buffed Uproar card: damage increased from 5(7) -> 6(8)

Colorless Cards:

Buffed Gold Axe card: in multiplayer, now deals damage equal to the number of cards played by ALL players, not just cards played by its owner

Enemies:

Reworked Doormaker to a new boss, Aeonglass
Changed Fossil Stalker : in multiplayer, now gains a set amount of Strength if it hits any player, instead of gaining Strength for each player hit
Changed Haunted Ship : now applies 3 Weak on Turn 1 instead of applying Weak when it attacks
Buffed Soul Fysh : Scream move damage increased from 11(12) -> 13(15)

Ancients:

Reworked Tezcatara's Pumpkin Candle relic

Old: "Gain 1 Energy at the start of each turn. Extinguishes at the start of Act 3."
New: "Gain 1 Energy at the start of each turn. Extinguishes after 5 combats. Can be Kindled at rest sites."

Added new Neow relics:

Kaleidoscope (temp name) - "Upon pickup, gain 2 card rewards with cards from other characters."
Fishing Rod - "Every 3 normal combats, Upgrade a random card in your Deck."
Silken Tress - "Enchant all cards in the first card reward with Glam."

Moved Tezcatara's Seal of Gold relic to option 3 so that it is in the same pool as Pumpkin Candle

Events:

Something special now happens if you have multiple Lantern Key cards (doesn't apply to multiplayer)

ART:

Added art for Friendship Epoch
Added new power art for Smoggy
Added multi-hit animation for Corpse Slug
Added unstun animation for Rock Bowlbug
Tweaked Vantom explosion to look right on shrunken Vantom
Added a phobia mode alternate portrait for the Zen Weaver event

USER INTERFACE & EXPERIENCE:

Limited the total number of cards rendered when playing the Clone animation at a rest site to 15
Added translation issue dropdown option to the in-game feedback form
Outline darkness of continue button now matches the next dialogue arrow
Adjusted Gremlin Mercenary combat enemy hitboxes, speech bubble, and intent positions
Skulking Colony 's health bar now changes color to indicate that it cannot take any more damage this turn
When hovering over stale dialogues at Ancients, all of the dialogues will become opaque instead of just the one currently being hovered over
Added a more informative error popup for Steam BadCert error in multiplayer
If you move a current_run.save with a modded character in it back to unmodded, you get an error instead of a black screen

WRITING:

Reworded Axebot death message to reflect that there is only 1 of them now
Added more translated text for various languages
Fixed translation errors in:

German
Latin American Spanish
Castilian Spanish
French
Italian
Japanese
Polish
Brazilian Portuguese
Thai
Turkish

AUDIO:

Added Soul Fysh background music
Added Kaiser Crab background music
Added Kaiser Crab SFX
Added hyper beam SFX

BUG FIXES:

General:

Fixed save files being lost or corrupted after a PC crash, blue screen, or power outage
Fixed black screen softlock when Steam would disconnect during room transitions
Fixed the Sealed Deck modifier not being affected by the multi-character card modifiers
Night Terrors modifier can no longer kill you
The Perfect badge is no longer awarded if you abandon run at a boss
Fixed being unable to navigate off of top bar in shop room
Fixed being unable to controller navigate through rest site options when player has 2 rows of relics
Fixed controller navigation in shop if you buy out all relics and colorless cards
The game no longer rapidly switches between "Controller Detected" and "Mouse Detected" when playing with a controller
Fixed being able to start a single player run via controller while the Ascension tutorial was open
Fixed potion hovertip not appearing if you press "b" in the potion popup screen
Fixed errors in input settings for new keybindings added after saving
Fixed rare problem where feedback screen is stuck open on game launch
Fixed rare softlock when playing Compact with status cards in hand
Fixed softlock after the popup about shuffling in the tutorial
Fixed Steam cloud sync errors when syncing many run history files
Fixed duplicate files appearing in run history after Steam cloud sync
Restored the default rendering backend to D3D12 for Intel 620 GPUs
Fixed audio staying muted after pressing volume keys or alt-tabbing on Linux
Fixed crash on Linux when ICU libraries are unavailable

Ironclad:

To avoid softlocking after setting up an infinite loop (i.e. Hellraiser + 2 Pommel Strike cards), Hellraiser will only play 9 cards per turn if all enemies have infinite HP

Hellraiser card now properly plays cards containing "Strike" against enemies with infinite HP

Silent:

Fixed Fan of Knives card VFX not playing

Regent:

Fixed not being able to select cards with controller when you choose all the cards in your hand via GUARDS!!! card

Necrobinder:

Fixed Fetch card not glowing gold if it is drawn by Gambling Chip relic
Fixed Enfeebling Touch power causing Ceremonial Beast to gain Strength after you stun it

Colorless Cards:

Fixed VFX sometimes failing to appear during Rolling Boulder power effect

Potions & Relics:

Players are now disallowed from throwing the Foul Potion if the Merchant inventory is open
Using Foul Potion on the Merchant no longer freezes the game on controller
Bookmark relic is now able to properly apply its cost-reduction effect to a card that has been retained by a "Retain your Hand" effect like Equilibrium card
Fixed Beetle Juice potion causing Vantom 's tail to become visibly cut off
If the player has The Boot relic and deals Skulking Colony 1-4 damage, they now properly take 5 damage

Ancients:

Fixed issue where the top of the next dialogue bubble was slightly visible before it would animate in at Ancients
Fixed being able to navigate back to Neow 's blessing options while looking at the Card Library
Fixed card inspection button blocking "accept" hotkey when looking at the Pandora's Box relic card view screen
Fixed issue where playing Wish card via controller would immediately select a card in the grid on the same button press

Enemies:

Fixed Kaiser Crab appearing if you load into an already completed boss room
Recentered Axebot in fight so it looks like there is supposed to be only one of them
Fixed a softlock that occurred if the player set up an infinite against Skulking Colony

Multiplayer:

Fixed player names with brackets (e.g. clan tags like ) causing errors in multiplayer
Fixed state divergence related to Mad Science , Juggling , and mixed combat speeds
Fixed Strangle power proccing off of other player's card plays
Fixed occasional black screen when loading into a saved multiplayer combat
Fixed occasional state divergence caused by Stampede + Headbutt cards
Other players' HP bars no longer go offscreen when resizing the window while in settings
Disallow War Historian Repy duplicate Lantern Key card bonus if you are in multiplayer

Beta Patch Notes - v0.104.0

2026. 4. 24. 오전 9:12 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hey Slayers, we're back to updating the beta branch this week! Here's an overview of our goals with this patch.

On Ascensions:

When it comes to general balance, the base difficulty is quite hard right now. We're continuously adjusting th...

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Hey Slayers, we're back to updating the beta branch this week! Here's an overview of our goals with this patch.

On Ascensions:

When it comes to general balance, the base difficulty is quite hard right now. We're continuously adjusting this baseline difficulty to make it more accessible for a wide range of players, while also continuing to deliver a challenging game at the highest Ascensions.

Similarly to the first game, completing runs of Slay the Spire 2 at the highest difficulty should feel like a monumental achievement for a fraction of players devoted to understanding the ins and outs of the game's mechanics. Upon beating your first run, we added a message to communicate this intention for the Ascension system.

On Doormaker:

We are currently monitoring the Doormaker and looking at a combination in-game feedback, social media posts, and metrics. We want to give players time to adjust a bit, otherwise we'll be balancing around kneejerk reactions. Currently, from looking at millions of runs, Doormaker's overall difficulty/winrate is in a good place (slightly weaker than the other Act 3 bosses both in kill rate and damage dealt). However, we do want to ensure that its mechanics aren't too abrasive against certain playstyles.

Miscellaneous:

In other news, we've also got a few card reworks, new Badges, and a balance pass (notably, a Neow's Fury buff is here). One oft-requested feature we've added is an error message when in-game feedback is not received (for instance, if a player is offline), so that should make it clearer when your feedback was actually able to be properly submitted. We've also got a ton of fixes for various crashes and bugs as well as cool new art for some cards (and a certain Ancient)!

CONTENT:

General:

Added three more Badges

Damage Leader - Dealt the most damage to enemies in multiplayer.
Debuffer - Applied the most Debuffs in multiplayer.
C-c-c-Combo - Played 20 cards in a single turn.

Ironclad:

Reworked Conflagration card:

Old: Conflagration - Attack - Cost 1 - Rare - Deal 8(9) damage to ALL enemies. Deals 2(3) additional damage for each other Attack you've played this turn.
New: Conflagration - Attack - Cost 1 - Rare - Deal 2 damage to ALL enemies 4(5) times.

Reworked Drum of Battle card:

Old: Drum of Battle - Power - Cost 0 - Uncommon - Draw 2(3) cards. At the start of your turn, Exhaust the top card of your Draw Pile.
New: Drum of Battle - Skill - Cost 1 - Uncommon - Draw 2 cards. When this card is Exhausted, gain 2(3) Energy.

Anthony's note: Drum of Battle was previously the lowest picked Uncommon Ironclad card, and generally unpopular. This rework attempts to put it into a more interesting spot and adds some synergy to Exhaust decks. Conflagration had low pick rates and middling win rates for a Rare, while also feeling more like an effect that belonged on the Silent (caring about number of card plays). It has been reworked into a simple AOE card that can act as a Strength payout. The numbers will likely need tuning to get into a desired spot, but this should feel like a more appropriate part of the Ironclad's kit.

Regent:

Reworked Parry card:

Old: Parry - Uncommon - Power - Cost 1 - Whenever you play Sovereign Blade, gain 10(14) Block.
New: Parry - Uncommon - Power - Cost 1 - Sovereign Blade now gains 10(14) Block.
This means Parry's Block is displayed on the Sovereign Blade card and is now also affected by powers like Dexterity and Frail.

Anthony's note: Parry's numbers are looking correct now, but we think it will be more fun showing the effect on the Blade itself. Relics and powers now being able to interact with the Block should open up new fun interactions. As a result of this change, its numbers may need further tweaking in the future, but we will start with it as is.

Enemies:

Reworked Axebots combat to have just a single, more challenging Axebot

BALANCE:

General:

Terminal run modifier can no longer bring a player below 1 HP

Silent:

Changed Nightmare card: if you play it and select a card with an Affliction on it, that Affliction is now removed from the copies added to your hand the following turn
Buffed Untouchable card: upgraded Block gain increased From +2 -> +3

Regent:

Changed Tyranny card: now triggers before Bombardment card

This means that if, for example, Tyranny exhausts Bombardment, Bombardment will be played immediately after

Nerfed Reflect card: Block decreased from 17(21) -> 16(20)

Ancients:

Buffed Neow's Booming Conch relic: in addition to drawing extra cards, now gains 1 Energy at the start of Elite combats
Buffed Neow's Fury card: instead of selecting randomly now allows you to choose which 2 cards will be put into your Hand from your Discard Pile (you may also now choose fewer than 2 cards if you want)
Buffed Tezcatara's Nutritious Soup relic: in addition to making your Strikes cost 0 and giving them Eternal, now makes all your Strikes deal 3 additional damage

Enemies:

Nerfed Ruby Raider Assassin : damage decreased from 11(12) -> 10(11)
Changed Scrolls of Biting : have slightly less HP at low Ascension but slightly higher HP at high Ascension, changed from 31(32) - 38(39) -> 30(33)-37(39)
Changed Owl Magistrate : now has slightly less HP at low Ascension, but slightly higher HP at high Ascension, changed from 234(243) -> 231(247)
Changed Slimed Berserker : now has slightly less HP at low Ascension, but slightly higher HP at high Ascension, changed from 266(276) -> 261(281)
Nerfed Vantom at lower Ascensions:

Dismember move damage decreased from 27(30) -> 26(30)
Slippery power goes from 9 -> 8(9)

Nerfed Waterfall Giant : now heals less at lower Ascension, HP healed changed from 15 -> 10(15)

Anthony's note: We are slowly starting the process of making lower Ascensions a little easier, and high Ascensions slightly harder. We want to do this gradually instead of all at once.

Events:

Changed Slippery Bridge event: will no longer offer to remove the same card multiple times unless it has already offered to remove all other cards in your deck at least once

Multiplayer:

Nerfed multiplayer scaling for enemy Artifact, Slippery, and Skittish powers
Stratagem card is no longer banned from the colorless card pool during multiplayer runs (this banning was originally due to a bug with Stratagem in multiplayer, which has now been fixed)
Buffed Tag Team card: Replay effect now triggers on "deal damage to ALL enemies" attacks too

ART:

Added portrait art for the following cards:

Feral
Not Yet
Spite
Fight Through
Hailstorm
Synchronize
Iteration
Voltaic
Apparition
Abrasive

Revised Neow's Fury artwork (is now centered)
Added Vakuu background art and VFX
Added Skulking Colony animations
Updated art for the following enemies:

Tunneler
Entomancer
Mawler

Updated animation for the following enemies:

Vantom
Ceremonial Beast
Entomancer

Repositioned Sludge Spinner death landing spot

USER INTERFACE & EXPERIENCE:

Added Ascension first-time tutorial popup for single player and multiplayer
An error is now displayed when Steam crashes
Feedback tool now displays an error if we didn't receive the feedback
Adjusted hitbox, speech, and intent position of Underdocks Cultists
Fixed intents being positioned too high or too low in multi-enemy combats
Bestiary button now looks more locked (similar to how other buttons look locked)
The player's hand now animates out of the way while it is the Enemy turn
Updated Ancient card text backgrounds to fit more text and to be very slightly darker and embossed
Set up controller navigation for Badges in the game over screen
Added basic controller navigation to Badges in the run history screen
Added controller navigation for the player info icons in the run history
Improved controller navigation in the Fake Merchant shop
Pause menu button controller navigation now wraps

WRITING:

Brilliant Scarf relic description now specifies that it only counts cards played "from your hand" so it's clear that it doesn't count auto-played cards
Reaper Form card wording has been changed to make it clear that the Doom is applied by Reaper Form's power rather than by the played card:

Old: "Whenever Attacks deal damage, they also apply that much Doom."
New: "Whenever Attacks deal damage, apply that much Doom."

Added translations for various languages
Fixed various translation errors

BUG FIXES:

General:

Score separator lines are no longer shown while fetching score or if it fails
Effects that make the next card free to play (Unrelenting card, Void Form card, etc.) now properly take precedence over effects that increase the cost of all cards (Entangled affliction, Spiked Gauntlets relic, Borrowed Time card, etc.)
Fixed combat softlock that could occur after returning to main menu and resuming a run
Fixed crash when applying powers to dying creatures
Fixed crash when closing the game during startup before saves are initialized
Fixed crash when upgrading a card at rest site
Fixed error caused by offscreen Epoch indicator on Timeline screen
Fixed error when un-focusing Potion slot during Potion removal
Fixed Linux crash during combat when UI elements are removed mid-frame
Fixed crash when entering rooms
Fixed an issue with the Game Over screen after discovering multiple enemies while playing in Polish
Fixed being able to target dead enemies with controller
Fixed crash when opening card pile screen while targeting an enemy with controller
Fixed rare combat errors that could occur when re-entering combat
Fixed rare softlock related to writing debug files
Fixed softlock on run histories from older versions of the game
Made save operations fault-tolerant to prevent softlocks
Score is correct when at ascension 10
Fixed wrong floor count when submitting Daily score

Ironclad:

Howl From Beyond card now plays from the Exhaust pile after you've drawn your hand instead of before
Fixed Anger card played by Havoc also Exhausting on play
Fixed being able to select an upgraded card with Armaments card if it is added to your hand by Largesse+ card
Not Yet card can no longer be generated via a Skill Potion

Silent:

Fixed being able to skip the Survivor card discard selection via the peek button

Regent:

Bombardment card now plays from the Exhaust pile after you've drawn your hand instead of before
I Am Invincible card now properly triggers before you've discarded your hand instead of after
Regalite relic no longer gains Block from enemies applying statuses
Summon Forth card now properly puts existing Sovereign Blade s into your Hand before Forging instead of after

Necrobinder:

Fixed crash when Osty dies during scene transition
Fixed Reave card always bottom-decking the Soul card it creates

Defect:

Fixed Beckon still damaging the player if the combat is ended by Lightning orbs

Potions & Relics:

Fixed The Boot relic amplifying Bad Luck curse's damage from 1 to 5 when the player has Intangible
Self-Forming Clay relic is no longer triggered by Terminal modifier's max HP loss

Ancients:

Players can no longer roll Tezcatara's Nutritious Soup blessing if there are no Strikes in their deck
Fixed Vakuu's Whispering Earring not correctly playing Stardust card
Leafy Poutice relic no longer transforms the upgraded Strikes/Defends from Neow's Talisman relic if you get both from Neow's Bones relic
Unceasing Top relic now triggers properly when Vakuu's Whispering Earring relic plays the last card in your hand

Enemies:

Fixed being unable to discard potions in the Punch Off event
Fixed Parafright illusion keeping its negative Strength from Dark Shackles when you kill it for the turn

Events:

Fixed being unable to give the Foul Potion to the Fake Merchant
Fixed cards from other classes appearing in the Infested Automaton event
Fixed softlock if you somehow die in the Battleworn Dummy event fight
All Spoils Map cards are now removed if you complete the quest and you somehow have multiple
You now get 600 gold for each copy of the Spoils Map quest card you have

Multiplayer:

Fixed a rare issue in multiplayer when playing Armaments card during the Knight Gang encounter
Fixed Pael's Legion and Vambrace relics not proccing from the owner applying Block to other players
Dense Vegetation can no longer appear if any player has less than 8 HP
Fixed softlock related to using Driftwood relic on your first run
Fixed rare softlock loading into a treasure room when a teammate is using a controller
Fixed state divergence related to using a potion just before combat began
Improved error reporting for a specific rare connection error
You can no longer buy items at the shop while transitioning rooms
Pillar of Creation , Supermassive , and Arsenal cards now proc for the player that played Largesse card rather than the player who gets the generated card
The correct error message is now shown for Steam multiplayer connection timeout (error 5008)
"Show Multiplayer Drawings" tickbox is now correctly localized
You can no longer start a loaded multiplayer game with only one person

The Neowsletter - April 2026

2026. 4. 18. 오전 7:56 | 작성자: demileaf | 출처: Community Announcements (외부 링크)

Hi everyone! Casey here.

Slay the Spire 2 has been out for about a month and the majority of our work has been fixing up major issues, improving our feedback systems, polishing up visuals, and reworking/balancing content so that all of the...

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Hi everyone! Casey here.

Slay the Spire 2 has been out for about a month and the majority of our work has been fixing up major issues, improving our feedback systems, polishing up visuals, and reworking/balancing content so that all of the cards and items feel interesting and viable!

To those who reported feedback, thank you! Do note that the in-game feedback tool gives us more data than emails and meme posts (as funny as the latter may be).

The road to version 1.0 is long but we're hoping to get back on track to some bigger chunks of content as we enter the warmer months. Our Early Access disclaimer is rather vague, so I felt that something a bit more official and recent would be nice to read.

Roadmap

Features and Systems:
- Steam Workshop support
- Support for more languages
- The Bestiary, a way to view and learn about the enemies in the game
- Experimental game modes

Ongoing Tasks:
- Fixings bugs
- Compatibility and performance improvements
- Game balance and tweaks
- Quality of life features
- Audio polish (more silly voices)
- Visual polish (less silly placeholder art)

Content (No spoilers, it's for your own good!)
- Alternate Act 2
- New Character
- Alternate Act 3
- More cards, events, relics, and potions

Further off in the Future
- Ports to other consoles/platforms/mobile/etc
- Steam Achievements & Tradings Cards
- "True Victory" + Everything that comes with it

You might see this and think, but where are the dates! Why can't you promise dates??

My response is: It's not what works for us.

Mega Crit is a small team where each member understands their responsibilities, knows everyone else, and I try my best to ensure that we work at a healthy pace.

We evaluate our tasks each week and work on what feels most impactful. It’s not the most organized method, but this allows spontaneous experimentation like the dialogues you have with the Ancients or the existence of a Room Full of Cheese. We won’t massively expand the size of the studio to finish the game faster. Exacting deadlines produce sloppy uninspired work and I don't want Sloppy Spire 2, I want Slay the Spire 2.

While we don't have firm timelines, beta patches release at a much more frequent cadence than main branch patches. If you haven't heard, the beta branch is an optional version of the game intended for testing experimental changes that are tweaked until we feel they are stable enough for the main branch. If you're eager to try out and provide feedback on content before it's officially live, check out the instructions for switching branches outlined here.

Spire Stats

Demi popping in with a little insight into some Slay the Spire 2 statistics! We’re a little over a month post-launch and you’ve all already embarked on about 145 million runs !! This time we’re gonna take a slightly deeper look into those numbers–specifically the most common decisions Slayers make when presented with a few interesting event dilemmas!

When finding the Lantern Key in the Hive, 56% of players return it to its apparently rightful owner, a Mysterious Knight, and are rewarded for their magnanimity (or cowardice) with gold. 44%, however, fight the stranger to keep it for themselves.

Of those who emerged victorious with the Lantern Key and made it to Glory, upon encountering War Historian, Repy , 88% choose to free him from his cage in exchange for a valuable tome. Just 12% choose to abandon Repy in favor of the chest full of random relics and potions. Cold-blooded…

In the Room Full of Cheese , 63% of players immediately gorge themselves on the cheese surrounding them, learning some new moves in the process. 37% are too overwhelmed by the sheer amount of cheese to partake, but are mysteriously rewarded for their pickiness with The Chosen Cheese. It’s fairly hard to resist the cheesy temptations, it seems.

And lastly, when stumbling upon the Byrdonis Nest in Overgrowth, 51% of players choose to take the egg in order to hatch it into their own loyal little Byrdpip… and 49% feel too hungry, apparently, and eat the egg for some extra max HP. That’s almost an exact 50/50 split! Though we can’t imagine Byrdonis is too happy about either option.

That’s all for now, but next time we’ll take a peek behind the curtain at some different kinds of metrics!

Q&A with C&A

KevsterZ asks: I notice that all basically of the Neowsletters and STS2 come out on Thursdays. Does this day have a special meaning to you guys and the team?
Casey: If we push newsletters or builds earlier during the week, we'd be gauging the reaction of players throughout the week; this isn't productive for us. If there are problems, typos, etc we can fix them on Friday.

Bryggel asks: Is it possible to have matchmaking or ingame chat for multiplayer?
Casey: Matchmaking is a bit up in the air at this time. I think any video game where you can be paired up with strangers brings a whole host of headaches that a smaller team wouldn't want to deal with... but maybe we're being too stringent. Perhaps something to evaluate later. We could probably bring in some kind of in-game chat. I don't think we'll do voice. Unless something horrible happens to Discord.

Booyah asks: Will there be a endless mode added?
Casey: Probably not, the deckbuilding gets less exciting the longer a run goes on... I think games like Balatro do a better job due to infinite strategies being possible less often. The scaling of their game's mechanics feels more natural- whereas it's not really the case for us.
Still, you never know how inspiration strikes. Maybe a modder will think of a way to make it work!

D asks: will you also make official tabletop simulator expansion so that those that don't have friends IRL could play the board game online with others?
Demi: Firstly, Contention Games is the one who handles most things related to the board game, as they develop, produce, and distribute it! Secondly, the public playtesting of the board game’s Downfall expansion has just recently begun, actually, and you can find it on Tabletop Simulator here! For those who don’t already know, the base board game can be found on Tabletop Simulator here. If you’d like to provide feedback on the Downfall expansion and find teammates, check out the Contention Games Discord server!

Origo asks: Will this (beta patch) make it to the normal branch soon or not ?
Casey: Probably when we feel that the first set of balance patches feel stable in the beta branch. We were discussing pulling in a handful of fixes into main branch before then. So that might happen soon, maybe before this Neowsletter is even published!

And lastly we have some questions from Yumin, a member of a game dev club in South Korea called LEVEL 0 which is organizing a game jam right now.

Yumin asks: On Non-negotiables: While developing Slay the Spire, what was the one thing you were never willing to compromise on to ensure the "fun" of the game?
Casey: There must be whimsy.

Yumin asks: On Persistence: As students, we often find our willpower weakening when development stretches on for a long time. How did you maintain the team’s morale and spirit throughout the long development and Early Access period?
Casey: It's really important to get a feel of the general spirit of the team. If it feels like people are only talking about tasks instead of the work or project as a whole, then maybe consider a break! This kind of mentality isn't exactly for a gamejam.
It's easier to stay motivated in person. Although our team is mostly remote (only 3 of us utilize the office), we meet up a few times each year. For a game jam, maybe it'll be fun to take a slightly longer lunch for some fried chicken or something. I love fried chicken. Also, I'm taking a short trip to Berlin in May. Don't tell anyone.

Yumin asks: A Word for Us: Could you please share a short message of encouragement for the students preparing for 'Daegyeong Jam'?
Casey: Remember to have fun! Don't just eat protein bars and instant ramen!

Merch Madness

Looking to complete (or start!) your Slay the Spire figure collection? You can help bring these YouTooz Necrobinder and Regent figure concepts to life ! Anyone who pledges their support for each concept will get a slight discount on the products once they launch, so if you want little versions of everyone's favorite lich and alien watching over your future runs then don't delay!

Connections Section

Another round of Slay the Spire 2 Connections is here!

For those who are new to Connections puzzles, the objective is to make 4 groups of 4 things that have something in common. It could be a similarity in name, function, aesthetic, or even something more abstract. If there are 3 things or 5 things that have something in common, you may be picking up the wrong scent. The difficulty of the categories is roughly organized by color: yellow is meant to be easiest, then green, then blue, then purple–though difficulty is subjective!

Map Masterpieces

Last month we asked for submissions of any in-game map drawings you make, and we’ve received way more than we could ever include in a Neowsletter! Here are just a handful of highlights; if you’d like to be featured next month then post it in our Discord or email fanmail@megacrit.com!

This drawing of The Silent’s classic key art by Petěrko !

This cool drawing of The Necrobinder and Osty by ねこま !

A very detailed illustration of various Slay the Spire characters by Dusk’s Knife !

An adorable drawing of The Defect and Flaw by Axye !

This funny little Regent doodle (feat. a sus cameo) by Bukie !

https://www.youtube.com/watch?v=XqQW4UYb6FA
And last but not least, a full map-drawn animation of Bad Apple by Terminaidan !

Community Corner

Thank you to DotNetIzzy for this month’s lovely sakura-themed cover image! Shoutout to the other awesome submissions from 디제이구름, Muki, and Ren (who used traditional watercolor and ink!)

Next month's theme is: Mother (of Resurrection)’s Day! 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!

Now it’s time for the rest of our usual community highlights, which are only the tip of the iceberg of the HUGE amount of incredible fanworks we’ve been seeing. Every illustration, video, meme, cosplay, etc that we come across makes our day–so thank you!

This art of The Necrobinder sporting a different, super-cute style by Radio!

This very cool art of a Silent x Ceremonial Beast fusion by Potari!

This incredible, colorful portrait of The Regent by Jan!

That’s all for the April 2026 issue of the Neowsletter, see you again next month with more updates and highlights!

Major Update #1 - v0.103.2

2026. 4. 17. 오전 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. 오후 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. 오전 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. 오전 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...

전체 내용 보기

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