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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 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...

전체 내용 보기

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

Beta Patch Notes - v0.101.0

2026. 3. 27. 오전 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. 오전 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!