Slay the Spire 2

Slay the Spire 2

by Mega Crit

Early Access
Steam · Very Positive

The Verdict

A masterclass roguelike deckbuilder sequel with brilliant co-op — marred by a controversial April patch that spiked difficulty and sparked a review war.
Data current as of May 4, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment93

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis1,999 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

58,925en

163,298 total (all languages)

1,999 analyzed

Current as of May 4, 2026

Released

Mar 5, 2026

Price

$24.99

Analyzed

Apr 23, 2026

Velocity

287.1/day

Slowing

Metadata current as of May 4, 2026 · Source: Steam

Market Reach

Estimated owners±40%

3.6M

Estimated gross revenue±40%

$320.0M

Based on 163,298 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Co-op multiplayer for up to 4 players adds cross-character synergies and is widely cited as the single biggest upgrade over STS1
  • Addictive 'one more run' loop sustained through hundreds of hours by roguelike randomness and deep deck-building variety
  • New characters (Necrobinder, Regent) and reworked returning characters each bring distinct, well-realized mechanics
  • Ancients system replacing boss relics and card enchantment/socketing mechanics expand strategic depth meaningfully
  • Visual and audio presentation — improved card art, animations, enemy designs, and soundtrack — is a substantial step up from STS1
  • Five-character roster with unique playstyles, secrets, and multiplayer-specific cards provides strong build variety
  • Already exceeds STS1 launch content in Early Access with new acts, bosses, events, relics, and potions

Gameplay Friction

  • April 2026 patch (v0.103.x) nerfed infinite combos, moved key cards to higher rarity tiers, and buffed bosses/elites — players with 100–300 hours report win rates collapsing and previously viable builds becoming unplayable, especially at Ascension 5+
  • Doormaker boss is severely overtuned: stacked mechanics (card exhaustion, draw prevention, energy drain, high burst damage) invalidate most deck archetypes and force players to build specifically around it or abandon runs
  • Post-patch viable deck archetypes have narrowed significantly — thin/small deck strategies punished by Doormaker, infinite combos removed, many rare cards described as worthless, reducing creative freedom
  • Post-patch RNG dependency increased at higher ascensions — players report runs feel luck-dependent on early card draws with insufficient agency to compensate for bad starts
  • Multiplayer enemy health pools over-inflated with inconsistent player-count scaling (3-player reportedly harder than 4-player); some character archetypes noticeably weaker in co-op

Audience Profile

Ideal Player

A strategy-minded player who loves iterative deck optimization, tolerates brutal roguelike difficulty, and can stomach Early Access balance swings from a dev team with a strong track record.

Casual Friendliness

low

Player Archetypes

Deckbuilding VeteranRoguelike EnthusiastCo-op Strategy GamerMin-maxer

Not For

Casual players expecting a gentle difficulty curve post-patchPlayers who quit when a single patch invalidates their progressionAnyone averse to Early Access balance instability

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

Roguelike deckbuilders are a mature, competitive genre where the bar for replayability, build variety, and run-to-run freshness is set by STS1 itself; STS2 clears that bar in content volume, character design, and co-op innovation. The post-patch difficulty spike is a meaningful genre-norm deviation — top roguelike deckbuilders typically tune difficulty to preserve player agency rather than constraint-stack encounters that narrow viable strategies.

Promise Gap

'No two climbs are ever the same' — reviewers with 200+ hours confirm near-infinite replayability through roguelike randomness and deck-building variety
VALIDATED
'Climb alone or with up to 4 players in all-new co-op mode' — co-op is the most praised new feature with 178 positive mentions confirming it works as described
VALIDATED
'New and returning cast of characters each with their own cards, motives, and secrets' — Necrobinder, Regent, and reworked returning characters are broadly praised as distinct and well-realized
VALIDATED
'Brand new cards, relics, and potions, each offering game-changing possibilities' — players confirm expanded card/relic pool already exceeds STS1 launch content
VALIDATED
Store page implies the evolved Spire demands 'sharper strategies' but does not disclose the April 2026 patch dramatically increased difficulty in ways that break most pre-patch strategies — new buyers have no warning of current balance state
UNDERDELIVERED
'Carry your friends (or get carried) to victory' implies casual-friendly co-op accessibility, but multiplayer enemy health scaling is described as unreasonable and poorly tuned across player counts
UNDERDELIVERED
Exceptional value density — players accumulate 100–750+ hours from a $24.99 purchase with no DLC or monetization; the store page never emphasizes this
HIDDEN STRENGTH
Complete absence of predatory monetization (no loot boxes, battle passes, or anti-cheat) is actively praised and builds trust, but goes unmentioned in the store description
HIDDEN STRENGTH
Developer track record and transparent EA communication (newsletters, Discord, in-game feedback) create unusual goodwill that meaningfully buffers negative patch sentiment
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page pitches broad appeal — 'alone or with allies,' new and returning characters, evolving strategies — but the actual player base skews heavily toward genre veterans with 50–300+ hours in STS1 who can navigate high-difficulty, balance-volatile Early Access. Casual players drawn in by the co-op promise or accessible framing are hitting a difficulty wall and churning.

Player Wishlist

  • Steam Workshop mod support
  • Local multiplayer option
  • Multiplayer leaderboards
  • Endless/infinite mode beyond current ascension ceiling
  • Additional characters (particularly the Watcher from STS1)
  • Upgrade preview shown on card pickup before committing

Churn Triggers

  • Casual and co-op players who were progressing to Act 2 pre-patch hit a hard wall in Act 1 floors 2–3 after the April update and stop launching the game
  • Veterans at Ascension 9–10 who previously cleared the spire find they can no longer reach Act 3 post-patch, causing runs to feel hopeless and sessions to end before starting
  • New players encountering the Doormaker boss for the first time without a Doormaker-specific build leave the run — and often the game — feeling the encounter is unfair by design
  • Players who open the game post-patch, attempt one run, feel the difficulty spike is arbitrary rather than skill-based, and uninstall rather than adapting to the new meta

Developer Priorities

#1

Rebalance the April 2026 patch: restore agency at higher ascensions by reverting the most punishing nerfs to core synergy cards and adjusting boss/elite difficulty scaling, particularly for Ascensions 5–10

The April patch is the single most-cited negative signal (198 mentions, high confidence) and directly caused the review bombing event that threatened the game's rating. Veteran players with 100–300 hours are churning. This is the highest-frequency, highest-impact issue in the dataset.

Freq: 198 direct mentions; cited as root cause in the majority of negative reviewsEffort: medium
#2

Rework Doormaker boss mechanics to reduce the number of simultaneously stacked punishment layers — specifically the combination of card exhaustion, draw denial, and energy drain in a single encounter

142 mentions (high confidence); described as invalidating most deck archetypes and destroying the 'less is more' design philosophy that defined STS1. The boss is the most specific and named design complaint in the dataset after the patch itself.

Freq: 142 mentions across 40 review chunksEffort: medium
#3

Introduce a difficulty accessibility option or separate difficulty tier below default Ascension 0 for new and casual players

18 dropout-moment mentions show casual players hitting a hard wall in Act 1 floors 2–3 post-patch and abandoning the game entirely. The game's low casual_friendliness rating means this segment is already at-risk; the patch made it critical.

Freq: 18 direct dropout mentions; corroborated by broader RNG/difficulty debate (148 mentions)Effort: medium
#4

Fix Steam Deck crashes (mid-run instability) and the post-patch launch crash — provide an official workaround or patch; do not rely on community-discovered --rendering-driver opengl3 flag

Steam Deck Verified status is a marketing asset. Crashes that prevent run completion directly contradict the Verified badge and damage discoverability. Low effort relative to reputational cost.

Freq: 22 technical mentions; Steam Deck instability specifically called out as near-impossible to complete runsEffort: low
#5

Audit and rebalance multiplayer enemy health scaling across 2/3/4-player configurations, prioritizing the anomaly where 3-player is harder than 4-player

Co-op is the most praised new feature (178 mentions); multiplayer balance issues (42 mentions) are the primary thing limiting enjoyment of the game's biggest selling point. Fixing scaling protects the feature most likely to drive word-of-mouth.

Freq: 42 mentions; affects the feature with the highest positive mention count in the datasetEffort: medium

Competitive Context

Slay the Spire 1positive

The dominant reference; veterans with 1000–3800+ hours in STS1 overwhelmingly affirm STS2 as a worthy and often superior sequel. A minority of negative reviewers prefer STS1's tighter, more stable balance philosophy.

Helldivers 2negative

Referenced as a cautionary example of developer-driven nerfs destroying player enjoyment — reviewers explicitly compare MegaCrit's April patch approach to Helldivers 2's controversial balance philosophy.

Hades IIpositive

Cited alongside STS2 as one of only two games worth having installed, indicating STS2 sits at the top of the roguelike genre in player perception.

Balatroneutral

Mentioned as a comparable deckbuilding roguelike for players interested in the genre; no direct quality comparison made.

Monster Trainneutral

Referenced as a comparable deck-builder; STS2's card modifier/enchantment system noted as potentially inspired by Monster Train's mechanics.

Risk of Rain 2negative

Cited as a superior roguelike where skill more reliably mitigates bad RNG — contrasted with STS2's post-patch increased RNG dependency at higher ascensions.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 25,548 post-launch reviews
?
0h
68%62 rev
<2h
79%111 rev
2-10h
93%2,582 rev
10-50h
92%11,250 rev
50-200h
89%10,836 rev
200h+
88%707 rev

Sentiment is consistent across all playtime ranges — players feel the same way whether they've played 2 hours or 200.

Competitive Benchmark

Compared to 156 similar games in the Strategy genre released in 2026.

Sentiment vs. similar gamesTop 32%
Popularity vs. similar gamesTop 0%

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Analysis based on 1,999 reviews (Apr 2026)