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Slay the Spire II and the Evolution of Mechanisms

10. März 2026 um 00:23

(This is not intended to spoil things, but it will mention things that could be construed as such if you want to be totally surprised. You have been warned).

Slay the Spire is a “Roguelike1” you are trying to get through a procedurally generated dungeon and beat the boss. But combat and character progression was inspired by Dominion. You get better by adding cards to your deck (and removing bad cards from your deck). There are non-card based ways of getting stronger, like artifacts that grant you abilities (sometimes in combat, sometimes in the “master board” to borrow a phrase from Titan) or potions.

And Slay the Spire was massively influential. Right now I’m seeing ads on steam for Roguelike games but “using poker instead of dominion” (Balatro) or what not. Most are clear cash-in knock offs (though I’m told Balatro was good). So many (like me) were waiting anxiously to get their hands on the new version … Slay the Spire II has over 500,000 people playing concurrently.

But given that Mega Crit (the developers) were aware of Dominion and other popular games (and frequently drop in Easter eggs)2, I wondered what mechanisms would show up in Slay the Spire 2.

What I’ve noticed so far:

Card Forging

In the first Slay the Spire, cards could be upgraded (“Foo” could become “Foo+”), and any Strike that was upgraded was the same. Typically some numbers on the card got better (and each card could only be upgraded once, with one exception). But StS2 has Card Forging. Cards can still be upgrade, but each card now has a slot that can add an “enchantment” and these enchantments are not specific to the card, but uniform. So if you say there are ~300 cards, in STS v1 there were 600 cards (300 base cards, 300 upgraded). If you keep the exact same cards in STS v2, but now there are X enchantments3 which means there are up4 to 600 times X valid card combos. And now a Foo could be Foo(+) and Enchantment-A or -B, -C, -D, etc.

And (some) enemies put negative enchantments on cards.

As a fan of combinatorics, love it. I’m wondering if they were inspired by Mystic Vale or Dice Forge or Dice Realms (or just thought of it independently). They didn’t go “whole hog” on it (at least, not in this version) but for the amount of programming of a few artifacts they’ve greatly increased the decision space.

Card Evolution

Arguably just a riff on card forging, these are cards that go into your deck in one form but can be triggered into a different form (usually via the masterboard). I took one of these quests (picking up a useless card that would be removed with a big reward later) and then at the final fight realized I’d never actually went to a space to evolve the card, which actually took a bit of work on my part.

Cooperative Play

Still haven’t tried it, but no doubt they were thinking of this even before the Slay the Spire board game. This required a ton of programming5 (unlike the card forging). Not much to say.

Alternate Masterboard Paths

This is probably pretty common in games, but just as in the Lord of the Rings expansion you can sometimes skip some location boards for others, now in StS II there are alternate acts. (I am not sure if you can control them, though. It’s more of a variety). I didn’t actually register this the first few times it happened, only when I saw some new regular (non-elite) encounters and wondered about it did I realize that “Acts” were switching between games. This is pretty common in expansions, though.

I don’t know if I’ll notice (or think of) more, but we’ll see….

Also — on an admin note, I have created a category for “Slay the Spire” (as well as tagging articles), so you can now click on that for articles. Most of the obvious ones should be in that category by now, but a few stragglers may not be.

  1. As in “Based on Rogue, the computer game.” See the 20th Century Project’s entry on Rogue/Nethack. But the exact definition is highly debated, and some argue StS doesn’t qualify and is actually a “Roguelike-like” or “Rogue-lite.” This doesn’t matter for my article, but Wikipedia has more info if you care. ↩
  2. For example the “Inserter” artifact, which is depicted as a Factorio inserter. ↩
  3. I’ve seen five or six, and there might be more lurking about ↩
  4. Some enchantments can only be added to some card types, so that’s a ceiling, not an exact number. ↩
  5. Even before gameplay concerns, communication between computers and synchronization are a major pain to deal with. ↩

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