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Slay the Spire 2

Beta Patch Notes - v0.108.0

For all you beta testers who have been chomping at the bit for a new patch to chew on... here it is! Today's beta patch brings a ton of fixes, balance changes, some UX additions, a BIG batch of new multiplayer cards, and new art additions--including some animations for the latest boss, Aeonglass! ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/469e5b0ea6846f4009611dc50e8af071021b67ec.gif) We've also got some big updates in the modding realm to call out... ### Modding Updates Thank you to our incredible community of modders (and mod players) for all of your feedback since we released Steam Workshop support! We've got quite a few changes that will be relevant to modders at the bottom of the notes, but first we wanted to specifically call out some major fixes and changes that affect players. Previously, when launching the game with mods enabled for the first time, it appeared as though your progress was wiped. That is because unmodded saves are saved separately from your modded ones as a protective measure, and we defaulted to having the modded saves start entirely from scratch. Now, your unmodded saves are automatically copied over to the modded saves and a popup appears to explain the process to new mod users. They are still saved separately, though, which means any progress you make when playing with mods enabled will not be reflected after switching to unmodded and vice versa. Additionally, players have been frequently encountering version conflict errors when doing modded multiplayer runs. We're introducing some fixes which should reduce those instances and more detailed error popups when they do occur. Note that we still recommend having the same exact mods enabled as your teammates, particularly if they actually affect gameplay and are not merely cosmetic. We plan for these changes to come to the main branch soon, so non-beta-testers can keep an eye out for that! For more info on modding and playing with mods, check the patch notes from Major Update 2. Now it's time for the rest of today's patch notes... ### CONTENT & BALANCE: **General: ** - End-of-turn Orb passives now trigger before Doom - This means that, if a player would die to self-Doom (ex. from Neurosurge card) but also has an Orb with an end-of-turn passive that would kill the last remaining enemy (ex. Lightning Orb while the enemy is at 3 HP), they will now win the combat instead of losing it after ending their turn ** Enemies: ** - Buffed ** Torch Head Amalgam **: increased damage at Ascension 9 - Weak Tackle damage increased from 14(15) → 14(16) - Tackle damage increased from 18(19) → 18(22) ** Potions & Relics: ** - Changed ** Regen Potion **: its healing effect now triggers before Doom, preventing the player from dying to self-Doom in certain situations ** Ironclad: ** - Nerfed ** Colossus ** card: Block gain increased from 5(8) → 4(7) - Nerfed ** Crimson Mantle ** card: Block gain decreased from 8(10) → 7(10) - Buffed ** Howl From Beyond ** card: Damage increased from 16(21) → 18(24) - Buffed ** Setup Strike **: Strength gain increased from 2(3) → 3(4) ** Silent: ** - Reworked ** Outbreak ** card: "Every 3 times you apply Poison, deal 15 damage to ALL enemies." → "Whenever you apply Poison, deal 3(4) damage to ALL enemies." - Buffed ** Anticipate ** card: Dexterity increased from 2(3) → 2(4) - Buffed ** Flick-Flack ** card: damage increased from 6(8) → 7(9) - Nerfed ** Tracking ** card: "Weak enemies take double damage from Attacks." → "Weak enemies take 50% more damage from Attacks." ** Regent: ** - Buffed ** Devastate ** card: damage increased from 30(40) → 35(45) - Buffed ** Divine Destiny ** relic: Star gain increased from 6 → 7 - Nerfed ** GUARDS!!! ** card's ** Minion Sacrifice ** token: Block gain decreased from 8(11) → 7(10) - Buffed ** Resonance ** card: Star cost decreased from 3 → 2 ** Necrobinder: ** - Buffed ** Haunt ** card: HP loss increased from 6(8) → 7(9) - Buffed ** Reave ** card: damage increased from 9(11) → 10(13) - Buffed ** Soulstorm ** card: additional damage increased from 2(3) → 4(6) ** Defect: ** - Nerfed ** Compact ** card's ** Fuel ** token: - No longer draws cards - Upgrade changed from increasing card draw → granting 1 additional energy - Buffed ** Momentum Strike ** card: damage from 10(13) → 11(15) - Changed ** Scrape ** card: no longer discards cards whose energy costs are temporarily set to 0 by global temporary effects (ex. Pounce card's "The next Skill you play is costs 0 Energy" effect) - Changed ** Shatter ** card: now Exhausts ** Multiplayer: ** - Added new multiplayer ** Ironclad ** cards: - ** Midnight **: Rare - Attack - Cost 12 - "Deal 99(120) damage. Costs 1 less for each card Exhausted this combat by ANYONE." - ** Blaze **: Uncommon Skill - Cost 2 - "Give another player 5(7) Strength." - ** Outrage: ** Uncommon - Attack - Cost 0 - "Deal 9(13) damage. Add a copy of this card into EVERYONE'S Discard Pile." - Buffed and slightly reworked ** Tank ** card: "Take double damage from enemies. Allies take half damage from enemies." → "Take 50% additional damage from enemies. Allies take 50% less damage from enemies." - Added new multiplayer ** Silent ** cards: - ** Blade Symphony **: Uncommon - Skill - Cost 1 - "Add 2(3) Shivs to ALL players Hands." - ** Concoct **: Uncommon - Skill - Cost 0 - "Another player's Attacks apply 3(4) Poison this turn." - ** Fade **: Uncommon - Skill - Cost 0 - "Retain. Another player gains 6(9) Dexterity this turn." - Changed ** Flanking ** card: rarity increased from Uncommon → Rare - Added new multiplayer ** Regent ** card: - ** Plot **: Uncommon - Skill - Cost 1 - "Next turn, ALL players draw 2(3) cards." - ** Constellation **: Uncommon - Skill - Cost 0 - "Another player draws 1 card, gains [E], and gains 9(12) Block." - Added new multiplayer ** Necrobinder ** card: - ** Underworld **: Uncommon - Skill - Cost 2 - "Whenever other players deal attack damage this turn, apply that much Doom. Exhaust. (Lose Exhaust)" - ** Soulbound **: Uncommon - Power - Cost 1 - "(Innate.) Choose an ally. Whenever you create a Soul, add a Soul to their Draw Pile." - ** Cacophony **: Rare - Power - Cost 2 - "Every 33 cards drawn by ALL players, deal 66(99) damage to a random enemy." - Changed ** Legion of Bone ** card: no longer Exhausts - Added new multiplayer ** Defect ** cards: - ** Hibernate **: Uncommon - Skill - Cost 2 - "Channel 2(3) Frost. This turn, your Frost grants ALL allies Block." - ** One For All **: Rare - Power - Cost 1 - "EVERYONE'S 0 energy Attacks deal 3(4) additional damage." - ** Imitation Learning **: Rare - Skill - Cost 1 - "Choose another player. The next 2(3) times they play a Power, you play a copy of it. Exhaust." - Changed ** Ignition ** card: rarity decreased from Rare → Uncommon - Added new multiplayer Colorless card: - ** The Ball **: Uncommon - Attack - Cost 1 - "Deal 10 damage. Increase this card's damage by 15(25) this combat and give it to a random ally." - Nerfed enemy block scaling in 2-player multiplayer - Nerfed ** Beacon of Hope ** card: cost increased from 1 → 2 ### USER INTERFACE & EXPERIENCE: ** General: ** - Added a Randomize button to the Custom Run screen which randomly selects 2 good modifiers and 1 bad one, and randomizes the selected character - The run timer is now paused while the Pause Menu is open during a single player match - Added a selection reticle for potion holders - Created a stats section in the Bestiary - Added event combat encounters to the Bestiary - Hid moves with duplicate animations for some monsters in the Bestiary - Slightly adjusted selection arrow in Bestiary monster list - Players can now see which rooms were affected by ** Fur Coat ** relic in the Run History - Relics skipped in the ** Merchant?? ** event are now recorded in the Run History - ** Room Full of Cheese ** event now shows the cards that were skipped in the Run History - All controller input deadzones have been set to 0.5, meaning joysticks should feel less sensitive and trigger buttons must be pressed in slightly more before the input is received now ** Regent: ** - ** Pale Blue Dot ** power now counts down the number of cards that need to be played before it procs next to its icon ** Multiplayer: ** - Version mismatch error now contains more information ### ART: - Added portrait art for ** Wither ** status card - Added ** Aeonglass ** animations - Updated ** Gremlin Merc ** animations - If you kill ** Gremlin Merc ** before it steals any of your gold, Fat Gremlin now spawns without holding a bag of gold - Added Epoch art for: - Ablaze - Arise - Darv - Preon - Slumber - Spireborn - The Architect - The Pact - Added Orb passive activation VFX - Added card removal VFX - Added new card Exhaust VFX ### WRITING: - Big Game Hunter modifier's hovertip now specifies that it makes elites drop rare card rewards instead of just "better rewards" - ** Helix Drill ** card's wording has been updated to be clearer that it only counts energy spent on other cards - Clarified that ** Silken Tress ** relic applies only to the player who chose it in multiplayer - Updated translations for various languages ### BUG FIXES: ** General: ** - Details are now included in the Steam initialization error popup - Saving is now retried when antivirus or cloud sync briefly blocks the save file - Run timer no longer starts a run hidden if you have "always show run timer" toggled on - Fixed crash when returning to the main menu while a card-selection prompt is open - Fixed broken controller navigation to the "mod settings" button in the main menu - Fixed controller navigation breaking if you opened up the deck view while holding a non-targeted card - Fixed combat music sometimes continuing on the map and other non-combat screens - Fixed Epoch paginator arrows becoming unclickable - Fixed softlock when opening the Bestiary in the treasure room from a fresh save/reload - Fixed Run History death quote getting cut off if it was too long - Run History now shows the boss icon for old runs that fought ** The Doormaker ** - Fixed stats screen showing that you have discovered more monsters than there exists in game - Fixed the Daily Run leaderboard failing to load for some dates - Fixed many instances of weird RNG behavior (shoutout again to tckmn!) - Fixed being able to controller navigate to ** Byrdpip ** ** Ancients: ** - Fixed Elite music playing in ** Neow ** room if you died to an Elite your previous run - ** Tezcatara's Toy Box ** relic no longer flashes once it is used up ** Enemies: ** - It is no longer possible to get two encounters in a row that contain ** Slime ** monsters - It is no longer possible to get two encounters in a row that contain ** Snapping Jaxfruit ** monster - If an attack enchanted with Replay kills the last enemy on its first play, the subsequent plays are now skipped - This fixes an issue where, if a card with Replay is enchanted with Corrupted, the player would lose extra HP even after the first play killed the last enemy - Fixed a visual issue where, if the player uses Thorns to kill a monster that spawns more monsters on death (i.e. Axebot, Phrog Parasite), the dead monster's attack wouldn't visually occur until after the new monsters had spawned - Fixed ** Cubex Construct **'s intents overlapping with its body if it takes damage while transitioning to its charging animation - Fixed ** Inklet **'s head getting cut off during Doom animation - Fixed ** Slithering Strangler ** playing its hurt animation for its Thwack move - Fixed ** Wrigglers ** spawning offscreen in 4:3 aspect ratios - Fixed ** Torch Head Amalgam **'s laser attack VFX not reaching the player when it was shrunk - Fixed impact SFX playing for ** Kin Priest ** Soul Beam move in the Bestiary - ** Kaiser Crab ** no longer covers the monster title in the Bestiary - Repeatedly clicking ** Knowledge Demon **'s Curse of Knowledge move in the Bestiary no longer causes its animation to stop playing - Added missing Tunneler animations to the Bestiary - ** Tunneler ** animations can now be played regardless of Burrowed state in the Bestiary ** Potions & Relics: ** - Fixed an issue where ** Bone Tea ** relic could fail to upgrade your hand if you also have ** Toolbox ** relic - Fixed an issue where, if a player auto-plays their entire start-of-turn hand draw (via an effect like Hellraiser), ** Unceasing Top ** relic may not trigger despite their hand being empty - Fixed ** Planisphere ** relic proccing twice in the ** Battleworn Dummy ** event - Fixed ** Pollinous Core ** relic counting up past 4 if you end combat after your turn but before you draw cards - ** Lasting Candy ** no longer procs if the reward set has no card rewards - ** Unsettling Lamp ** relic no longer get used up if the target's Artifact blocks the debuff - ** White Beast Statue ** relic no longer decreases your normal potion odds when it guarantees getting potion rewards to prevent you never rolling potions again if it gets removed mid-run - Fixed several ways you could obtain duplicate relics on the first run - Fixed ** Flex Potion ** description appearing twice on the character when applied - Fixed a softlock that could occur when throwing multiple ** Foul Potions ** in quick succession ** Events: ** - Fixed an issue where Vigor was only applying to the first of ** Mad Science ** card's 3 hits when it was created with the Violence option - Fixed death quotes for dying to ** Punch Off ** and ** Mysterious Knight ** encounters ** Colorless Cards: ** - Fixed ** Entropy ** card being able to transform curses into Ascender's Bane ** Ironclad: ** - ** Hellraiser ** card no longer infinitely plays ** Shining Strike ** card when it's enchanted with Swift ** Silent: ** - ** Nightmare ** card can no longer be generated during combat ** Regent: ** - Fixed ** Minion Strike ** card becoming stuck on screen if played too quickly - Fixed ** History Course ** copy of ** Shining Strike ** card going back into your Draw Pile - Fixed ** Supermassive ** card not scaling from cards generated by ** Mad Science ** card ** Necrobinder: ** - Fixed a crash that could happen when an enemy dies to Doom - ** Transfigure ** card can no longer be generated during combat - Fixed ** Enfeebling Touch ** + ** Misery ** combo causing enemies with Artifact to gain Strength next turn - ** Forbidden Grimoire ** card's card removal reward will now show up after ** Battleworn Dummy ** fight if you are successful ** Defect: ** - Disabled controller navigation to Orbs while in another card selection screen - Fixed the ** Subroutine ** power hovertip typo if you have more than 4 Subroutines - ** Feral ** card no longer puts ** History Course ** copy of ** Helix Drill ** card back into your hand - Fixed ** Gold Plated Cables ** relic flashing if the Orb's passive is not firing - ** Gold Plated Cables ** relic now procs if ** Emotion Chip ** relic triggers Orbs at the start of your turn ** Multiplayer: ** - Fixed even more instances of Daily runs diverging based on player net ID - Fixed divergence caused by discarding a potion while moving to a new map point - Fixed bug where you could set yourself ready for the next act two acts in advance - Fixed state divergence caused by taking a reward as you are transitioning to another map point - Fixed divergence caused by host changing the Ascension as the game is starting - Fixed divergence when player has ** Music Box ** relic and combat ends while making a choice - Fixed divergence when playing cards very fast while killing yourself - Fixed ** Ghost Seed ** relic adding Ethereal to Strikes and Defends generated by other players during combat - If you open a screen during a treasure room relic fight, the hands now behave correctly - Fixed mouse remaining hidden forever if the game ended while in potion targeting - Event RNG seeds are now consistent across all multiplayer Daily Runs - ** Jungle Maze Adventure** event no longer appears if a player doesn't have enough HP for the solo option ### PERFORMANCE: - Compressed various combat background assets ### MODDING: - Unmodded saves are now copied to the modded save directory if you are launching modded for the first time - Added controller support for Modding menu - Fixed Steam mods causing ReflectionHelper.ModTypes to return nothing - SavedProperty IDs from mods are now properly sorted for multiplayer - Content from mods with affectsGameplay set to false are now sorted to end of ID maps - Mods can now register multiple assemblies - SerializableSave.NumReloads is now consistent across peers - Steam mod now takes precedence over local if the version is greater - Batched the Steam Workshop call for checking branch support, meaning mods should load faster - Began publishing STS2.dll XML documentation - Fixed issues in multiplayer where players with the same mods would get "version mismatch" (thanks to OLC of RitsuLib for helping out with this!) - Build the serialization cache from ModelDb instead of via reflection - Sort content by ModelId instead of typename - Use more tiebreakers when sorting - Sort epoch IDs in ModelIdSerializationCache - Exclude non-gameplay-affecting models from the ModelIdSerializationCache hash - The correct mod lists are now logged in the non-gameplay mod mismatch warning

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Slay the Spire 2

The Neowsletter - June 2026

![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/33b05eac9b2b2985b719bdb9313c9748636a22e5.png) Hey Slayers, it's time for the June Neowsletter! In this issue we're covering a couple of big roadmap items we've checked off our list as of yesterday's main branch patch and answering some of your recent questions. Let's dive in... ### Dev Update ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/4512122e65f560656785dc6ffd2d42754c580e7c.gif) The first feature we want to highlight is **the Bestiary **. The Bestiary is a new section that organizes info related to enemies you've encountered throughout your journeys in the Spire. For faithful readers of the Neowsletter pre-launch, you could even see it as an evolution of our Spire Spotting segment (though these discoveries are achieved through regular gameplay rather than your artistic hypotheses, of course.) ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/1d1bb2a98c178e06bb8e09643d33e685f3c7fc8b.jpg) You can find the Bestiary right here in the Compendium, featuring enemies' moves and animations, for now. Other things like stats, flavor text, and various QOL changes will be added in the future. Those of you who have been playing on the beta branch have already seen the Bestiary, but this next change is new for all players... ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/41af9b81e0817b2a4bf6dbfc529690f24f993c0a.png) Ed here, one of the engineers at Mega Crit, here to talk a bit about StS2's ** Steam Workshop support**. As we mentioned in the most recent patch notes, we built STS2 with modding in mind, and the game has had an integrated mod loader from day 1. However, Steam Workshop support--which makes it much easier to share, discover, and download mods--has been sitting in our roadmap for a few months now. We know you've been waiting a while for it, but it's been awesome seeing the outpouring of creativity from the community in the meantime all the same! We purposefully haven't been advertising mod support, as we knew it still needed some work. The only way to install mods up until now was to download them from somewhere and place them in your mods directory. However, as of the last patch, we've deemed mod support mature enough to enable the Workshop! This is now the official way to browse and install mods, right in the Steam client. We can't wait to see what else you all create going forward! If you're already a modder, upload your mods using the tool [here](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fmegacrit%2Fsts2-mod-uploader). If you're interested in getting started with modding, see the [community documentation](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2FAlchyr%2FModTemplate-StS2%2Fwiki). And if you're interested in *playing* some mods, check out the [Steam Workshop](https://steamcommunity.com/app/2868840/workshop/)! If you have feedback on the modding framework, post in the #sts2-modding channel in the [Discord](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2Fslaythespire), or submit it via F2/the settings in-game. ### Q&A with C&A **Coop asks: ** Hello! I know Casey and/or Anthony are fans of the Worm web serial, and have several references to it across both games (love Doormaker as a reference) and I was thinking about how I'm surprised that there are no references in the bug-themed area (act 2 Hive), then realized that there is one boss Kaiser Crab. Is this an intentional reference or just a coincidence? ** Casey: ** Doormaker isn't a Worm reference, I was playing too much Deadlock. Kaiser Crab is named this way because I'm tired of things being emperor X and king Y. We have all these wacky words for kings, sultans, etc and it's always the bland western one. The world feels small when we use the most accessible titles. ** Jar of Gibbons asks: ** Heyo, so I think the Ancients are a fantastic addition and tons of fun. Shout-out to community manager Demi Montes who nobody has realized is credited as the one who voices one of my favorite Ancients aesthetically and mechanically, Nonupeipe! Main question: How do you guys pronounce it? And if you each have your own opinions, how does Demi? I say "no-nu-PEY-uh-pee" /noʊ.nuˈpɛɪ.ə.pi/, like Calliope from Greek mythology, because she emanates divine splendor and mythology… but what about you guys? ** Casey: ** I tend to say it as four syllables: no nu pay peh or sometimes in the original: no no peh peh. As her name is an easter egg reference to the NOPE placeholder icon we use for content. When two of these icons line up next to each other (for instance, the relics in the top bar), it reads NONOPEPE. ** Demi:** *Nonupeipe noises* ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/aad793a20993f342f56a498ce9cbaa3d9958d0b5.png) **Combak asks: ** In multiplayer lobbies with the same character, it can be a bit difficult to remember who drew what, so will there ever be an option for players to choose their own colors for map drawing, regardless of character, or have copies of the same character use darker/lighter shades from each other? ** Casey: ** Not sure for drawing, but we are messing with a bit of color change stuff for multiplayer. ** Josie Jams asks: ** Is the ceremonial beast a valheim reference? ** Casey:** Nope, the original was based on the Forest Spirit from Princess Mononoke. The initial concept drawing was a bit solemn and grotesque. Marlowe updated the creature to be more regal and spirity! But I can see a resemblance, I'm a big fan of Valheim actually! I believe it was the first boss design for Slay the Spire 2 (designed in 2021). ### Merch Madness ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/faeacf6f0f77194087594dbd779e8f2590107a61.png) The first *Slay the Spire 2* drop from Artovision is here! Showcase your love for StS2 right on your wall with this gorgeous shadowbox of the game's key art (which lends itself really well to the 3D effect!) Order yours now [here](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fartovision3d.com%2Fcollections%2Fall%2Fslay-the-spire)! ### Map Masterpieces And now it's time to check out what new creations players have been making while waiting for their teammates to hurry up and pick a route already... ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/93c111a6b01031d3a1faac33ba7bd1fcad6919ee.png) This illustration of the Regent and the Merchant by **ちゃと **! ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/ddce01009ebf8c3a6b11e52cbe1801a55dbbf4ce.png) This illustration of the Defect by ** Zaply **! ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/22120a292bd398ea50cdde53e7598d64ed316482.png) And another drawing of the Defect with a slightly different vibe by ** Shmangos **! ### Connections Section ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/274039efebeb7a8e9308fe17246a5b139f83b06c.png) If the heat out there is getting to you, cool off with some good old fashioned [Slay the Spire 2 Connections](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fcustom-connections-game.vercel.app%2FBoyCHbBtymN2Umc3EAAu)! ### Community Corner Thank you to ** moon raccoon ** for this month's lovely cover art! Next month's theme is: ** Slay the Summer 2 **! Whether it's Neow enjoying a day at the beach (unlike most whales), the Spire's climbers taking a dip, or whatever beach episode activities you can think of, we'd love to see your submissions! If you'd like to submit your art for consideration, reminder that it must be submitted to us via [fanmail@megacrit.com](mailto:fanmail@megacrit.com) or in our [Discord's](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2Fslaythespire) fanart channel, have dimensions of 800x450px, feature no text, and leave room for a title! Please make your submission by ** Friday, July 10th! ** Now for some monthly highlights: ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/a7bc8b34252c1ce5100a8edb64c3d44fd50d942b.jpg) This very cool art of the Test Subject from an 11 y/o fan, ** Elias**! ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/abeff83b65c5b2b4f47a1e7b65a7344dfea29431.png) This incredibly accurate Regent cosplay by [Radio](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fx.com%2Fradioxy28)! ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/dd6fc38f03dcc01401960f30564667356a7a3f32.jpg) This lovely art of all of the Spire's (current) climbers by [Timo](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fx.com%2Ftimotimo628)! Thus concludes the June Neowsletter; see you all again next month!

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Slay the Spire 2

Major Update #2 - v0.107.1

![Major Update #2 - v0.107.1](https://clan.akamai.steamstatic.com/images/44971832/14c801fb4b18c99b5ae4ba9b03858d9f5bc971d5.png) Hey Slayers, our second major main branch update is here with 4 patches in 1 (not including hotfixes)! While we'll be covering a lot of things that beta players will already be used to, there are also a few big changes that will be totally new for everyone. One of those has been highly requested by the community in the past few days and another has been *very* highly requested by the community in the past few months, so let's get into it! ### RNG Rework Ed here, one of the Mega Crit engineers. It turns out that everyone complaining about receiving Debt too often from Neow's Bones was right! We did, in fact, have some unusual RNG problems. Huge shoutout to **tckmn ** for doing the research - their [eight-hour descent into madness](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.twitch.tv%2Fvideos%2F2794202198) was an entertaining watch, and we wouldn't have caught the issue without it. If you're interested in the nitty-gritty, read [tckmn's full writeup](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Ftck.mn%2Fblog%2Fcorrelated-randomness-sts2%2F). Here is a short version. Most games, including STS2, use [pseudo-random number generators](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FPseudorandom_number_generator) (PRNGs). A PRNG is fed a seed value, and given the same seed value, a PRNG will always generate the same sequence of random numbers. Each run has one primary “run seed”, a sequence of twelve numbers and letters. However, a run actually contains multiple PRNGs that individually influence your deck draw, your combat rewards, your event choices, and the rest of the random elements in the run. Each one uses a seed derived from the run seed. ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/5915358de97a7ce6a66ee0108542c5e518375853.png) Since we fed different seeds to each PRNG, we expected their results to be completely unrelated. But we were wrong, and it turns out that our strategy allowed players to predict outcomes given knowledge of unrelated parts of the game. Let’s visualize one example: the correlation between your first act and the curse you receive from Neow’s Bones. In both cases, we generate a decimal between 0 and 1, but from different PRNGs. - For your first act, if the decimal generated is less than 0.5, you get Overgrowth; otherwise, you get Underdocks. - For Neow's Bones’ curse, we use the decimal to pick from a list of ten curses. Between 0 and 0.1 you get Clumsy, between 0.1 and 0.2 you get Debt, and so on. Here is a scatterplot of the raw numbers generated given 10000 random run seeds on v0.103.3: ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/4b7659819d99f46643eb8d6dae63c1a764558d4d.png) There is clear correlation in this result. For example, if our act roll is >0.5 (we’re in the Underdocks), then it’s highly likely that our Neow’s Bones curse roll will be <0.5, which cuts the potential curses you can obtain in half. Aside from the balance ramifications: once knowledge of this exploit is out there, players are naturally incentivized to use it to play optimally. We don’t want to encourage rote memorization of correlation tables, as it is tedious and unfun. Thus, in v0.107.1, we replaced our PRNG implementation with a more modern one ([xoshiro256**](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fprng.di.unimi.it%2F)). The resulting scatterplot is evenly distributed, exhibiting no human-detectable correlation. ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/91c55e07f895f43e734b3328450336fbda3bf21f.png) Rest assured that your suffering is now truly random! Speaking of updates that will be new to all players, I’ve also been busy working on support for… ### Steam Workshop We built STS2 with modding in mind, and the game has had an integrated mod loader from day one. It's been awesome seeing the outpouring of creativity from the community! But we purposefully haven't been advertising mod support, as we knew it still needed some work. Previously, the only supported way to install mods was to download them and place them next to the executable. With this patch, ** Steam Workshop support has officially been added!**Now, you can browse and install mods directly from the workshop, and they will be automatically downloaded to all devices where you play on Steam. ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/41af9b81e0817b2a4bf6dbfc529690f24f993c0a.png) If you are a mod creator, upload your mods using the tool [here](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fgithub.com%2Fmegacrit%2Fsts2-mod-uploader). And if you're interested in playing some mods, check out the [new workshop](https://steamcommunity.com/app/2868840/workshop/). That’s all the updates from Ed! Passing it off to Casey to introduce… ### The Bestiary ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/4512122e65f560656785dc6ffd2d42754c580e7c.gif) Casey here! This patch brings in the ** Bestiary**, which Beta testers will already be familiar with. This was a much requested feature for the first game, but at the time I didn't want to create it as there wasn't a good delivery mechanism for an overarching story. However, in the world of *Slay the Spire 2*, we have a lot more on the narrative side, more creature animations, etc. so we've been hard at work creating this final screen in the compendium (outside of the Achievements page, which is to come much later). ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/1d1bb2a98c178e06bb8e09643d33e685f3c7fc8b.jpg) Currently, players can find a list of monsters they've encountered here as well as their moves and animations. In the future we plan to include all sorts of information about the game's enemies, including stats and lore. ### Enemy Changes ![Patch notes image](https://clan.akamai.steamstatic.com/images/44971832/d1ba210793bd301704ae22a21f77f2611fbc2548.png) As many of you have heard by now, **The Doormaker has been removed from the game. ** As we said in the patch notes of the beta patch that brought this change: 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. Thus a new boss, ** Aeonglass **, is here! We don't want to spoil it too much for non-beta testers, so that's all we're gonna say. Another big change you'll notice is Hive's ** Infested Prism ** enemy has been totally reworked--but again, no spoilers here. Alright, now it's time to get into the nitty gritty notes! ### CONTENT & BALANCE: ** General: ** - The Bestiary is now available in the Compendium - 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 - Terminal run modifier can no longer bring a player below 1 HP ** Ancients: ** - Added new ** Neow ** relics: - ** Kaleidoscope ** - "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. Upon pickup, lose all gold." - Reworked ** Tezcatara's Pumpkin Candle ** relic: now extinguishes after 5 combats and can be Kindled at rest sites (was: extinguishes at the start of Act 3) - Buffed ** Neow's Scroll Boxes ** relic: no longer makes player lose all gold - 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: now lets you choose which 2 cards (or fewer) to return from your Discard Pile instead of selecting randomly - 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 - Moved ** Tezcatara's Seal of Gold ** relic to option 3 so it shares a pool with Pumpkin Candle - Changed ** Pael's Eye ** relic: if an enemy has Vulnerable and you take an extra turn, the enemy's Vulnerable no longer decrements before your extra turn (also applies to Frail, Intangible, Weak, and other powers that decrement at the end of the enemy's turn) ** Enemies: ** - Replaced the Act 3 boss ** Doormaker ** with a brand-new boss, ** Aeonglass ** (its moveset and Wither / Withering Presence mechanics were refined throughout the beta) - Reworked ** Infested Prism ** - Reworked the Axebots fight into a single, more challenging Axebot - Changed ** Skulking Colony **: - HP increased from 70(75) -> 75(80) - Hardened Shell increased from 15 -> 20 - Smash move removed; now uses Zoom on turns 1 and 2 - No longer gains Block - Now gains +1 Strength on its Strength-gain turn at high Ascension - Changed ** Haunted Ship **: now applies 3 Weak on Turn 1 instead of when it attacks; Ramming Speed move removed, now alternates between Swipe and Stomp (always starting with Swipe after Haunt) - Changed ** Punch Construct **: Fast Punch now leads into Strong Punch (instead of the reverse), Ready now leads into Fast Punch, and it applies Frail instead of Weak - Adjusted enemy HP at the extremes of the Ascension curve (slightly lower at low Ascension, slightly higher at high Ascension): - ** Scrolls of Biting **: 31(32)-38(39) -> 30(33)-37(39) - ** Owl Magistrate **: 234(243) -> 231(247) - ** Slimed Berserker **: 266(276) -> 261(281) - Buffed ** Soul Fysh **: Scream move damage increased from 11(12) -> 13(15) - Nerfed ** Ruby Raider Assassin **: damage decreased from 11(12) -> 10(11) - Nerfed ** Vantom ** at lower Ascensions - Nerfed ** Waterfall Giant **: HP healed at lower Ascension decreased from 15 -> 10(15) ** Events: ** - Changed ** Slippery Bridge** event: no longer offers to remove the same card multiple times unless it has already offered every other card in your deck at least once - Something *special* now happens if you have multiple **Lantern Key ** cards (does not apply to multiplayer) ** Potions & Relics: ** - Buffed ** The Boot ** relic: damage increase now also applies to Osty's attacks ** Colorless: ** - Buffed ** Gold Axe ** card: in multiplayer, now deals damage equal to the number of cards played by ALL players, not just its owner - Nerfed ** Fasten ** card: additional Block decreased from 5(7) -> 4(6) ** Ironclad: ** - Reworked ** Conflagration ** card: now deals 2 damage to ALL enemies 4(5) times (was: 8(9) AOE damage plus 2(3) per other Attack played this turn) - Reworked ** Drum of Battle ** card: now a 1-cost Uncommon Skill that draws 2 cards and grants 2(3) Energy when Exhausted (the Energy gain respects Replay and card-duplication effects like Duplicator potion) - Buffed ** Howl From Beyond ** card: trigger moved from start of turn -> end of turn - Buffed ** Entrench ** card: can now gain extra Block from enchantments like Nimble - Buffed ** Unrelenting ** card: damage increased from 12(18) -> 14(20) ** Silent: ** - Reworked and renamed ** Follow Through ** card -> ** Scare ** (rarity increased from Common -> Uncommon) - Changed ** Nightmare ** card: if you select a card with an Affliction on it, that Affliction is now removed from the copies added to your hand the following turn - Changed ** Predator ** card: rarity decreased from Uncommon -> Common - Buffed ** Untouchable ** card: upgraded Block gain increased from +2 -> +3 - Buffed ** Pounce ** card: damage increased from 12(18) -> 14(20) - Nerfed ** Blade of Ink ** card: Inky enchantment damage decreased from +2 -> +1 ** Regent: ** - Reworked ** Parry ** card: instead of granting Block when you play Sovereign Blade, ** Sovereign Blade ** now gains 10(14) Block directly, so the Block shows on the Blade and is affected by powers like Dexterity and Frail - Slightly reworked ** Sword Sage ** card: ** Sovereign Blade ** now gains Replay 1 (was: hits an additional time), which gives it synergy with Parry - Changed ** Astral Pulse ** card: changed damage from 14(18) -> 6(8) x2 - Changed ** Tyranny ** card: now triggers before ** Bombardment ** card (so if Tyranny Exhausts Bombardment, Bombardment is played immediately after) - Changed ** Sealed Throne ** card: upgrade changed from Innate -> lowering Energy cost by 1 - Buffed ** Crescent Spear ** card: base damage increased from 6 -> 8 - Buffed ** Royalties ** card: Gold gain increased from 30(35) -> 30(40) - Buffed ** Furnace ** card: Forge increased from 4(6) -> 5(7) - Buffed ** Monarch's Gaze ** card: Energy cost decreased from 3(2) -> 2(1) - Nerfed ** Reflect ** card: Block gain decreased from 17(21) -> 15(20) - Nerfed ** Bulwark ** card: Block decreased from 13(16) -> 12(15) - Nerfed ** Patter ** card: Block gain decreased from 9(11) -> 8(10) - Nerfed ** Minion Sacrifice ** card: Block decreased from 9(12) -> 8(11) ** Necrobinder: ** - Buffed ** Death March ** card: additional damage increased from 3(4) -> 4(6) - Buffed ** Sic 'Em ** card: Summon increased from 2(3) -> 3(4) - Buffed ** The Scythe ** card: damage increased from 3(4) -> 4(5) - Nerfed ** Debilitate ** card: debuff decreased from 3(4) turns -> 2(3) turns ** Defect: ** - Changed ** Fusion ** card: Energy cost decreased from 2(1) -> 1; now Exhausts, and loses Exhaust on upgrade - Changed ** Shatter ** card: now Evokes all of your Orbs twice; damage decreased from 11(15) -> 7(11) - Changed ** Tesla Coil+ ** card: damage decreased from 6 -> 4, but Lightning triggers increased from once -> twice - Buffed ** Hyperbeam ** card: damage increased from 26(34) -> 28(36) - Buffed ** Synthesis ** card: damage increased from 12(18) -> 14(20) - Buffed ** Uproar ** card: damage increased from 5(7) -> 6(8) - Buffed ** Infused Core ** relic: now also grants "Lightning Orbs deal 1 additional damage" ** Multiplayer: ** - Nerfed multiplayer scaling for enemy Artifact, Slippery, and Skittish powers - ** Stratagem ** card is no longer banned from the colorless card pool in multiplayer (the original ban was due to a now-fixed bug) - Buffed ** Tag Team ** card: Replay effect now triggers on "deal damage to ALL enemies" attacks too - 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 ### QUALITY OF LIFE: - During the Gremlin Merc fight, if Gremlin Merc didn't steal any gold but Fat Gremlin escaped, you now receive 50% of the normal gold reward instead of 0% ### USER INTERFACE & EXPERIENCE: ** General: ** - Added an Ascension first-time tutorial popup for single player and multiplayer - If errors occur on run start, a popup is now displayed instead of a black screen - An error is now displayed when Steam crashes - The feedback tool now displays an error if your feedback was not received, and added a translation-issue option to the in-game feedback form - Implemented preferred Ascension for the random character option - Loading a current_run.save with a modded character back into an unmodded game now shows an error instead of a black screen - The player's hand now animates out of the way during the enemy turn - Limited the number of cards rendered during the rest site Clone animation to 15 - Updated Ancient card text backgrounds to fit more text and be slightly darker and embossed ** Leaderboards: ** - Added a global rank paginator and adjusted arrow positions - You can now see other players' scores near your own - Moved the game over screen leaderboards higher to make room for the toggle ** Controller: ** - Added controller navigation for Badges in the game over and run history screens, the player info icons in run history, and the modifier icons on the top bar - Improved controller navigation in the Fake Merchant shop - Pause menu button navigation now wraps ** Ancients: ** - ** Pael's Flesh ** relic now visually increases the max energy shown in your Energy counter - When ** Vakuu ** tells you how many times you've visited, the number is now accurate - Hovering over a stale dialogue at Ancients now makes all dialogues opaque ** Enemies: ** - ** Skulking Colony **'s health bar now changes color to indicate it cannot take more damage this turn - Improved ** Byrdonis **'s hovertips (Territorial now names Byrdonis, and hovering Byrdonis shows the Strength hovertip) ** Necrobinder: ** - ** Sacrifice ** card now previews how much Block it will gain ** Multiplayer: ** - Added a more informative error popup for the Steam BadCert multiplayer error ### ART: ** General: ** - Added Epoch art for: - Friendship - Booting Up - Soup - Poisoner - Scribbles - The Calm - Devastation - The 12 - The Giant - Updated Epoch art for: - Hello Hello! - Friendship ** Characters: ** - Added portrait art for the following cards: - ** Feral ** - ** Not Yet ** - ** Spite ** - ** Fight Through ** - ** Hailstorm ** - ** Synchronize ** - ** Iteration ** - ** Voltaic ** - ** Apparition ** - ** Abrasive ** - Added new character animations: - ** Ironclad ** heavy attack - ** Necrobinder ** cast - ** Regent ** Sovereign Blade - ** Defect ** power up ** Ancients: ** - Added ** Vakuu ** background art and VFX - Revised ** Neow's Fury ** artwork (now centered) ** Enemies: ** - Added new power art for Smoggy - Updated enemy art for: - ** Tunneler ** - ** Entomancer ** - ** Mawler ** - Added a multi-hit animation for ** Corpse Slug ** - Added an unstun animation for ** Rock Bowlbug ** - Added ** Skulking Colony ** animations - Added new ** Soul Nexus ** VFX - Tweaked the ** Vantom ** explosion to look right on a shrunken Vantom - Repositioned ** Sludge Spinner **'s death landing spot - Updated enemy animations for: - ** Vantom ** - ** Ceremonial Beast ** - ** Entomancer ** - Added phobia mode alternate art for: - ** Fossil Stalker ** - ** Haunted Ship ** - ** Skulking Colony ** - ** The Obscura ** - ** Twig Slime M ** ** Events: ** - Added phobia mode alternate art for ** Zen Weaver ** event ### AUDIO: - Added background music for ** Soul Fysh ** and ** Kaiser Crab ** - Added SFX for: - ** Kaiser Crab ** enemy - ** Skulking Colony ** enemy - Hyperbeam move - Cards traveling to a pile ### WRITING: - ** Brilliant Scarf ** relic description now specifies it only counts cards played "from your hand" (so it's clear it doesn't count auto-played cards) - ** Reaper Form ** card wording now makes clear the Doom is applied by Reaper Form's power rather than the played card - Fixed inconsistencies in ** Jeweled Mask ** relic's wording - ** Exterminate ** card wording is now consistent with ** Conflagration ** card - The word "Power" is no longer keyworded in ** Lost Wisp ** relic's description - Reworded the Axebot death message to reflect that there is only one of them now - Added more translated text and fixed translation errors across many languages ### BUG FIXES: ** General: ** - Fixed save files being lost or corrupted after a PC crash, blue screen, or power outage - Made save operations fault-tolerant to prevent softlocks, and improved reliability of settings saves on startup - Stopped cloud-syncing settings.save and fixed Steam Cloud sync errors and duplicate run history files when syncing many files - Fixed black screen softlock when Steam disconnected during room transitions - Fixed several crashes: applying powers to dying creatures, closing the game during startup, upgrading a card at a rest site, entering rooms, and opening the card pile screen while targeting an enemy with a controller - Fixed a Linux crash during combat when UI elements are removed mid-frame, a Linux crash when ICU libraries are unavailable, and audio staying muted after pressing volume keys or alt-tabbing on Linux - Restored the default rendering backend to D3D12 for Intel 620 GPUs - Effects that make the next card free (Unrelenting, Void Form, etc.) now correctly take precedence over effects that increase all card costs (Entangled, Spiked Gauntlets, Borrowed Time, etc.) - Replayed cards now show the appropriate damage if powers wore off between replays - Fixed cards in hand getting stuck if you try to play them while they are being transformed - The Night Terrors modifier can no longer kill you, and the Sealed Deck modifier is now affected by the multi-character card modifiers - The Perfect badge is no longer awarded if you abandon a run at a boss - Fixed several softlocks: returning to the main menu and resuming a run, playing Compact with status cards in hand, the tutorial shuffle popup, and run histories from older versions - Fixed score being wrong at Ascension 10, wrong floor count when submitting a Daily score, and score separator lines showing while fetching or after a failure - Fixed the potion hovertip not appearing when pressing "b" in the potion popup, and num keys for card selection not working when the mouse is too low on screen - Fixed input settings errors for new keybindings added after saving - Fixed a rare problem where the feedback screen was stuck open on launch - Controller input is now ignored while the game window is unfocused - The game no longer rapidly switches between "Controller Detected" and "Mouse Detected" with a controller connected - Fixed broken controller navigation: off the top bar in the shop, through rest site options with two rows of relics, in the shop after buying out relics and colorless cards, and from relics to the reward screen after clearing the top reward - Fixed being able to start a single player run via controller while the Ascension tutorial was open - A loaded save with a deprecated boss can no longer roll the same double boss - Fixed an issue with the Game Over screen after discovering multiple enemies while playing in Polish - Fixed hovertips in the top bar sometimes displaying in the wrong language after switching languages and continuing a run - Fixed being able to target dead enemies with a controller - Fixed the odds of a follow-up potion reward sometimes going up instead of down after an Elite potion reward - Fixed being able to open card inspection and toggle View Upgrades with the same button press - Taking a card removal reward as your last reward no longer keeps the background faded out ** Ancients: ** - Fixed a crash when selecting Ancient relic options - Players can no longer roll ** Tezcatara's Nutritious Soup ** blessing with no Strikes in their deck - Fixed ** Vakuu's Whispering Earring ** relic not correctly playing ** Stardust ** card, auto-playing cards into the next turn after ** Void Form **, and not letting ** Unceasing Top ** relic trigger when it plays your last card - Fixed ** Neow's Kaleidoscope ** relic using up all of ** Silver Crucible **'s charges - Fixed ** Neow's Silken Tress ** relic in multiplayer only affecting card rewards for the host - Fixed ** Nonupeipe's Diamond Diadem ** relic resetting its count after ** Hellraiser ** plays cards at the start of the turn - ** Leafy Poultice ** relic no longer transforms the upgraded Strikes/Defends from ** Neow's Talisman ** when both come from ** Neow's Bones ** - Fixed visual and navigation issues at Ancients: the next dialogue bubble peeking in early, navigating back to Neow's blessings from the Card Library, the card inspection button blocking the accept hotkey on ** Pandora's Box **, and ** Wish ** card immediately selecting a grid card on the same controller press ** Enemies: ** - Fixed cards that should be Ethereal sometimes becoming non-Ethereal after killing Spectral Knight - Fixed creature and boss VFX occasionally failing to appear - Fixed ** Flyconid ** spore effect lingering when its attack is interrupted - Fixed ** Kaiser Crab ** appearing if you load into an already completed boss room, and its ** Rocket Claw ** charge-up SFX looping forever - Fixed a softlock when setting up an infinite against ** Skulking Colony **, and Skulking Colony's per-turn damage cap now resets at the start of both turns (so Poison no longer counts toward it on your next turn) - Fixed a softlock after defeating ** Infested Prism ** - Fixed ** Thieving Hopper ** softlock when you have no cards for him to steal - Recentered ** Axebot ** so it reads as a single enemy - Fixed ** Ceremonial Beast ** background music transition not lining up with its stun - Fixed ** Living Fog ** missing its smoke, and corrected its encounter name in the death quote - Fixed ** Test Subject ** starting phase 2 with extra Strength when killed by ** Sleight of Flesh ** via ** Enfeebling Touch ** - Fixed VFX glitch when ** Snapping Jaxfruit ** dies to the ** Reflect ** power - ** Inklet ** and ** Vantom **'s Slippery power no longer loses a stack when fully blocking a hit - ** Zapbot **'s High Voltage hovertip now correctly says it gains Strength at the end of its turn - Fixed ** Parafright ** illusion keeping its negative Strength from ** Dark Shackles ** when killed for the turn - Fixed ** Waterfall Giant ** not respawning and its steam spouts misbehaving after its death animation - Hid ** Lagavulin Matriarch **'s sleep particles when awake - Fixed several ** Test Subject ** issues ** 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 being unable to discard potions in the ** Punch Off ** event - Fixed a softlock if you somehow die in the ** Battleworn Dummy ** event fight, and no longer get its rewards after saving and quitting - All ** Spoils Map ** cards are now removed if you complete the quest with multiple copies, and you get 600 gold per copy of the quest card - Fixed ** Crystal Sphere ** event giving potion rewards of the wrong rarity - Fixed ** Perfect Fit ** enchantment not working if you play ** Reboot ** while the enchanted card is in your hand or draw pile - ** Gnarled Hammer ** relic can no longer be traded at the ** Relic Trader ** event - ** War Historian Repy ** event now removes all duplicate ** Lantern Key ** cards if you have more than two ** Potions & Relics: ** - Fixed ** Mummified Hand ** relic sometimes selecting cards that already cost 0 - Fixed ** The Boot ** relic amplifying ** Bad Luck ** curse's damage from 1 to 5 while you have Intangible, and dealing the correct 5 damage when you deal Skulking Colony 1-4 damage - ** Self-Forming Clay ** relic is no longer triggered by the Terminal modifier's max HP loss - ** Bookmark ** relic now applies its cost reduction to a card retained by a "Retain your Hand" effect like Equilibrium - ** Snecko Skull ** relic now always triggers before ** Unsettling Lamp ** relic - Fixed ** Beetle Juice ** potion making ** Vantom **'s tail appear cut off - Players can no longer throw the ** Foul Potion ** while the Merchant inventory is open, and using it on the Merchant no longer freezes the game on controller - Fixed visual errors with the outline of some potion assets - Fixed broken controller navigation from relics to card rewards after rerolling via ** Driftwood **, and completing ** Orrery **'s card selection in the shop no longer also clicks a shop item on controller - Fixed ** Pantograph ** relic letting ** Red Skull **'s Strength increase persist after healing you above 50% health, until an attack was played ** Colorless: ** - Fixed VFX sometimes failing to appear during the ** Rolling Boulder ** power effect - Fixed a softlock when playing ** Anointed ** card with a Draw Pile larger than your hand can hold - Fixed being able to highlight creatures while the ** Purity ** card selection screen is open ** 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 was added to your hand by ** Largesse+ ** card - ** Not Yet ** card can no longer be generated via a ** Skill Potion ** - To avoid infinite-loop softlocks, ** Hellraiser ** power now plays only 9 cards per turn when all enemies have infinite HP, and properly plays "Strike" cards against infinite-HP enemies ** Silent: ** - Fixed being able to skip the ** Survivor ** card discard selection via the peek button - Fixed ** Fan of Knives ** card VFX not playing - You can no longer play cards before ** Tools of the Trade ** power triggers ** Regent: ** - ** Bombardment ** card now plays from the Exhaust pile after you've drawn your hand instead of before - ** I Am Invincible ** card now triggers before you've discarded your hand instead of after - ** Regalite ** relic no longer gains Block from enemies applying statuses - ** Summon Forth ** card now puts existing ** Sovereign Blade **s into your hand before Forging instead of after - Fixed not being able to select cards with a controller when you choose your whole hand via ** GUARDS!!! ** ** Necrobinder: ** - Fixed a crash when Osty dies during a scene transition - Fixed ** Reave ** card always bottom-decking the ** Soul ** card it creates - Fixed ** Fetch ** card not glowing gold when drawn by ** Gambling Chip ** relic - Fixed ** Enfeebling Touch ** power causing ** Ceremonial Beast ** to gain Strength after you stun it - ** Funerary Mask ** relic now shuffles Souls into the Draw Pile before your hand is drawn ** Defect: ** - Fixed ** Beckon ** still damaging the player if combat is ended by Lightning orbs - Fixed a spacing issue in the ** Consuming Shadow ** power hovertip - ** Scrape ** no longer discards cards that cost zero Energy but have a Star cost ** Multiplayer: ** - Fixed a crash when using potions in multiplayer due to state divergence - Fixed state divergences related to event combats, the ** Crystal Sphere ** event, long event option resolution, ** Mad Science **/** Juggling ** cards with mixed combat speeds, and ** Stampede ** + ** Headbutt ** cards - Fixed player names with brackets (e.g. clan tags) causing errors - Fixed ** Pael's Legion ** and ** Vambrace ** relics not proccing when the owner applies Block to other players - Fixed occasional black screen when loading into a saved multiplayer combat - Fixed incorrect cards being shown when obtaining cards at certain events, and ** Orrery ** relic reporting the wrong cards to other players - Potions are now canceled if targeted on a creature killed by another player - Corrected ** Test Subject ** HP scaling in multiplayer - ** Dense Vegetation ** can no longer appear if any player has less than 8 HP - Fixed a softlock using ** Driftwood ** relic on your first run, and a rare softlock loading into a treasure room when a teammate uses a controller - ** Strangle ** power no longer procs off other players' card plays - Relics with turn-specific triggers like ** Candelabra ** no longer skip their trigger when another player takes an extra turn with ** Pael's Eye ** - ** Nightmare ** card VFX no longer plays for all players - Other players' HP bars no longer go offscreen when resizing the window in settings - ** Pillar of Creation **, ** Supermassive **, and ** Arsenal ** cards now proc for the player who played ** Largesse ** rather than the recipient - You can no longer buy items at the shop while transitioning rooms, and exiting the Merchant no longer skips history recording for remaining players - The correct error message is now shown for a Steam multiplayer connection timeout (error 5008), and improved reporting for a rare connection error - The "Show Multiplayer Drawings" tickbox is now correctly localized - You can no longer start a loaded multiplayer game with only one person ### PERFORMANCE: - Reduced stuttering when combat effects appear for the first time in a run ### MODDING: - The base game no longer deletes progress from mods that are removed or errored ### LATEST BETA FIXES: ** General: ** - Fixed many instances of inconsistent RNG behavior (thanks tckmn!) - Fixed more cases of daily runs diverging based on player network ID ** Multiplayer: ** - Fixed a state divergence caused by the host changing Ascension as the game is starting ** Modding:** - Began publishing STS2.dll XML documentation - Fixed Steam mods causing ReflectionHelper.ModTypes to return nothing

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