Slay the Spire 2‘s first week is in the books, and it’s been a wild one. The deckbuilding roguelike blew the first game’s launch out of the water, and it’s barely even gotten started yet. Developer Mega Crit Games flagged some quick fixes and sales milestones in its first debrief with the sequel’s growing community on Steam.
The $25 game has already sold 3 million copies (roughly $75 million before Steam takes its cut), and players have already gone on over 250,000,000 runs. That’s over 80 runs per person, on average, for those counting at home. “Our team has been extremely excited to see so many people’s enthusiasm for what we’ve been working on for the past 5 years–but our journey is just beginning,” community manager Demi wrote in the studio’s latest blog post.
The game is only in Early Access, so everyone’s wondering what new content and changes are coming down the road. Mega Crit confirmed it’s not ready to share a roadmap or timeline yet, but it has teased the areas it’ll be focusing on in the weeks ahead:
– A revamp of the badge/scoring system and a friends-only leaderboard filter
– Phobia accessibility mode
– More art and VFX
– Ongoing balance patches
– Steam Workshop support
– Multiplayer QOL features
– Official Twitch plugin integration
There’s a new public beta testing branch for the game in Steam that players can opt into if they want to try out upcoming changes before they go live in the full release. That includes a balance patch that tweaks a recent exploit that made it possible for players to become godlike. “Players, enemies, and pets can no longer have their HP increased above 999,999,999,” the development team announced in the game’s latest patch notes.
The rest of the changes are mostly bug fixes, including in the game’s fun but occasionally chaotic multiplayer mode (you battle with friends and queue card commands simultaneously). The team is also addressing various softlock states and slowly adding card art for those that were missing it at launch. Because, believe it or not, Slay the Spire 2 is still far from finished. It’s already pretty damn good, though.
