Slay the Spire 2 (© Mega Crit) 🎮 Outrun Gaming

Slay the Spire 2: New patch adds Badges, fixes bugs

Independent video game studio Mega Crit has announced a new Beta patch for its hit roguelike deckbuilder sequel, Slay the Spire 2. The label teased bug fixes and brand-new features in a social media post late on Thursday. “This week’s StS2 beta patch, v0.102.0, just dropped, with some content reworks, balance changes, new art, and afflictions VFX (pictured below),” the post reads, referencing an added GIF showcasing flashy visual effects players can now find on some Afflicted Attack cards. “It also introduces Badges, little reminders to let you know what was unique about each run.”

The studio provides a more comprehensive rundown on Steam, further explaining gameplay modifications. The newly-added Badges, according to the team, “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.” Like in-game milestone markers, these Badges act 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!).”

‘Slay the Spire 2’ studio Mega Crit unveils new v0.102.0 beta patch

Mega Crit’s lengthy and technical patch notes are sorted by category — Content, Balance, Art, User Interface & Experience, Writing, Bug Fixes — so if you’re coming across a particular issue in your spire ascent, a quick CTRL+F could calm your frustrations. Check out what players can anticipate as they return to climb the titular structure:

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

About ‘Slay the Spire 2’

Slay the Spire 2, Mega Crit’s long-awaited follow-up to its hit deckbuilder from 2019, launched on Steam in Early Access on March 5, 2026, to overwhelming fan praise. After nearly one month on Steam, the addictive deckbuilder is still among the platform’s top performers. Slay the Spire 2 is currently no. 5 in Steam’s daily active users (DAUs), no. 5 on the retailer’s top-sellers list, and no. 2 in overall wishlist activity.

While Slay the Spire 2 had its biggest day on Sunday, March 8 — 575,000 simultaneous players — the title is still hosting gamers in droves. At the time of writing, more than 351,000 Steam users are in-game (per SteamDB).

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