What's next for Slay the Spire 2: the ending, new character(s), new modes? — Transcript
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- 0:00A single-player early access deck
- 0:02builder sequel is the best-selling new
- 0:04game of 2026 on Steam. In my 18 years of
- 0:07PC Gamer, that's never happened. Slay
- 0:10the Spire 2 represents a genre breaking
- 0:12out of its niche to reach curious
- 0:13players wondering what's the big deal
- 0:15about a robot who just can't get enough
- 0:18orbs, the introvert with the world's
- 0:19biggest knife collection, and the big
- 0:22bone hand that will protect you and your
- 0:24family. Slay the Spire 2's explosive
- 0:26popularity is fascinating, even if we
- 0:28mostly saw it coming.
- 0:30It was the number one game we selected
- 0:32in the PC Gaming Show Most Wanted at the
- 0:34end of 2025. I spoke with Mega Crit
- 0:36co-founder Casey Yano about what's
- 0:38ahead, potential new modes and
- 0:40characters, what an eventual ending to
- 0:42Slay the Spire 2 might look like,
- 0:44as well as some details on creative
- 0:45process, win rates, and more.
- 0:52>> [snorts]
- 0:59>> What do you make of the magnitude of the
- 1:00game's success?
- 1:03It's kind of weird to me. I don't I
- 1:04thought the genre was a little a lot
- 1:06smaller than a lot smaller than that.
- 1:08You know, I mean, we made a sequel,
- 1:10which I think is a huge thing, so people
- 1:12kind of anticipated us.
- 1:13Whereas, you know, a game like Balatro
- 1:15or Balatro or, you know, however however
- 1:18local it like feels like saying it, that
- 1:20kind of just kind of like came out of
- 1:20nowhere. So, I think the spike is a
- 1:22little different as well. So, [music]
- 1:24it's a it's a pretty interesting thing.
- 1:27Hoping it'd be a little smaller,
- 1:28honestly, so that so that the so that
- 1:30our changes and stuff, the magnitude of
- 1:32those things are a little bit smaller,
- 1:33and we can be a little bit more
- 1:34experimental. But Does it create kind of
- 1:36more pressure at launch? Does does it
- 1:38feel different in some ways? I mean, I
- 1:41think the pressure for changes is a lot
- 1:44scarier when there are more players, cuz
- 1:47it's like
- 1:48if you're trying to make dinner for like
- 1:5010 people, or if you're trying to make
- 1:52dinner for like a thousand people,
- 1:53right? The magnitude is is just
- 1:55different. And it's like, oh, like I
- 1:58accidentally had one hair
- 2:00in the dinner for like eight people.
- 2:01It's like, oh, there's a hair in my
- 2:02dinner. And it's like, oh, that sucks.
- 2:03I'm sorry. But if you have like a
- 2:05thousand people, it could be it could
- 2:06kind of spiral out of control, right?
- 2:07So, like, I can't believe there was a
- 2:08hair in this dinner.
- 2:12A lot of the core of Slay the Spire 2 is
- 2:14pretty familiar. You know, you've got
- 2:16three of the same playable heroes.
- 2:17You've got you know,
- 2:19a set of relics and cards that are
- 2:21pretty familiar by far and large. You
- 2:23know, many meaningful modifications, of
- 2:24course. A lot of new enemies, of course.
- 2:26Is there any plan to build in more
- 2:29radical directions over the course of
- 2:31early access? You know, to sort of take
- 2:33the game in in in new areas and explore
- 2:35new things? Or are you kind of focus on
- 2:37kind of further adding to that core
- 2:39formula? I do want to try a few things.
- 2:41>> [music]
- 2:42>> But it they kind of have to pass our
- 2:45like experimental phase. I'm not sure if
- 2:47all of that will be will be public. So,
- 2:49we'll we'll see. But I do I do want to
- 2:52kind of have like a foundation and then
- 2:54work
- 2:55and make different things. I imagine the
- 2:57first few characters we launch with to
- 2:58be simpler. Like I think the Regent is
- 3:00like a simple character. It's like it's
- 3:02a character with two resources. That's
- 3:04like the core concept. The other
- 3:06character, Necrobinder, is supposed to
- 3:07be like slightly more complicated, but
- 3:09who knows what the other character or
- 3:11characters will be when we add those. We
- 3:13want to work on a few more alternate
- 3:15acts.
- 3:16And then
- 3:17uh the ending has some ideas, but, you
- 3:20know, I'm not not many of our ideas
- 3:22survive the uh
- 3:23the process, we'll say.
- 3:25>> [music]
- 3:25>> So, we'll just we'll just try our best
- 3:27to see what is what is a good balance
- 3:29between novelty and familiarity.
- 3:31So, you know, obviously, this is just
- 3:33kind of the first iteration. However,
- 3:35players are already, you know, running
- 3:36wild with
- 3:37interesting new infinite combos and, you
- 3:40know, ways of playing the game, new
- 3:41builds.
- 3:42I saw a couple of days ago that someone
- 3:44was able to deal
- 3:45770 million damage to Waterfall Giant
- 3:49which in his final phase, which revealed
- 3:52that he doesn't have infinite health, in
- 3:53fact, in his final form.
- 3:55>> [laughter]
- 3:56>> Pretty cool. So, I'm curious, like,
- 3:58what's the most creative combo or build
- 4:00you've seen so far?
- 4:02I kind of overvalue consistency. So,
- 4:04whenever people find new ways to get
- 4:07into the same kind of infinite for a
- 4:09character,
- 4:10it's always really impressive, rather
- 4:11than being like, oh, these two cards
- 4:13together. If you have a good timing and
- 4:15good resources to sustain yourself for a
- 4:16little bit, and you pick up like cloning
- 4:18capsule in Act 2. If you duplicate any
- 4:20of like
- 4:21>> [music]
- 4:21>> the rare cantrip type of like cards,
- 4:24cards that kind of like replenish
- 4:25themselves, or like you can play for
- 4:27free and it just has like a small
- 4:28advantage. You just have like
- 4:3050 or 100 of those, and it's like it's
- 4:32like, oh, okay, or we're cooking, right?
- 4:34Like that's like that's like the pale
- 4:35classic. But I don't know. I always like
- 4:37it when there's like four or five
- 4:38different cards that can somehow end up
- 4:40being an infinite instead of [music]
- 4:41like two or three. But that's generally
- 4:43how I feel about the goal of those kinds
- 4:46of abusable mechanics is that we don't
- 4:48have too many easy ways to get into
- 4:49them. But we definitely want to make
- 4:50sure that it's possible, and then you
- 4:53can see
- 4:54that you can see a fine thread to get
- 4:55there if you want to.
- 4:59You know, in your previous announcements
- 5:00around the game, you've talked about
- 5:02adding various game modes over the
- 5:03course of early access. I'm just
- 5:05curious, you know, what should our
- 5:07expectations be here? Are we talking
- 5:09about things that kind of add modifiers
- 5:11or new challenges on normal runs, or
- 5:13you know, more expansive stand-alone
- 5:16modes that like as as robust as co-op
- 5:19mode? I see. Very very astute
- 5:21observation, noticing that bullet point.
- 5:23There are three specific things that I
- 5:24have in mind, which I'll try to explain
- 5:26in a very vague way to not give away too
- 5:29much. The first one is a mode that kind
- 5:32of like is meant for people who want to
- 5:35play in a very competitive fashion.
- 5:37The second one is
- 5:39for people who want to have the Slay the
- 5:41Spire experience,
- 5:42but not have the time to do so.
- 5:45Uh and the third one is what if there
- 5:47were other ways to interact with people
- 5:49socially or in like a multiplayer kind
- 5:51of setting with the current systems that
- 5:54exist today? So, those are those to me
- 5:56are like the three different types of
- 5:57like kind of like types of ways to
- 6:00interact with Slay the Spire that don't
- 6:01exist right now. You know, maybe we'll
- 6:03find a way to do that, or maybe, you
- 6:05know,
- 6:06maybe having those modes dilutes the
- 6:08core experience, and it might not make
- 6:10it at all. But it's something that we
- 6:11just need to just need to try to find
- 6:13out. You're still forming it. It's not
- 6:16it's not certain at this stage. It's uh
- 6:18yeah. Like we have a we have a design
- 6:20for the modes, but until it's in and we
- 6:23see what our players actually think
- 6:24about it, we we never make like a like,
- 6:27oh, 100% this has to be done. I do think
- 6:29in a way that a game designer can be
- 6:32like, I'm making this thing, and if you
- 6:33like it, you like it, and if you don't
- 6:35like it, you don't like it.
- 6:38>> [music]
- 6:40>> But after a certain point, we want to
- 6:42make sure that like everything that the
- 6:44people interact with in the game is
- 6:46something that would be fun for you. We
- 6:48don't want to just make a bunch of
- 6:49things and be like, here's 25 game
- 6:51modes, and if we know that only two of
- 6:52them are fun, I just despise the idea of
- 6:55having 23 worthless buttons on the
- 6:56screen. That's like a very like big
- 6:58no-no for me. Will you be introducing
- 7:00more Ascension levels later in
- 7:01development as like the next layer of
- 7:03difficulty?
- 7:05I can't say today if we're going to have
- 7:06more Ascension or not. I personally felt
- 7:08that the climb for 20 on a per character
- 7:11was was a little bit higher than we
- 7:12wanted for the first game, but it kind
- 7:16of felt like we we wanted to, just
- 7:17because we kind of wanted to see the the
- 7:20limits that people can tolerate
- 7:22difficulty. And it's and it's quite it's
- 7:24quite difficult. And also just 20 games
- 7:26is quite a lot. I don't really believe
- 7:28in the idea of making a game that you
- 7:30that the game kind of forces you to play
- 7:32forever. And when I say forces, I mean
- 7:34that there's so many extrinsic
- 7:36motivators in the game for you to unlock
- 7:38that it's like a that it's like this
- 7:40bizarre like infinitely hard thing to
- 7:43get 100% on. I want people to generally
- 7:45reach 100% relatively early compared to
- 7:48most games where you just kind of grind
- 7:49it out forever. Like I would hope that
- 7:50people get 100 hour 100% in less than
- 7:53100 hours, even for a game they worked
- 7:55on for like five years, right? And I
- 7:56think that you as a human being that
- 7:58plays video games should be like, what
- 8:00what like what joy am I getting out of
- 8:01this video game? What can I play that is
- 8:03not like chasing achievements or like
- 8:05filling out numbers to be 100%. Because
- 8:07we have more characters, we don't want
- 8:09to have 20 Ascensions. Let's say we end
- 8:11up with 10 characters. 10 characters
- 8:12with 10 Ascensions is like is like 100
- 8:14Ascensions, right? Yeah. For Slay the
- 8:16Spire 1, right? We have four characters.
- 8:18Four characters with 20 Ascensions is 80
- 8:20Ascensions. We don't really want the
- 8:21game to be like way longer than the
- 8:23first game, but we want there to be like
- 8:25reasons to play. So, there's like a
- 8:26minimum, but there's also like a
- 8:28maximum, I guess. Uh from my from my
- 8:30perspective, at least. You know,
- 8:32speaking of difficulty, of course, you
- 8:33know, one of the differences from my
- 8:34perspective between the original Slay
- 8:36the Spire and the sequel is just the
- 8:38power level of elites.
- 8:40I see them as, you know, generally
- 8:41tougher than the first game, of course.
- 8:43Can we talk about them as a particular
- 8:45piece of design? And I guess is there
- 8:47anything in in your data so far that's
- 8:49telling you
- 8:50one way or the other about elites in
- 8:51particular? They are certainly harder.
- 8:54They give you a relic, so they can give
- 8:55you a big power bump. And so, we didn't
- 8:57want it to feel like you the choices
- 9:00that you have to fight an elite and like
- 9:02and try to win all the time and try to
- 9:04like kind of snowball by just killing
- 9:06every single elite that you see. That
- 9:07strategy is like makes the map kind of
- 9:09boring. And so, if you make the elites
- 9:11harder,
- 9:12you just kind of have to really think
- 9:13about like like my run might end here.
- 9:15So, should I be avoiding them? Should I
- 9:17be making sure that I fight them later
- 9:18on in the act? We're just kind of just
- 9:21moving that scale a little bit to a
- 9:22certain side, I guess, is kind of how I
- 9:24feel about it. Uh but you might get a
- 9:26different answer from Anthony. So,
- 9:28I feel like our our work on the game has
- 9:30diverged a little bit. He's stayed much
- 9:32more on the balancing content side, just
- 9:34cuz we have much more employees than in
- 9:36the past, which is, you know, we we had
- 9:38zero employees. And now we have and now
- 9:40we have seven. And so, we have to do a
- 9:42lot of other other work. I do a lot more
- 9:44generalist work, so I don't get to spend
- 9:46as much time uh in the design weeds that
- 9:48I used to.
- 9:50I've been having the most success with
- 9:51Ironclad so far. You know, I I find him
- 9:53like really fun to play, and so I just
- 9:55sort of think of him of him as the jock
- 9:57of uh Slay the Spire 2, you know, just
- 10:00wailing on people. What is the the the
- 10:03relative win rate of the characters so
- 10:05far? I know it's hard to generalize cuz
- 10:07you know, it depends on ascension level,
- 10:08of course, but who's succeeding the
- 10:10most, who's winning the least?
- 10:13Uh for ascension one specifically, the
- 10:15win rate of uh the Regent and Ironclad
- 10:18are tied as slightly lower. They're at
- 10:2125% while the other characters are up to
- 10:2330%. So, it's a between a 5% range.
- 10:2725 and 30, yeah.
- 10:28Um and the trend looks pretty similar
- 10:30for ascension zero, which is
- 10:33uh 11% and 15%. That's the range. But,
- 10:36it is always interesting to see a
- 10:37character that we thought was stronger
- 10:39or um not as strong during our play
- 10:42tests be like a little different just
- 10:44because once somebody figures out a
- 10:46specific strategy and that becomes
- 10:48popularized, the win rates shift over
- 10:50time. There's like a There's like a
- 10:51social There's like a social or cultural
- 10:53trend which makes a character stronger
- 10:55over time, which is which is both good
- 10:58and bad depending on, you know, your
- 11:00philosophy of how you should be
- 11:02interfacing with video games. Are you
- 11:04able to say like what the the top or top
- 11:07three relics might be so far? In the
- 11:09very uh surface level data that we have
- 11:12saved today, uh Ivory Tile, Tough
- 11:15Bandages, and Emotion Chip are the
- 11:17highest. So.
- 11:19But, that could change tomorrow cuz
- 11:20these numbers are very low.
- 11:21>> Let's talk about a card then. You know,
- 11:23one of the community's kind of curious
- 11:25fixations on Reddit in the last few days
- 11:27has been the Silent card Snake Bite.
- 11:30Some players have discovered this
- 11:32interesting strategy right of not
- 11:33playing the card and just retaining it
- 11:35in order to set up other cards in their
- 11:36deck like Calculated Gamble or
- 11:38Flechettes. Have you been seeing that
- 11:40conversation about Snake Bite and I'm
- 11:42curious what you make of it. I I like
- 11:44Snake Bite. That's all I'm going to say.
- 11:46I think it I think it's fine. And
- 11:48sometimes it takes a while for people to
- 11:49figure out if something is fine or not
- 11:51fine. Um but I tend to I tend to play
- 11:54roguelikes and roguelites. Mostly just
- 11:56roguelites. Sorry, classic roguelike
- 11:58folks. Um but when I play a lot of
- 12:00roguelites, I I kind of try to play
- 12:02blind. Like I never look up any strategy
- 12:04whatsoever. Um and I play some in a
- 12:07pretty serious capacity. I feel like I'm
- 12:09like a top 10 Nova Drift player.
- 12:12Cuz I like play the dailies and I like
- 12:14looking numbers and I look at win rates
- 12:15and things like that. Um but I've never
- 12:17looked up a single build in my life,
- 12:19right? Like I've never even joined any
- 12:20kind of conversation. I haven't even
- 12:22looked up the wiki. And that's kind of
- 12:24how I like to play my games. Try to
- 12:26figure out what the designer's intent uh
- 12:29within the game is
- 12:30and then try to try to find weaknesses
- 12:33in like the way it was designed or maybe
- 12:35something was misbalanced. And so,
- 12:38that's the joy for me. And so, Snake
- 12:40Bite is kind of like
- 12:42like if someone after everyone tells you
- 12:43it's good or bad and you just [music]
- 12:45like accept it blindly, that's like a
- 12:46very sad thing for me. I I look at the
- 12:49card and I see what kind of synergies it
- 12:51has or doesn't have. At face value, it's
- 12:53a hor- it seems like a horrendous card.
- 12:55And I think it's a very fun thing in
- 12:57your life as someone who is getting good
- 13:00at roguelike games to one day be like,
- 13:02"Oh, this is actually useful in these
- 13:04niche use cases." To me, that's a very
- 13:06good card. We don't We don't have like a
- 13:08strong desire to change the card uh for
- 13:10that one specifically. But, who knows?
- 13:12There could be riots on the streets
- 13:13tomorrow. So.
- 13:17Talking about design a little bit, I'm
- 13:18curious if or whether the design of Slay
- 13:21the Spire 2 was influenced at all by
- 13:23your work with Contention Games on the
- 13:25board game, you know, like
- 13:26obviously, the board game is sort of
- 13:28where we first saw the idea of co-op in
- 13:31Slay the Spire.
- 13:32Is there a direct link there and you
- 13:33know, did the design of the co-op in
- 13:35that game affect how you approached it
- 13:37here? Uh but yeah, definitely there's
- 13:39definitely influence from um the board
- 13:40game and also Anthony and I played the
- 13:43multiplayer mods, multiple multiplayer
- 13:46mods that were available for the first
- 13:47game. We've played a bunch of different
- 13:49multiplayer deck builder roguelike
- 13:52roguelike deck builder
- 13:54>> [laughter]
- 13:55>> games as well. And we have our own
- 13:56opinion about what is good and bad about
- 13:58all sorts of online co-op games. Cuz
- 14:01Anthony and I just play a lot of online
- 14:03co-op games. We play like at a certain
- 14:05point, we play like so many. It's It's
- 14:08actually kind of crazy. Most of them are
- 14:11open world survival craft type games
- 14:13just because that's like the most common
- 14:15genre for online co-op. But, we played a
- 14:17lot of them. And then when the pandemic
- 14:19happened, we played like all of them,
- 14:21like every single one. So, it's kind of
- 14:23like how much communication is too much,
- 14:25how much is not enough. There's just a
- 14:27lot of uh different kinds of aspects. We
- 14:30were very very influenced by one
- 14:32specific aspect in a game
- 14:34Nerts, which is incredible, right? And
- 14:37that's just you can just see the cursor
- 14:38of your other friends. And it's just
- 14:40like, "Oh, like things are happening."
- 14:41It doesn't feel like I'm interfacing
- 14:42with a machine that is just moving. It's
- 14:44like you can see your friends like just
- 14:46doing the thing. You're in the room
- 14:48together playing this frantic card game.
- 14:50So, thank you very much
- 14:52Zachtronics Games.
- 14:53Earlier in our conversation, you talked
- 14:55a little bit about, you know, your
- 14:56intention to bring one or more new
- 14:58characters
- 15:00uh to Slay the Spire 2 over the course
- 15:01of further development. And
- 15:04I'm just curious if if you have general
- 15:06vague thoughts about like the mechanics
- 15:10or areas or themes you which you might
- 15:13want to explore there, you know, like
- 15:15[music] obviously, we
- 15:16kind of understand that the archetypes
- 15:18as as they exist now, you know, the
- 15:19Necromancer and you know, how blocking
- 15:22and you know, new mechanics available
- 15:24there and the Regent
- 15:25a character with two resources, but like
- 15:28are there any kind of big ideas about
- 15:30what other areas mechanically are
- 15:31interesting to you to explore there? Uh
- 15:33I have thoughts.
- 15:35But, even Anthony doesn't know what what
- 15:37those thoughts are. Ooh.
- 15:39We're kind of competitive when it comes
- 15:40to the design. We're like
- 15:42we kind of like propose ideas,
- 15:43especially for characters which has like
- 15:45a very exclusive spot. We're like, "I
- 15:47think this kind of idea is good." And
- 15:48then we try to form like kind of like
- 15:50conceptual a conceptual card pool to
- 15:53kind of try to get an idea what the
- 15:54character might look like. But, we're
- 15:56very mechanics first. So, we're not
- 15:58like, "Hey, we should have a character
- 16:00that eats a lot of fruit, you know." It
- 16:01won't just be like, "Oh, it's got to be
- 16:02a fruit character and how do we make it
- 16:04work with all this fruit?" Or like, "Oh,
- 16:05this card is all about a guy who's
- 16:07customizing a sniper rifle or something,
- 16:09you know." Um
- 16:10it's not It's not quite like that. Yeah,
- 16:13I can't really I can't really say today
- 16:14just because we have had characters that
- 16:17we worked on for a good while and then
- 16:19we were like, "Nah, this isn't going to
- 16:20work."
- 16:21We just cut the whole thing. But, we do
- 16:23want to We do want to increase the
- 16:25complexity of the new character. And why
- 16:27I say that is because we have some like
- 16:30the more kind of like pure characters
- 16:32already, which is like Silent like
- 16:35focused on the card draw, but like
- 16:36doesn't have any kind of like specific
- 16:38character tied mechanics that are like
- 16:40inherent. Same with the Ironclad. And
- 16:43then Regent is a two resource character.
- 16:45You know, Necromancer is a one summon
- 16:47kind of like character.
- 16:48And the Defect is the cookie character.
- 16:50And that's okay. Because that was our
- 16:51idea of like, "Why don't we Why don't we
- 16:53shift away from the vanilla uh for the
- 16:55first game." So, I think we're probably
- 16:56going to be looking at a slightly
- 16:58stranger character than the originals.
- 17:01>> [music]
- 17:01>> So, for the for the character. You're
- 17:03not ruling out a fruit-eating sniper.
- 17:06I'm not going to
- 17:07I'm not ruling it out, but I'm not
- 17:08ruling it in, either.
- 17:10So, yeah, I obviously right now there
- 17:12isn't a a true ending at at this stage
- 17:15of the game's development. You've got
- 17:16the Architect waiting for you at the end
- 17:17of successful runs. Just curious if if
- 17:20you can again generalize, you know, I'm
- 17:22not expecting you to reveal the future
- 17:24of the game
- 17:25like the interesting secrets that will
- 17:26lie ahead, but like generally, what is
- 17:28your intention in terms of like what
- 17:30will lie after the Architect?
- 17:32Um I do want there to be a better
- 17:35ending. I think we were a little bit
- 17:37more burnt out on the first game when we
- 17:39started working on Act 4 uh and doing
- 17:42the ending. I do want it to be more
- 17:43extravagant when you win. And I do want
- 17:46the showdown to also be
- 17:47>> [music]
- 17:47>> a pretty big deal, we'll say. It would
- 17:49be good to get the character out. Yeah,
- 17:52I do want the endings to be pretty
- 17:54pretty serious business. But, they
- 17:56aren't they aren't too designed at this
- 17:58time. I wanted to see kind of like the
- 17:59reaction that people have towards
- 18:01[music]
- 18:01the narrative elements to the game that
- 18:03we've brought in.
- 18:04I like to see I like to read what
- 18:06people's theories are on what the
- 18:08characters are
- 18:09or if they're good or bad and things
- 18:12like that. And so,
- 18:13we kind of, you know, we kind of I'm
- 18:15just kind of just kind of seeing what
- 18:16people like, what kind of characters
- 18:18people are attached to. And while we do
- 18:20have kind of like a canonical idea of
- 18:23what is going to happen, um it's we do
- 18:25make minor tweaks to make sure that like
- 18:27the ending kind of meets everyone's
- 18:29expectations and also also a little also
- 18:32a little curveball, you know, every now
- 18:33and then. But, in a but positive
- 18:34curveballs. So, I get the feeling it's
- 18:37going to take a good while for the
- 18:38ending to show up just because you know,
- 18:41we have a
- 18:42a few other [music] types of content
- 18:44that we want to make. Uh we want to do
- 18:45some alternative acts and the
- 18:47characters. We want to experiment with
- 18:48the game modes. I think once those are
- 18:51done, we'll probably think about
- 18:53finalizing an ending.
- 18:56I've been seeing lots of fan art. Uh you
- 18:58know, there there's tons of like in all
- 19:00in all different languages, you know,
- 19:02all different characters, you know,
- 19:03funny stuff, serious stuff.
- 19:05Um do you have like a single meme or
- 19:09some fan art that's like really
- 19:11delighted you uh so far from the
- 19:13community?
- 19:15I really like all of the Regent fan art
- 19:17personally. We spent
- 19:20I don't know what it I don't know what
- 19:21it was about this character
- 19:23and how he changed over time. We had a
- 19:26pretty difficult time coming up with
- 19:27this character. We had a lot of
- 19:29different drawings. I think we redid his
- 19:30head like 10 times. And at one point, it
- 19:33just kind of I was just kind of like,
- 19:35"That's a That's a good That's a good
- 19:36concept right there." Look at Look at
- 19:38this guy. And then over time, you just
- 19:40kind of create a story around
- 19:42what you expect this person to be like.
- 19:44And so, I have a strong emotional
- 19:46attachment to this character. And so,
- 19:48seeing everyone get it and then make art
- 19:51around this kind of like character and
- 19:53personality. Just, you know, he's just
- 19:55kind of like this stupid guy from space.
- 19:57And I'm like, "Oh my goodness, this is
- 19:59this is so funny that everyone gets it
- 20:01and makes art around it." And they
- 20:02breathe life into the character in ways
- 20:04that, you know, that we haven't yet. And
- 20:06it's just a it's just a joy to see,
- 20:08yeah. I mean, I'm personally a huge fan
- 20:10of like a guy who's just reclining in a
- 20:12big chair going through like a very
- 20:14challenging series of battles. That's
- 20:16that's pretty fun. Yeah. I generally
- 20:18feel that all the characters
- 20:19are in some way a reflection of like a
- 20:22certain type of personality that I have
- 20:24on the inside, you know?
- 20:26You know, I like to be stupid sometimes.
- 20:28You can probably tell. I just like
- 20:29saying things just to get a reaction out
- 20:31of people. And the region kind of
- 20:33represents that part of me. So, I'm glad
- 20:34that people like it instead of being
- 20:36like, "This guy's a huge asshole."
- 20:38Cuz if everyone thought he was an
- 20:39that would mean that So,
- 20:41everyone thinks that a part of me is a
- 20:42humongous Uh and they would be
- 20:44right, but you know, I'd still be
- 20:46offended. So, but I but I understand
- 20:48that people can see the intention behind
- 20:50this buffoonery.
- 20:52Um
- 20:53And so, and that and that's really
- 20:54great.
- 20:55That's a fabulous answer. I have to know
- 20:57more about how the head change. How did
- 20:59the region's head change? Was it
- 21:00different shapes? Was it like a human
- 21:02face? What was going on there? He was
- 21:04like he was like a crystal guy uh first.
- 21:07He had like a very crystally head.
- 21:10Um and I was like, "Mhm, kind of just
- 21:11looks like a
- 21:13like a you know, like in like sci-fi
- 21:14games where it's like, 'Oh, these
- 21:16crystal guys are invading our town.' And
- 21:18it's like, 'Ah.'" Kind of looked like a
- 21:19crystal guy invading a town.
- 21:21Part of a crystal army.
- 21:23And I was like, "How can we make this
- 21:24guy feel more like weird royalty or
- 21:26something?" And then over time, we had
- 21:28like the throne, the head shape, we had
- 21:30like different numbers of eyes. I have
- 21:31like a very strong feeling about
- 21:34silhouettes. I think every character
- 21:36should have a very distinct silhouette.
- 21:37And the region's crystal guy,
- 21:39I was like, "He could just be like a
- 21:41like a crystal soldier." And so, I don't
- 21:44know. Sometimes I don't like to say
- 21:46these kind of things too much. It sounds
- 21:47mean to my art director. But you know,
- 21:49sometimes we're in a hurry to design new
- 21:51things. Sometimes we're not. And I think
- 21:53for character we want to spend pretty
- 21:55serious amount of time thinking about
- 21:56what the character would be like. And
- 21:58so, sometimes you just get a shape and
- 22:00it resonates with you. And [music] going
- 22:03from like a crystal guy that's just like
- 22:05wearing a cloak, it's like, "Okay,
- 22:06there's a guy. That's a silhouette of
- 22:08like a crystal enemy." To like a guy in
- 22:10a throne with like a silly like like
- 22:12star-shaped head to me was like it was
- 22:14like a huge improvement. Um and it
- 22:16wasn't it wasn't like one day we just
- 22:19concepted that. It was like each part
- 22:21was like very slowly built up. I don't
- 22:23know, very proud of the design. Some of
- 22:24the characters we spend much more time
- 22:26on design.
- 22:27Uh Necrobinder, I was like, "Mhm."
- 22:29It was actually um a rejected first idea
- 22:31of the watcher
- 22:33uh from the first game. Was I wanted a
- 22:34character that would like that has like
- 22:37a big hand
- 22:38that she puppets. I'm not I'm not
- 22:40confirming or denying anything about the
- 22:43Necrobinder being the watcher or
- 22:44anything. I'm saying from a conceptual
- 22:45perspective, there was there was a hand
- 22:48version of the
- 22:49like a like a monk character way back
- 22:51when. This is a very different character
- 22:53cuz it's like a lich and like a hand and
- 22:55got bones.
- 22:56Um and her head's on fire. So, she kind
- 22:58of
- 22:59she kind of has like Clarissa Knows It
- 23:01All vibes. I don't think anyone knows
- 23:03what that is anymore. You know, the TV
- 23:05series Arthur's face squealer.
- 23:09Sassy teenager, yeah. So, that was kind
- 23:11of the original one. We made her a
- 23:12little bit more serious over time just
- 23:14because um I think the I think the tone
- 23:16of the game became a little too
- 23:17cartoony. And I think people were pretty
- 23:20upset about that in like in like the
- 23:21gameplay trailer perhaps. So, we toned
- 23:24it a little bit more more grim dark over
- 23:25time.
- 23:26But that was the original concept. You
- 23:28can kind of still see her sass
- 23:30uh in like the merchant. Like her idle
- 23:31pose is just like hands on hips, which I
- 23:33think is very funny.
- 23:36You know, in the two days following the
- 23:37game's first balance patch, which was of
- 23:39course a beta,
- 23:41an optional beta on March 19th, there
- 23:42was a surprising response uh from some
- 23:45players. You guys drew more than 13,000
- 23:48negative reviews on Steam in the two
- 23:49days that followed after only recording
- 23:52about like one or 200 negative reviews
- 23:54each day up until that point. But you
- 23:57know, part of the context of these
- 23:58reviews was that they came primarily
- 24:00from players based in China where online
- 24:02platform restrictions mean that users
- 24:04[music] have less access to Discord
- 24:06channels or Steam community features
- 24:08that might like be a better venue for
- 24:10that feedback. But you know, all that
- 24:11considered, I'm just curious, you know,
- 24:13what the reaction was within the studio
- 24:14when you saw [music] this unfolding?
- 24:18I don't know. I think it depends
- 24:19[laughter]
- 24:20on who
- 24:21uh in the studio just because um I'm
- 24:24used to like negativity and like harsh
- 24:25feedback. [music]
- 24:26Uh and I'm like pretty immune to it. But
- 24:29some of our other, you know, folks on
- 24:31the team, right? They weren't with us
- 24:32with the first game. And I think it was
- 24:34pretty it was much more extreme than
- 24:36like any previous types of like negative
- 24:38feedback, right? Cuz there's a lot of
- 24:40bandwagoning. It's like a cultural
- 24:41thing.
- 24:42I think, you know, it's difficult for
- 24:44players to feel like they're heard from
- 24:47the developers. And so, I understand,
- 24:49you know, why, you know, they choose to
- 24:52use Steam
- 24:53and like doing something that would
- 24:55obviously impact things like um
- 24:58like visibility in the store and things
- 25:00like that to try to like portray the
- 25:01feedback. And so, I don't really I don't
- 25:03really get like mad to players for doing
- 25:05like bandwagoning stuff. I think it's
- 25:07really easy to if you're like a player
- 25:09in America to be like, "Why don't they
- 25:11just use these systems?" But I don't I
- 25:12don't really feel that way at all.
- 25:14I feel like it's kind of unfortunate
- 25:16that like they feel that the only way to
- 25:18be heard is through Steam reviews.
- 25:20And so, we're like, "Mhm, how can we
- 25:22improve like
- 25:23the communication channel between the
- 25:25game developer and like players in China
- 25:28who have like a very restricted
- 25:30communication channel compared to the
- 25:32other players?" And so, we're trying to
- 25:34solve that kind of an issue
- 25:36more than just like you know,
- 25:38name-calling. That would be that would
- 25:39be the worst possible thing. I mean, I
- 25:41don't think there is
- 25:44I think we're all just people and we all
- 25:45have different restrictions. So, I never
- 25:47I don't like to say things like um
- 25:49Chinese players.
- 25:51I usually think of people like I would
- 25:53in my mind I think of like players in
- 25:55China, right? Cuz they're just they're
- 25:57in a different place. They're all just
- 25:58humans. They're all trying to interact
- 26:00with the game and be heard. Like being
- 26:03heard is so important.
- 26:04Um
- 26:06and so, I don't know. We want to improve
- 26:07that. We do I mean, we have the same
- 26:09feedback from the players in the US.
- 26:12It's just it's just the way they
- 26:13communicate is just different. And so,
- 26:16hopefully hopefully we can both uh react
- 26:19to the things that people like and make
- 26:20sure that they're happy
- 26:22with the changes.
- 26:23And also try to improve the way we talk
- 26:26to each other, I think. It's kind of how
- 26:27I feel about it.
- 26:29Thanks to Casey for speaking with me. If
- 26:30you want to hear more from Casey and
- 26:31other members of the Slay the Spire 2
- 26:33team,
- 26:34at the end of 2025, we flew to Seattle
- 26:36and spoke with people from the studio
- 26:37where they work.
- 26:38Hope you enjoyed the conversation. And
- 26:40for all things PC gaming, subscribe to
- 26:42PC Gamer.
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