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What's next for Slay the Spire 2: the ending, new character(s), new modes? — Transcript

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  1. 0:00A single-player early access deck
  2. 0:02builder sequel is the best-selling new
  3. 0:04game of 2026 on Steam. In my 18 years of
  4. 0:07PC Gamer, that's never happened. Slay
  5. 0:10the Spire 2 represents a genre breaking
  6. 0:12out of its niche to reach curious
  7. 0:13players wondering what's the big deal
  8. 0:15about a robot who just can't get enough
  9. 0:18orbs, the introvert with the world's
  10. 0:19biggest knife collection, and the big
  11. 0:22bone hand that will protect you and your
  12. 0:24family. Slay the Spire 2's explosive
  13. 0:26popularity is fascinating, even if we
  14. 0:28mostly saw it coming.
  15. 0:30It was the number one game we selected
  16. 0:32in the PC Gaming Show Most Wanted at the
  17. 0:34end of 2025. I spoke with Mega Crit
  18. 0:36co-founder Casey Yano about what's
  19. 0:38ahead, potential new modes and
  20. 0:40characters, what an eventual ending to
  21. 0:42Slay the Spire 2 might look like,
  22. 0:44as well as some details on creative
  23. 0:45process, win rates, and more.
  24. 0:52>> [snorts]
  25. 0:59>> What do you make of the magnitude of the
  26. 1:00game's success?
  27. 1:03It's kind of weird to me. I don't I
  28. 1:04thought the genre was a little a lot
  29. 1:06smaller than a lot smaller than that.
  30. 1:08You know, I mean, we made a sequel,
  31. 1:10which I think is a huge thing, so people
  32. 1:12kind of anticipated us.
  33. 1:13Whereas, you know, a game like Balatro
  34. 1:15or Balatro or, you know, however however
  35. 1:18local it like feels like saying it, that
  36. 1:20kind of just kind of like came out of
  37. 1:20nowhere. So, I think the spike is a
  38. 1:22little different as well. So, [music]
  39. 1:24it's a it's a pretty interesting thing.
  40. 1:27Hoping it'd be a little smaller,
  41. 1:28honestly, so that so that the so that
  42. 1:30our changes and stuff, the magnitude of
  43. 1:32those things are a little bit smaller,
  44. 1:33and we can be a little bit more
  45. 1:34experimental. But Does it create kind of
  46. 1:36more pressure at launch? Does does it
  47. 1:38feel different in some ways? I mean, I
  48. 1:41think the pressure for changes is a lot
  49. 1:44scarier when there are more players, cuz
  50. 1:47it's like
  51. 1:48if you're trying to make dinner for like
  52. 1:5010 people, or if you're trying to make
  53. 1:52dinner for like a thousand people,
  54. 1:53right? The magnitude is is just
  55. 1:55different. And it's like, oh, like I
  56. 1:58accidentally had one hair
  57. 2:00in the dinner for like eight people.
  58. 2:01It's like, oh, there's a hair in my
  59. 2:02dinner. And it's like, oh, that sucks.
  60. 2:03I'm sorry. But if you have like a
  61. 2:05thousand people, it could be it could
  62. 2:06kind of spiral out of control, right?
  63. 2:07So, like, I can't believe there was a
  64. 2:08hair in this dinner.
  65. 2:12A lot of the core of Slay the Spire 2 is
  66. 2:14pretty familiar. You know, you've got
  67. 2:16three of the same playable heroes.
  68. 2:17You've got you know,
  69. 2:19a set of relics and cards that are
  70. 2:21pretty familiar by far and large. You
  71. 2:23know, many meaningful modifications, of
  72. 2:24course. A lot of new enemies, of course.
  73. 2:26Is there any plan to build in more
  74. 2:29radical directions over the course of
  75. 2:31early access? You know, to sort of take
  76. 2:33the game in in in new areas and explore
  77. 2:35new things? Or are you kind of focus on
  78. 2:37kind of further adding to that core
  79. 2:39formula? I do want to try a few things.
  80. 2:41>> [music]
  81. 2:42>> But it they kind of have to pass our
  82. 2:45like experimental phase. I'm not sure if
  83. 2:47all of that will be will be public. So,
  84. 2:49we'll we'll see. But I do I do want to
  85. 2:52kind of have like a foundation and then
  86. 2:54work
  87. 2:55and make different things. I imagine the
  88. 2:57first few characters we launch with to
  89. 2:58be simpler. Like I think the Regent is
  90. 3:00like a simple character. It's like it's
  91. 3:02a character with two resources. That's
  92. 3:04like the core concept. The other
  93. 3:06character, Necrobinder, is supposed to
  94. 3:07be like slightly more complicated, but
  95. 3:09who knows what the other character or
  96. 3:11characters will be when we add those. We
  97. 3:13want to work on a few more alternate
  98. 3:15acts.
  99. 3:16And then
  100. 3:17uh the ending has some ideas, but, you
  101. 3:20know, I'm not not many of our ideas
  102. 3:22survive the uh
  103. 3:23the process, we'll say.
  104. 3:25>> [music]
  105. 3:25>> So, we'll just we'll just try our best
  106. 3:27to see what is what is a good balance
  107. 3:29between novelty and familiarity.
  108. 3:31So, you know, obviously, this is just
  109. 3:33kind of the first iteration. However,
  110. 3:35players are already, you know, running
  111. 3:36wild with
  112. 3:37interesting new infinite combos and, you
  113. 3:40know, ways of playing the game, new
  114. 3:41builds.
  115. 3:42I saw a couple of days ago that someone
  116. 3:44was able to deal
  117. 3:45770 million damage to Waterfall Giant
  118. 3:49which in his final phase, which revealed
  119. 3:52that he doesn't have infinite health, in
  120. 3:53fact, in his final form.
  121. 3:55>> [laughter]
  122. 3:56>> Pretty cool. So, I'm curious, like,
  123. 3:58what's the most creative combo or build
  124. 4:00you've seen so far?
  125. 4:02I kind of overvalue consistency. So,
  126. 4:04whenever people find new ways to get
  127. 4:07into the same kind of infinite for a
  128. 4:09character,
  129. 4:10it's always really impressive, rather
  130. 4:11than being like, oh, these two cards
  131. 4:13together. If you have a good timing and
  132. 4:15good resources to sustain yourself for a
  133. 4:16little bit, and you pick up like cloning
  134. 4:18capsule in Act 2. If you duplicate any
  135. 4:20of like
  136. 4:21>> [music]
  137. 4:21>> the rare cantrip type of like cards,
  138. 4:24cards that kind of like replenish
  139. 4:25themselves, or like you can play for
  140. 4:27free and it just has like a small
  141. 4:28advantage. You just have like
  142. 4:3050 or 100 of those, and it's like it's
  143. 4:32like, oh, okay, or we're cooking, right?
  144. 4:34Like that's like that's like the pale
  145. 4:35classic. But I don't know. I always like
  146. 4:37it when there's like four or five
  147. 4:38different cards that can somehow end up
  148. 4:40being an infinite instead of [music]
  149. 4:41like two or three. But that's generally
  150. 4:43how I feel about the goal of those kinds
  151. 4:46of abusable mechanics is that we don't
  152. 4:48have too many easy ways to get into
  153. 4:49them. But we definitely want to make
  154. 4:50sure that it's possible, and then you
  155. 4:53can see
  156. 4:54that you can see a fine thread to get
  157. 4:55there if you want to.
  158. 4:59You know, in your previous announcements
  159. 5:00around the game, you've talked about
  160. 5:02adding various game modes over the
  161. 5:03course of early access. I'm just
  162. 5:05curious, you know, what should our
  163. 5:07expectations be here? Are we talking
  164. 5:09about things that kind of add modifiers
  165. 5:11or new challenges on normal runs, or
  166. 5:13you know, more expansive stand-alone
  167. 5:16modes that like as as robust as co-op
  168. 5:19mode? I see. Very very astute
  169. 5:21observation, noticing that bullet point.
  170. 5:23There are three specific things that I
  171. 5:24have in mind, which I'll try to explain
  172. 5:26in a very vague way to not give away too
  173. 5:29much. The first one is a mode that kind
  174. 5:32of like is meant for people who want to
  175. 5:35play in a very competitive fashion.
  176. 5:37The second one is
  177. 5:39for people who want to have the Slay the
  178. 5:41Spire experience,
  179. 5:42but not have the time to do so.
  180. 5:45Uh and the third one is what if there
  181. 5:47were other ways to interact with people
  182. 5:49socially or in like a multiplayer kind
  183. 5:51of setting with the current systems that
  184. 5:54exist today? So, those are those to me
  185. 5:56are like the three different types of
  186. 5:57like kind of like types of ways to
  187. 6:00interact with Slay the Spire that don't
  188. 6:01exist right now. You know, maybe we'll
  189. 6:03find a way to do that, or maybe, you
  190. 6:05know,
  191. 6:06maybe having those modes dilutes the
  192. 6:08core experience, and it might not make
  193. 6:10it at all. But it's something that we
  194. 6:11just need to just need to try to find
  195. 6:13out. You're still forming it. It's not
  196. 6:16it's not certain at this stage. It's uh
  197. 6:18yeah. Like we have a we have a design
  198. 6:20for the modes, but until it's in and we
  199. 6:23see what our players actually think
  200. 6:24about it, we we never make like a like,
  201. 6:27oh, 100% this has to be done. I do think
  202. 6:29in a way that a game designer can be
  203. 6:32like, I'm making this thing, and if you
  204. 6:33like it, you like it, and if you don't
  205. 6:35like it, you don't like it.
  206. 6:38>> [music]
  207. 6:40>> But after a certain point, we want to
  208. 6:42make sure that like everything that the
  209. 6:44people interact with in the game is
  210. 6:46something that would be fun for you. We
  211. 6:48don't want to just make a bunch of
  212. 6:49things and be like, here's 25 game
  213. 6:51modes, and if we know that only two of
  214. 6:52them are fun, I just despise the idea of
  215. 6:55having 23 worthless buttons on the
  216. 6:56screen. That's like a very like big
  217. 6:58no-no for me. Will you be introducing
  218. 7:00more Ascension levels later in
  219. 7:01development as like the next layer of
  220. 7:03difficulty?
  221. 7:05I can't say today if we're going to have
  222. 7:06more Ascension or not. I personally felt
  223. 7:08that the climb for 20 on a per character
  224. 7:11was was a little bit higher than we
  225. 7:12wanted for the first game, but it kind
  226. 7:16of felt like we we wanted to, just
  227. 7:17because we kind of wanted to see the the
  228. 7:20limits that people can tolerate
  229. 7:22difficulty. And it's and it's quite it's
  230. 7:24quite difficult. And also just 20 games
  231. 7:26is quite a lot. I don't really believe
  232. 7:28in the idea of making a game that you
  233. 7:30that the game kind of forces you to play
  234. 7:32forever. And when I say forces, I mean
  235. 7:34that there's so many extrinsic
  236. 7:36motivators in the game for you to unlock
  237. 7:38that it's like a that it's like this
  238. 7:40bizarre like infinitely hard thing to
  239. 7:43get 100% on. I want people to generally
  240. 7:45reach 100% relatively early compared to
  241. 7:48most games where you just kind of grind
  242. 7:49it out forever. Like I would hope that
  243. 7:50people get 100 hour 100% in less than
  244. 7:53100 hours, even for a game they worked
  245. 7:55on for like five years, right? And I
  246. 7:56think that you as a human being that
  247. 7:58plays video games should be like, what
  248. 8:00what like what joy am I getting out of
  249. 8:01this video game? What can I play that is
  250. 8:03not like chasing achievements or like
  251. 8:05filling out numbers to be 100%. Because
  252. 8:07we have more characters, we don't want
  253. 8:09to have 20 Ascensions. Let's say we end
  254. 8:11up with 10 characters. 10 characters
  255. 8:12with 10 Ascensions is like is like 100
  256. 8:14Ascensions, right? Yeah. For Slay the
  257. 8:16Spire 1, right? We have four characters.
  258. 8:18Four characters with 20 Ascensions is 80
  259. 8:20Ascensions. We don't really want the
  260. 8:21game to be like way longer than the
  261. 8:23first game, but we want there to be like
  262. 8:25reasons to play. So, there's like a
  263. 8:26minimum, but there's also like a
  264. 8:28maximum, I guess. Uh from my from my
  265. 8:30perspective, at least. You know,
  266. 8:32speaking of difficulty, of course, you
  267. 8:33know, one of the differences from my
  268. 8:34perspective between the original Slay
  269. 8:36the Spire and the sequel is just the
  270. 8:38power level of elites.
  271. 8:40I see them as, you know, generally
  272. 8:41tougher than the first game, of course.
  273. 8:43Can we talk about them as a particular
  274. 8:45piece of design? And I guess is there
  275. 8:47anything in in your data so far that's
  276. 8:49telling you
  277. 8:50one way or the other about elites in
  278. 8:51particular? They are certainly harder.
  279. 8:54They give you a relic, so they can give
  280. 8:55you a big power bump. And so, we didn't
  281. 8:57want it to feel like you the choices
  282. 9:00that you have to fight an elite and like
  283. 9:02and try to win all the time and try to
  284. 9:04like kind of snowball by just killing
  285. 9:06every single elite that you see. That
  286. 9:07strategy is like makes the map kind of
  287. 9:09boring. And so, if you make the elites
  288. 9:11harder,
  289. 9:12you just kind of have to really think
  290. 9:13about like like my run might end here.
  291. 9:15So, should I be avoiding them? Should I
  292. 9:17be making sure that I fight them later
  293. 9:18on in the act? We're just kind of just
  294. 9:21moving that scale a little bit to a
  295. 9:22certain side, I guess, is kind of how I
  296. 9:24feel about it. Uh but you might get a
  297. 9:26different answer from Anthony. So,
  298. 9:28I feel like our our work on the game has
  299. 9:30diverged a little bit. He's stayed much
  300. 9:32more on the balancing content side, just
  301. 9:34cuz we have much more employees than in
  302. 9:36the past, which is, you know, we we had
  303. 9:38zero employees. And now we have and now
  304. 9:40we have seven. And so, we have to do a
  305. 9:42lot of other other work. I do a lot more
  306. 9:44generalist work, so I don't get to spend
  307. 9:46as much time uh in the design weeds that
  308. 9:48I used to.
  309. 9:50I've been having the most success with
  310. 9:51Ironclad so far. You know, I I find him
  311. 9:53like really fun to play, and so I just
  312. 9:55sort of think of him of him as the jock
  313. 9:57of uh Slay the Spire 2, you know, just
  314. 10:00wailing on people. What is the the the
  315. 10:03relative win rate of the characters so
  316. 10:05far? I know it's hard to generalize cuz
  317. 10:07you know, it depends on ascension level,
  318. 10:08of course, but who's succeeding the
  319. 10:10most, who's winning the least?
  320. 10:13Uh for ascension one specifically, the
  321. 10:15win rate of uh the Regent and Ironclad
  322. 10:18are tied as slightly lower. They're at
  323. 10:2125% while the other characters are up to
  324. 10:2330%. So, it's a between a 5% range.
  325. 10:2725 and 30, yeah.
  326. 10:28Um and the trend looks pretty similar
  327. 10:30for ascension zero, which is
  328. 10:33uh 11% and 15%. That's the range. But,
  329. 10:36it is always interesting to see a
  330. 10:37character that we thought was stronger
  331. 10:39or um not as strong during our play
  332. 10:42tests be like a little different just
  333. 10:44because once somebody figures out a
  334. 10:46specific strategy and that becomes
  335. 10:48popularized, the win rates shift over
  336. 10:50time. There's like a There's like a
  337. 10:51social There's like a social or cultural
  338. 10:53trend which makes a character stronger
  339. 10:55over time, which is which is both good
  340. 10:58and bad depending on, you know, your
  341. 11:00philosophy of how you should be
  342. 11:02interfacing with video games. Are you
  343. 11:04able to say like what the the top or top
  344. 11:07three relics might be so far? In the
  345. 11:09very uh surface level data that we have
  346. 11:12saved today, uh Ivory Tile, Tough
  347. 11:15Bandages, and Emotion Chip are the
  348. 11:17highest. So.
  349. 11:19But, that could change tomorrow cuz
  350. 11:20these numbers are very low.
  351. 11:21>> Let's talk about a card then. You know,
  352. 11:23one of the community's kind of curious
  353. 11:25fixations on Reddit in the last few days
  354. 11:27has been the Silent card Snake Bite.
  355. 11:30Some players have discovered this
  356. 11:32interesting strategy right of not
  357. 11:33playing the card and just retaining it
  358. 11:35in order to set up other cards in their
  359. 11:36deck like Calculated Gamble or
  360. 11:38Flechettes. Have you been seeing that
  361. 11:40conversation about Snake Bite and I'm
  362. 11:42curious what you make of it. I I like
  363. 11:44Snake Bite. That's all I'm going to say.
  364. 11:46I think it I think it's fine. And
  365. 11:48sometimes it takes a while for people to
  366. 11:49figure out if something is fine or not
  367. 11:51fine. Um but I tend to I tend to play
  368. 11:54roguelikes and roguelites. Mostly just
  369. 11:56roguelites. Sorry, classic roguelike
  370. 11:58folks. Um but when I play a lot of
  371. 12:00roguelites, I I kind of try to play
  372. 12:02blind. Like I never look up any strategy
  373. 12:04whatsoever. Um and I play some in a
  374. 12:07pretty serious capacity. I feel like I'm
  375. 12:09like a top 10 Nova Drift player.
  376. 12:12Cuz I like play the dailies and I like
  377. 12:14looking numbers and I look at win rates
  378. 12:15and things like that. Um but I've never
  379. 12:17looked up a single build in my life,
  380. 12:19right? Like I've never even joined any
  381. 12:20kind of conversation. I haven't even
  382. 12:22looked up the wiki. And that's kind of
  383. 12:24how I like to play my games. Try to
  384. 12:26figure out what the designer's intent uh
  385. 12:29within the game is
  386. 12:30and then try to try to find weaknesses
  387. 12:33in like the way it was designed or maybe
  388. 12:35something was misbalanced. And so,
  389. 12:38that's the joy for me. And so, Snake
  390. 12:40Bite is kind of like
  391. 12:42like if someone after everyone tells you
  392. 12:43it's good or bad and you just [music]
  393. 12:45like accept it blindly, that's like a
  394. 12:46very sad thing for me. I I look at the
  395. 12:49card and I see what kind of synergies it
  396. 12:51has or doesn't have. At face value, it's
  397. 12:53a hor- it seems like a horrendous card.
  398. 12:55And I think it's a very fun thing in
  399. 12:57your life as someone who is getting good
  400. 13:00at roguelike games to one day be like,
  401. 13:02"Oh, this is actually useful in these
  402. 13:04niche use cases." To me, that's a very
  403. 13:06good card. We don't We don't have like a
  404. 13:08strong desire to change the card uh for
  405. 13:10that one specifically. But, who knows?
  406. 13:12There could be riots on the streets
  407. 13:13tomorrow. So.
  408. 13:17Talking about design a little bit, I'm
  409. 13:18curious if or whether the design of Slay
  410. 13:21the Spire 2 was influenced at all by
  411. 13:23your work with Contention Games on the
  412. 13:25board game, you know, like
  413. 13:26obviously, the board game is sort of
  414. 13:28where we first saw the idea of co-op in
  415. 13:31Slay the Spire.
  416. 13:32Is there a direct link there and you
  417. 13:33know, did the design of the co-op in
  418. 13:35that game affect how you approached it
  419. 13:37here? Uh but yeah, definitely there's
  420. 13:39definitely influence from um the board
  421. 13:40game and also Anthony and I played the
  422. 13:43multiplayer mods, multiple multiplayer
  423. 13:46mods that were available for the first
  424. 13:47game. We've played a bunch of different
  425. 13:49multiplayer deck builder roguelike
  426. 13:52roguelike deck builder
  427. 13:54>> [laughter]
  428. 13:55>> games as well. And we have our own
  429. 13:56opinion about what is good and bad about
  430. 13:58all sorts of online co-op games. Cuz
  431. 14:01Anthony and I just play a lot of online
  432. 14:03co-op games. We play like at a certain
  433. 14:05point, we play like so many. It's It's
  434. 14:08actually kind of crazy. Most of them are
  435. 14:11open world survival craft type games
  436. 14:13just because that's like the most common
  437. 14:15genre for online co-op. But, we played a
  438. 14:17lot of them. And then when the pandemic
  439. 14:19happened, we played like all of them,
  440. 14:21like every single one. So, it's kind of
  441. 14:23like how much communication is too much,
  442. 14:25how much is not enough. There's just a
  443. 14:27lot of uh different kinds of aspects. We
  444. 14:30were very very influenced by one
  445. 14:32specific aspect in a game
  446. 14:34Nerts, which is incredible, right? And
  447. 14:37that's just you can just see the cursor
  448. 14:38of your other friends. And it's just
  449. 14:40like, "Oh, like things are happening."
  450. 14:41It doesn't feel like I'm interfacing
  451. 14:42with a machine that is just moving. It's
  452. 14:44like you can see your friends like just
  453. 14:46doing the thing. You're in the room
  454. 14:48together playing this frantic card game.
  455. 14:50So, thank you very much
  456. 14:52Zachtronics Games.
  457. 14:53Earlier in our conversation, you talked
  458. 14:55a little bit about, you know, your
  459. 14:56intention to bring one or more new
  460. 14:58characters
  461. 15:00uh to Slay the Spire 2 over the course
  462. 15:01of further development. And
  463. 15:04I'm just curious if if you have general
  464. 15:06vague thoughts about like the mechanics
  465. 15:10or areas or themes you which you might
  466. 15:13want to explore there, you know, like
  467. 15:15[music] obviously, we
  468. 15:16kind of understand that the archetypes
  469. 15:18as as they exist now, you know, the
  470. 15:19Necromancer and you know, how blocking
  471. 15:22and you know, new mechanics available
  472. 15:24there and the Regent
  473. 15:25a character with two resources, but like
  474. 15:28are there any kind of big ideas about
  475. 15:30what other areas mechanically are
  476. 15:31interesting to you to explore there? Uh
  477. 15:33I have thoughts.
  478. 15:35But, even Anthony doesn't know what what
  479. 15:37those thoughts are. Ooh.
  480. 15:39We're kind of competitive when it comes
  481. 15:40to the design. We're like
  482. 15:42we kind of like propose ideas,
  483. 15:43especially for characters which has like
  484. 15:45a very exclusive spot. We're like, "I
  485. 15:47think this kind of idea is good." And
  486. 15:48then we try to form like kind of like
  487. 15:50conceptual a conceptual card pool to
  488. 15:53kind of try to get an idea what the
  489. 15:54character might look like. But, we're
  490. 15:56very mechanics first. So, we're not
  491. 15:58like, "Hey, we should have a character
  492. 16:00that eats a lot of fruit, you know." It
  493. 16:01won't just be like, "Oh, it's got to be
  494. 16:02a fruit character and how do we make it
  495. 16:04work with all this fruit?" Or like, "Oh,
  496. 16:05this card is all about a guy who's
  497. 16:07customizing a sniper rifle or something,
  498. 16:09you know." Um
  499. 16:10it's not It's not quite like that. Yeah,
  500. 16:13I can't really I can't really say today
  501. 16:14just because we have had characters that
  502. 16:17we worked on for a good while and then
  503. 16:19we were like, "Nah, this isn't going to
  504. 16:20work."
  505. 16:21We just cut the whole thing. But, we do
  506. 16:23want to We do want to increase the
  507. 16:25complexity of the new character. And why
  508. 16:27I say that is because we have some like
  509. 16:30the more kind of like pure characters
  510. 16:32already, which is like Silent like
  511. 16:35focused on the card draw, but like
  512. 16:36doesn't have any kind of like specific
  513. 16:38character tied mechanics that are like
  514. 16:40inherent. Same with the Ironclad. And
  515. 16:43then Regent is a two resource character.
  516. 16:45You know, Necromancer is a one summon
  517. 16:47kind of like character.
  518. 16:48And the Defect is the cookie character.
  519. 16:50And that's okay. Because that was our
  520. 16:51idea of like, "Why don't we Why don't we
  521. 16:53shift away from the vanilla uh for the
  522. 16:55first game." So, I think we're probably
  523. 16:56going to be looking at a slightly
  524. 16:58stranger character than the originals.
  525. 17:01>> [music]
  526. 17:01>> So, for the for the character. You're
  527. 17:03not ruling out a fruit-eating sniper.
  528. 17:06I'm not going to
  529. 17:07I'm not ruling it out, but I'm not
  530. 17:08ruling it in, either.
  531. 17:10So, yeah, I obviously right now there
  532. 17:12isn't a a true ending at at this stage
  533. 17:15of the game's development. You've got
  534. 17:16the Architect waiting for you at the end
  535. 17:17of successful runs. Just curious if if
  536. 17:20you can again generalize, you know, I'm
  537. 17:22not expecting you to reveal the future
  538. 17:24of the game
  539. 17:25like the interesting secrets that will
  540. 17:26lie ahead, but like generally, what is
  541. 17:28your intention in terms of like what
  542. 17:30will lie after the Architect?
  543. 17:32Um I do want there to be a better
  544. 17:35ending. I think we were a little bit
  545. 17:37more burnt out on the first game when we
  546. 17:39started working on Act 4 uh and doing
  547. 17:42the ending. I do want it to be more
  548. 17:43extravagant when you win. And I do want
  549. 17:46the showdown to also be
  550. 17:47>> [music]
  551. 17:47>> a pretty big deal, we'll say. It would
  552. 17:49be good to get the character out. Yeah,
  553. 17:52I do want the endings to be pretty
  554. 17:54pretty serious business. But, they
  555. 17:56aren't they aren't too designed at this
  556. 17:58time. I wanted to see kind of like the
  557. 17:59reaction that people have towards
  558. 18:01[music]
  559. 18:01the narrative elements to the game that
  560. 18:03we've brought in.
  561. 18:04I like to see I like to read what
  562. 18:06people's theories are on what the
  563. 18:08characters are
  564. 18:09or if they're good or bad and things
  565. 18:12like that. And so,
  566. 18:13we kind of, you know, we kind of I'm
  567. 18:15just kind of just kind of seeing what
  568. 18:16people like, what kind of characters
  569. 18:18people are attached to. And while we do
  570. 18:20have kind of like a canonical idea of
  571. 18:23what is going to happen, um it's we do
  572. 18:25make minor tweaks to make sure that like
  573. 18:27the ending kind of meets everyone's
  574. 18:29expectations and also also a little also
  575. 18:32a little curveball, you know, every now
  576. 18:33and then. But, in a but positive
  577. 18:34curveballs. So, I get the feeling it's
  578. 18:37going to take a good while for the
  579. 18:38ending to show up just because you know,
  580. 18:41we have a
  581. 18:42a few other [music] types of content
  582. 18:44that we want to make. Uh we want to do
  583. 18:45some alternative acts and the
  584. 18:47characters. We want to experiment with
  585. 18:48the game modes. I think once those are
  586. 18:51done, we'll probably think about
  587. 18:53finalizing an ending.
  588. 18:56I've been seeing lots of fan art. Uh you
  589. 18:58know, there there's tons of like in all
  590. 19:00in all different languages, you know,
  591. 19:02all different characters, you know,
  592. 19:03funny stuff, serious stuff.
  593. 19:05Um do you have like a single meme or
  594. 19:09some fan art that's like really
  595. 19:11delighted you uh so far from the
  596. 19:13community?
  597. 19:15I really like all of the Regent fan art
  598. 19:17personally. We spent
  599. 19:20I don't know what it I don't know what
  600. 19:21it was about this character
  601. 19:23and how he changed over time. We had a
  602. 19:26pretty difficult time coming up with
  603. 19:27this character. We had a lot of
  604. 19:29different drawings. I think we redid his
  605. 19:30head like 10 times. And at one point, it
  606. 19:33just kind of I was just kind of like,
  607. 19:35"That's a That's a good That's a good
  608. 19:36concept right there." Look at Look at
  609. 19:38this guy. And then over time, you just
  610. 19:40kind of create a story around
  611. 19:42what you expect this person to be like.
  612. 19:44And so, I have a strong emotional
  613. 19:46attachment to this character. And so,
  614. 19:48seeing everyone get it and then make art
  615. 19:51around this kind of like character and
  616. 19:53personality. Just, you know, he's just
  617. 19:55kind of like this stupid guy from space.
  618. 19:57And I'm like, "Oh my goodness, this is
  619. 19:59this is so funny that everyone gets it
  620. 20:01and makes art around it." And they
  621. 20:02breathe life into the character in ways
  622. 20:04that, you know, that we haven't yet. And
  623. 20:06it's just a it's just a joy to see,
  624. 20:08yeah. I mean, I'm personally a huge fan
  625. 20:10of like a guy who's just reclining in a
  626. 20:12big chair going through like a very
  627. 20:14challenging series of battles. That's
  628. 20:16that's pretty fun. Yeah. I generally
  629. 20:18feel that all the characters
  630. 20:19are in some way a reflection of like a
  631. 20:22certain type of personality that I have
  632. 20:24on the inside, you know?
  633. 20:26You know, I like to be stupid sometimes.
  634. 20:28You can probably tell. I just like
  635. 20:29saying things just to get a reaction out
  636. 20:31of people. And the region kind of
  637. 20:33represents that part of me. So, I'm glad
  638. 20:34that people like it instead of being
  639. 20:36like, "This guy's a huge asshole."
  640. 20:38Cuz if everyone thought he was an
  641. 20:39that would mean that So,
  642. 20:41everyone thinks that a part of me is a
  643. 20:42humongous Uh and they would be
  644. 20:44right, but you know, I'd still be
  645. 20:46offended. So, but I but I understand
  646. 20:48that people can see the intention behind
  647. 20:50this buffoonery.
  648. 20:52Um
  649. 20:53And so, and that and that's really
  650. 20:54great.
  651. 20:55That's a fabulous answer. I have to know
  652. 20:57more about how the head change. How did
  653. 20:59the region's head change? Was it
  654. 21:00different shapes? Was it like a human
  655. 21:02face? What was going on there? He was
  656. 21:04like he was like a crystal guy uh first.
  657. 21:07He had like a very crystally head.
  658. 21:10Um and I was like, "Mhm, kind of just
  659. 21:11looks like a
  660. 21:13like a you know, like in like sci-fi
  661. 21:14games where it's like, 'Oh, these
  662. 21:16crystal guys are invading our town.' And
  663. 21:18it's like, 'Ah.'" Kind of looked like a
  664. 21:19crystal guy invading a town.
  665. 21:21Part of a crystal army.
  666. 21:23And I was like, "How can we make this
  667. 21:24guy feel more like weird royalty or
  668. 21:26something?" And then over time, we had
  669. 21:28like the throne, the head shape, we had
  670. 21:30like different numbers of eyes. I have
  671. 21:31like a very strong feeling about
  672. 21:34silhouettes. I think every character
  673. 21:36should have a very distinct silhouette.
  674. 21:37And the region's crystal guy,
  675. 21:39I was like, "He could just be like a
  676. 21:41like a crystal soldier." And so, I don't
  677. 21:44know. Sometimes I don't like to say
  678. 21:46these kind of things too much. It sounds
  679. 21:47mean to my art director. But you know,
  680. 21:49sometimes we're in a hurry to design new
  681. 21:51things. Sometimes we're not. And I think
  682. 21:53for character we want to spend pretty
  683. 21:55serious amount of time thinking about
  684. 21:56what the character would be like. And
  685. 21:58so, sometimes you just get a shape and
  686. 22:00it resonates with you. And [music] going
  687. 22:03from like a crystal guy that's just like
  688. 22:05wearing a cloak, it's like, "Okay,
  689. 22:06there's a guy. That's a silhouette of
  690. 22:08like a crystal enemy." To like a guy in
  691. 22:10a throne with like a silly like like
  692. 22:12star-shaped head to me was like it was
  693. 22:14like a huge improvement. Um and it
  694. 22:16wasn't it wasn't like one day we just
  695. 22:19concepted that. It was like each part
  696. 22:21was like very slowly built up. I don't
  697. 22:23know, very proud of the design. Some of
  698. 22:24the characters we spend much more time
  699. 22:26on design.
  700. 22:27Uh Necrobinder, I was like, "Mhm."
  701. 22:29It was actually um a rejected first idea
  702. 22:31of the watcher
  703. 22:33uh from the first game. Was I wanted a
  704. 22:34character that would like that has like
  705. 22:37a big hand
  706. 22:38that she puppets. I'm not I'm not
  707. 22:40confirming or denying anything about the
  708. 22:43Necrobinder being the watcher or
  709. 22:44anything. I'm saying from a conceptual
  710. 22:45perspective, there was there was a hand
  711. 22:48version of the
  712. 22:49like a like a monk character way back
  713. 22:51when. This is a very different character
  714. 22:53cuz it's like a lich and like a hand and
  715. 22:55got bones.
  716. 22:56Um and her head's on fire. So, she kind
  717. 22:58of
  718. 22:59she kind of has like Clarissa Knows It
  719. 23:01All vibes. I don't think anyone knows
  720. 23:03what that is anymore. You know, the TV
  721. 23:05series Arthur's face squealer.
  722. 23:09Sassy teenager, yeah. So, that was kind
  723. 23:11of the original one. We made her a
  724. 23:12little bit more serious over time just
  725. 23:14because um I think the I think the tone
  726. 23:16of the game became a little too
  727. 23:17cartoony. And I think people were pretty
  728. 23:20upset about that in like in like the
  729. 23:21gameplay trailer perhaps. So, we toned
  730. 23:24it a little bit more more grim dark over
  731. 23:25time.
  732. 23:26But that was the original concept. You
  733. 23:28can kind of still see her sass
  734. 23:30uh in like the merchant. Like her idle
  735. 23:31pose is just like hands on hips, which I
  736. 23:33think is very funny.
  737. 23:36You know, in the two days following the
  738. 23:37game's first balance patch, which was of
  739. 23:39course a beta,
  740. 23:41an optional beta on March 19th, there
  741. 23:42was a surprising response uh from some
  742. 23:45players. You guys drew more than 13,000
  743. 23:48negative reviews on Steam in the two
  744. 23:49days that followed after only recording
  745. 23:52about like one or 200 negative reviews
  746. 23:54each day up until that point. But you
  747. 23:57know, part of the context of these
  748. 23:58reviews was that they came primarily
  749. 24:00from players based in China where online
  750. 24:02platform restrictions mean that users
  751. 24:04[music] have less access to Discord
  752. 24:06channels or Steam community features
  753. 24:08that might like be a better venue for
  754. 24:10that feedback. But you know, all that
  755. 24:11considered, I'm just curious, you know,
  756. 24:13what the reaction was within the studio
  757. 24:14when you saw [music] this unfolding?
  758. 24:18I don't know. I think it depends
  759. 24:19[laughter]
  760. 24:20on who
  761. 24:21uh in the studio just because um I'm
  762. 24:24used to like negativity and like harsh
  763. 24:25feedback. [music]
  764. 24:26Uh and I'm like pretty immune to it. But
  765. 24:29some of our other, you know, folks on
  766. 24:31the team, right? They weren't with us
  767. 24:32with the first game. And I think it was
  768. 24:34pretty it was much more extreme than
  769. 24:36like any previous types of like negative
  770. 24:38feedback, right? Cuz there's a lot of
  771. 24:40bandwagoning. It's like a cultural
  772. 24:41thing.
  773. 24:42I think, you know, it's difficult for
  774. 24:44players to feel like they're heard from
  775. 24:47the developers. And so, I understand,
  776. 24:49you know, why, you know, they choose to
  777. 24:52use Steam
  778. 24:53and like doing something that would
  779. 24:55obviously impact things like um
  780. 24:58like visibility in the store and things
  781. 25:00like that to try to like portray the
  782. 25:01feedback. And so, I don't really I don't
  783. 25:03really get like mad to players for doing
  784. 25:05like bandwagoning stuff. I think it's
  785. 25:07really easy to if you're like a player
  786. 25:09in America to be like, "Why don't they
  787. 25:11just use these systems?" But I don't I
  788. 25:12don't really feel that way at all.
  789. 25:14I feel like it's kind of unfortunate
  790. 25:16that like they feel that the only way to
  791. 25:18be heard is through Steam reviews.
  792. 25:20And so, we're like, "Mhm, how can we
  793. 25:22improve like
  794. 25:23the communication channel between the
  795. 25:25game developer and like players in China
  796. 25:28who have like a very restricted
  797. 25:30communication channel compared to the
  798. 25:32other players?" And so, we're trying to
  799. 25:34solve that kind of an issue
  800. 25:36more than just like you know,
  801. 25:38name-calling. That would be that would
  802. 25:39be the worst possible thing. I mean, I
  803. 25:41don't think there is
  804. 25:44I think we're all just people and we all
  805. 25:45have different restrictions. So, I never
  806. 25:47I don't like to say things like um
  807. 25:49Chinese players.
  808. 25:51I usually think of people like I would
  809. 25:53in my mind I think of like players in
  810. 25:55China, right? Cuz they're just they're
  811. 25:57in a different place. They're all just
  812. 25:58humans. They're all trying to interact
  813. 26:00with the game and be heard. Like being
  814. 26:03heard is so important.
  815. 26:04Um
  816. 26:06and so, I don't know. We want to improve
  817. 26:07that. We do I mean, we have the same
  818. 26:09feedback from the players in the US.
  819. 26:12It's just it's just the way they
  820. 26:13communicate is just different. And so,
  821. 26:16hopefully hopefully we can both uh react
  822. 26:19to the things that people like and make
  823. 26:20sure that they're happy
  824. 26:22with the changes.
  825. 26:23And also try to improve the way we talk
  826. 26:26to each other, I think. It's kind of how
  827. 26:27I feel about it.
  828. 26:29Thanks to Casey for speaking with me. If
  829. 26:30you want to hear more from Casey and
  830. 26:31other members of the Slay the Spire 2
  831. 26:33team,
  832. 26:34at the end of 2025, we flew to Seattle
  833. 26:36and spoke with people from the studio
  834. 26:37where they work.
  835. 26:38Hope you enjoyed the conversation. And
  836. 26:40for all things PC gaming, subscribe to
  837. 26:42PC Gamer.

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