Slay the Spire Review: The Game That Defined the Roguelike Deckbuilder

Slay the Spire looks deceptively simple: climb a tower, play cards, defeat monsters and try again when the run collapses. Its influence becomes clearer when you look at how many later games now speak its design language.

There were roguelikes before it, deckbuilders before it and even earlier games that combined the two. What Slay the Spire accomplished was not invention from nothing. It refined the mixture until the parts seemed inseparable and, in doing so, established the template for a modern subgenre.

The decisive idea was not merely card-based combat. It was adaptation under uncertainty. The game rarely lets you construct the exact deck you imagined in advance. It gives you cards, relics, routes and risks in an unpredictable order, then asks whether you can recognise what this particular run is becoming before it kills you.

Slay the Spire title screen with the game logo against a smoky sky and distant tower
Slay the Spire starting screen. Gameplay screenshot captured by the author.

A Template Rather Than an Invention

Mega Crit released Slay the Spire into Steam Early Access in November 2017, before the full PC release followed in January 2019. Earlier games such as Dream Quest had already explored the combination of deckbuilding and roguelike progression, while tabletop games such as Dominion had established the pleasure of constructing a deck during play.

What changed with Slay the Spire was visibility, polish and coherence. The genre fusion no longer felt like an experiment attached to a dungeon crawler. The deck was the character, the equipment, the tactical vocabulary and the long-term development system at the same time.

In Mega Crit’s own account of the design, Anthony Giovannetti described deckbuilding and roguelikes as a particularly strong mechanical pairing. The developers did not simply combine two fashionable genres. They recognised that both were fundamentally about making plans from incomplete and changing resources.

The games that followed took the template in different directions. Monster Train increased speed, spectacle and vertical positioning. Griftlands pushed towards narrative and social encounters. Inscryption used the familiar structure as one layer inside a larger act of misdirection. Balatro removed conventional combat almost entirely while retaining the escalating logic of drafting, synergy and run-based adaptation.

Across the Obelisk moved towards parties, persistent progression and greater control before a run begins. The underlying comparison remains revealing: many later deckbuilders define themselves partly by deciding which of Slay the Spire’s constraints to relax.

The influence was personal as well. A friend of mine began developing Hypnagonia, a surreal, dream-infused game that openly describes itself as a “spire-like” deckbuilder. It remains a work in progress, but is already playable from beginning to end.

It is difficult not to see Slay the Spire as the catalyst—not because every later game copies it wholesale, but because it supplied the grammar from which so many variations could be built.

The Run as a Chain of Trade-Offs

A standard climb consists of three main Acts, with an optional fourth Act available after the necessary conditions have been met. Each Act presents a procedurally generated branching map rather than a fixed layout.

Routes may contain ordinary battles, elite enemies, events, shops, treasure chests and campfires before ending at one of several possible bosses. The map shows enough information to make planning possible, but not enough to make the consequences certain.

An elite may provide a powerful relic but cost too much health. A shop is useless without sufficient gold. A campfire can repair immediate damage or improve a card that may save more health later. A safer path may preserve the run while leaving the deck too weak for the boss.

The basic rhythm is therefore more complicated than “fight, receive reward, move forward.” Each encounter changes how attractive the remaining routes have become.

The most important reward screen may be the one on which you take nothing.

After most ordinary combats, the game offers three cards and permits you to skip all of them. That small button contains one of its central lessons. A new card does not merely add another option; it makes every existing card slightly less likely to be drawn.

Removing weak starter cards can improve consistency, and a compact deck can cycle through its strongest interactions rapidly. But “smaller is always better” would be another misleading rule. Larger decks can absorb status cards, support multiple solutions and thrive when sufficient draw and energy are available.

The deeper lesson is that addition has a cost. A card should enter the deck because it solves a problem, strengthens an emerging interaction or prepares for a threat—not simply because it is better than the weakest card already present.

Four Characters, Four Strategic Languages

The four playable characters possess separate card pools, starting relics and strategic assumptions:

  • The Ironclad can use strength, self-damage, exhaust effects and reliable healing;
  • The Silent works through poison, shivs, card draw, discard and defensive scaling;
  • The Defect channels lightning, frost, darkness and plasma through an orb system;
  • The Watcher changes stances to manipulate damage, energy and risk.

These are not simply four collections of differently coloured cards. Each character asks the player to reinterpret familiar concepts.

The Ironclad can treat health as a spendable resource because the starting relic restores some of it after combat. The Silent often needs to distinguish between surviving the current turn and constructing damage that will mature later. The Defect may invest energy in powers whose value compounds over a long fight. The Watcher can end a battle with extraordinary speed—or take catastrophic damage after remaining in the wrong stance.

Slay the Spire character-selection screen showing the Ironclad and Ascension level 3
The Ironclad character-selection screen, showing Ascension level 3. Gameplay screenshot captured by the author.

Progress with each character unlocks additional cards and relics, pacing the player’s exposure to the full pool. But the deeper teaching mechanism is not simply that later unlocks are more complicated or more powerful. It is that every character punishes habits learned from the others.

This is pedagogy through asymmetry. The game rarely explains concepts such as scaling, tempo, draw consistency and opportunity cost in abstract terms. It creates characters for whom misunderstanding those concepts becomes painful.

Campfires and the Value of the Future

Cards can normally be upgraded at campfires, creating one of the game’s cleanest recurring decisions: rest now or become stronger later.

Resting converts the campfire into immediate health. Upgrading improves a card for every subsequent time it is drawn. The first option protects the run that already exists. The second invests in the run it might become.

The choice changes according to the map, deck and coming boss. Resting at high health wastes some of the healing. Refusing to rest while injured may turn one unfortunate enemy draw into defeat. An upgrade that appears modest can be decisive if the card is played several times during a long fight.

Card upgrades were not a new invention, but Slay the Spire integrates them elegantly into its larger economy of risk. The campfire matters because health and deck quality are competing uses of the same scarce opportunity.

Relics and Pathing: Systems That Change the Meaning of Cards

If cards are the visible layer of a build, relics alter the rules underneath it.

Relics provide persistent effects: additional energy, card draw, healing, strength, altered opening hands, rewards for particular sequences and powerful benefits paired with uncomfortable restrictions. Some reinforce what the deck already does. Others make an entirely different strategy possible.

A boss relic offering extra energy may also remove the ability to rest, reduce future card rewards or limit potion use. The benefit is immediately attractive; the cost may not become painful until several floors later.

This is where the map and the deck become one system. A relic can make elites more attractive, shops more valuable or particular events less dangerous. Route selection is therefore not merely navigation between combats. It is a second strategic layer in which the player estimates what the current deck can survive and what it still needs to acquire.

Mega Crit has said that the map structure was influenced by FTL. Its purpose is similar: offer enough information for risk to be chosen, while preserving enough uncertainty that planning never becomes a solved itinerary.

Slay the Spire relic compendium showing starter, common and uncommon relics
The relic compendium, where passive effects reveal how many systems can reshape a run. Gameplay screenshot captured by the author.

The result is replayability produced not by randomness alone, but by forced adaptation. Randomness supplies the situation. The player’s task is to recognise what the situation permits.

The Invisible Work of Balance

The design can feel almost inevitable once you have played enough of it. Cards appear to occupy obvious roles. Enemies seem precisely calibrated to expose particular weaknesses. Powerful combinations feel discoverable without becoming reliably available.

That apparent simplicity conceals a great deal of iteration.

During development, Mega Crit tracked what players selected, which cards appeared in successful decks and how particular builds performed against specific enemies. The data did not automatically dictate the answer. It exposed patterns that playtesting and judgement then had to interpret.

This matters because a roguelike deckbuilder contains an enormous number of interactions. A card can be weak in isolation, essential in one archetype, overwhelming beside a particular relic and actively harmful against an enemy that punishes repeated play.

Perfect balance is neither possible nor desirable. The pleasure of the genre includes finding combinations strong enough to feel as though the game has briefly been broken.

The achievement lies elsewhere: most runs fail in ways that remain intelligible. The player can usually identify a neglected defence, a deck made too dependent on one interaction, an elite fought too early or a reward chosen for immediate excitement rather than future need.

The game gives chance enormous power without allowing chance to absorb all responsibility.

Ascension and the Long Road to Mastery

After defeating the Act III boss with a character, the player can begin climbing Ascension levels for that character. Each successful level unlocks the next, eventually reaching Ascension 20.

The modifiers accumulate. Enemies become more dangerous, elites more punishing, bosses less forgiving and resources tighter. Higher Ascension does not merely add health to opponents. It gradually removes the margins that previously allowed an imprecise deck to survive.

This transforms the game from a challenge with a clear ending into a long-form mastery system.

At lower levels, the player may win by discovering one spectacular interaction. At higher ones, the deck must often solve several different problems: immediate hallway fights, scaling bosses, status cards, resource attrition and the risk that the desired combination will not be drawn in time.

Ascension reveals an important difference between knowing that a combination is powerful and understanding why a run needs it. The higher the difficulty rises, the less room remains for repeating a memorised archetype regardless of what the game offers.

Why I Sometimes Prefer More—and Still Admire Less

These days, I often find myself preferring Across the Obelisk. Its four-character party, persistent perks, developed towns and card crafting provide more ownership over the plan before a run begins.

When a strategy succeeds there, it can feel like assembling a machine in advance and then adapting it to the route. In Slay the Spire, the machine must usually be discovered among uncertain rewards while it is already moving.

That harsher improvisation is precisely what gives Slay the Spire its clarity.

My runs are generally shorter, the interface carries fewer persistent systems, and each choice is easier to connect with the state of the deck. There is less friction between recognising a decision and making it.

More systems do not necessarily create better decisions. They can create more planning, customisation and expressive freedom while also obscuring which choice actually determined the outcome.

If Across the Obelisk is a complex role-playing system layered onto a deckbuilder, Slay the Spire is the razor.

A Genre Still Climbing

By the time this article was first published, Mega Crit had already released Slay the Spire 2 into Early Access. The studio’s own announcement called the original a “genre-defining roguelike deckbuilder.” The phrase may be promotional, but it is difficult to dispute.

The original did not define the genre by establishing a checklist that every descendant must follow. It defined it by demonstrating how several kinds of uncertainty could be made to reinforce one another.

The card reward affects the deck. The deck affects the route. The route determines which risks can be afforded. Relics change the value of cards. Missing health changes the value of the campfire. Ascension changes how much imperfection any of those systems will tolerate.

Everything points back towards adaptation.

For me, Slay the Spire was a revelation. It showed how randomness, tight mathematics and readable systems could produce immense replayability without requiring narrative sprawl or layers of permanent progression.

I may now gravitate towards more elaborate deckbuilders, but returning to the original still makes many of them look slightly overbuilt. Its restraint remains part of its depth.

Not bad for a game about climbing a tower with a handful of cards—especially when so many games since are still, in one way or another, climbing the same Spire.

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