After 894 hours in Slay the Spire 2, these are our 12 strongest opinions
Editors critique Slay the Spire 2’s design after 894 hours of play, highlighting Act 1’s punishing difficulty, standout mechanics, and multiplayer’s untapped potential.
After 894 hours in Slay the Spire 2, editors identify Act 1 as excessively punishing, with unavoidable damage forcing players into high-risk early builds or frequent rest stops. The Miniature Tent relic exemplifies this, offering critical early-game survival but diminishing later. The Ironclad character appears disproportionately favored, while other classes struggle to adapt to the act’s rigid demands.
Aggressive pathing and drafting rarely pay off in Act 1, as success hinges on securing a top-tier card within the first five floors. High-rolling runs snowball quickly, while conservative approaches often lead to short, dull sessions. Editors suggest redistributing difficulty by easing Act 1 and increasing challenges in Act 3 to improve pacing and decision-making.
Shiv and Sly mechanics showcase the game’s low-input, high-output appeal, enabling players to generate free value through synergies like Shuriken or Helical Dart. These builds thrive on Ascension 10, where relic interactions amplify efficiency. The Act 3 boss Aeonglass specifically targets Shiv strategies, while Sly mitigates curses, offering a counterplay to its deck-disrupting effects.
Multiplayer mode, initially underwhelming, evolves into a surprisingly enjoyable experience as players leverage team synergies, such as shared relics like Miniature Tent. However, the mode remains underdeveloped, with most sessions scaling enemy health rather than introducing dedicated co-op mechanics. Editors argue for deeper integration of team-specific content to distinguish multiplayer from solo play.