Slay the Spire 2 Early Access Review: Crueler, Smarter, and Surprisingly Fresh

Slay the Spire 2 early access review — new characters, co-op multiplayer, card modifiers, and a devilishly smarter challenge. Is Mega Crit's sequel worth playing right now? Absolutely.

Before Slay the Spire 2 launched into early access, I had doubts. Every trailer, every screenshot, every piece of preview content whispered the same thing: this is just Slay the Spire again. I understood there were changes under the hood, but nothing I saw felt bold enough to justify calling it a sequel. A sly little voice in the back of my head wondered whether developer Mega Crit had simply run out of ideas.

I was completely wrong. And honestly, I’ve never been happier to admit it.


First Impressions: Familiar Skin, Different Beast

Here’s the thing about Slay the Spire 2 — the differences don’t hit you all at once. In still screenshots, it looks like its predecessor with a fresh coat of paint. But the moment you actually play it, something clicks. The game feels alive in a way the original never quite managed.

Enemies don’t just sit there waiting to take damage anymore. Fish-type creatures wriggle mid-air as if they’re actually swimming. Dark energy curls and clings to shadowy creatures like smoke. Magic pulses from glowing eyes. Everything breathes and heaves with movement, and yet somehow the game retains that lovably handcrafted visual identity that made the original so charming. It’s a careful balancing act, and Mega Crit nails it.

This presentational upgrade matters more than people give it credit for. Roguelikes live and die on their atmosphere. When a game world feels inert, runs feel like chores. When it feels inhabited, even a bad run is interesting.


Slay the Spire 2
Slay the Spire 2

The New Characters: The Regent and The Necrobinder

Here’s where things get genuinely exciting for anyone who has sunk hundreds of hours into the original.

Slay the Spire 2 launches with five playable characters. Three are familiar faces — the Ironclad, the Assassin (previously known as the Silent), and the Defect. But the two brand-new additions, The Regent and The Necrobinder, are something else entirely.

The Regent is an arrogant alien royal who is carried on a throne by two visibly suffering servants, leaning on his fist as if the entire climb is beneath him. The nonchalance of it is perfect. Mechanically, he operates around a second resource called Stars, which carry over between turns and power some of his most devastating cards. His signature weapon, the Sovereign Blade, accumulates power through the Forge mechanic and can deliver planet-cracking damage when properly charged. The Regent rewards patience — you’re not going for explosive early turns, you’re building toward a single overwhelming strike.

The Necrobinder is the character who will take up permanent residence in your brain. A sassy lich who hovers mid-air alongside her companion — a giant reanimated skeletal hand named Osty — she plays unlike anything in the original game. She functions as a dual-unit: you’re managing both her own cards and Osty’s HP, which acts as a separate absorbing shield. She starts with the lowest base HP of any character (just 66), but Osty compensates by intercepting attacks before they reach her.

Her signature mechanic is Doom — a reverse damage type that stacks a purple counter on enemies and executes them when their HP drops below the threshold. It feels like playing a completely different kind of card game. Instead of grinding enemies down, you’re setting a kill condition and waiting for it to trigger. It’s methodical, occasionally terrifying, and deeply satisfying when it goes right.

Both new characters bring more personality to the screen than any character from the first game. The Necrobinder floating serenely next to her skeletal hand-pet. The Regent being carried into battle by exhausted minions. These aren’t just different decks — they’re characters with actual presence.


The Godlike Beings: The Best New Addition Nobody Is Talking About Enough

At the start of each Act, you now encounter a powerful entity offering boon choices in exchange for something. You know Neow — the many-eyed whale who greets you at the beginning of every run with a selection of powerful starting bonuses. That mechanic has been expanded dramatically.

Now there’s a scarecrow, a melting dragon, a living rainbow, and others. Each one offers genuinely eyebrow-raising mechanical rewards: reroll each card reward once; gain 999 gold; unlock an entirely new Rest Site option called Cook. These aren’t normal rewards. They feel like Mega Crit deciding the traditional “loot pile after a boss” was a boring way to celebrate your victory, and replacing it with something that actually changes how you play.

The standout is Vakuu — a grinning, emaciated demon who will make you feel genuinely uncomfortable. In a recent run, Vakuu offered one extra energy per turn. That’s enormous. Your standard energy count is three per turn, so an extra one represents a 33% increase in how many cards you can play. The catch? Vakuu plays the first round of cards for you in every subsequent battle. You hand over control of your opening turn.

I have never seen anything like that in a card game before. It’s the kind of wild, slightly unhinged design thinking that makes Slay the Spire 2 feel genuinely distinct from its imitators. No other deckbuilder would dare go there. Mega Crit went there.


Slay the Spire 2 Featured
Slay the Spire 2 Featured

Multiplayer: Yes, It Actually Works

One of the biggest additions to Slay the Spire 2 is cooperative multiplayer for up to four players. On paper, this sounds like it could ruin what made the original so good — a deeply personal, solitary battle of wits between you and a brutally calibrated game. In practice, it’s transformative.

Playing with others introduces an entirely new dimension to deck-building. You’re no longer just thinking about your own synergies; you’re thinking about how your deck complements your teammates’. There are multiplayer-exclusive cards that buff other players. You can see a pointing hand cursor while deciding who gets which relic from a chest. You can scribble notes on the map to communicate strategy. It sounds small. It absolutely isn’t.

The co-op mode currently requires private lobbies — there’s no public matchmaking — which is probably the right call given how much coordination is needed. Playing with strangers who don’t understand how to build complementary decks would likely be frustrating. Playing with friends who are all in on the strategy is one of the best gaming experiences of 2026 so far.

It almost certainly explains why Slay the Spire is consistently appearing near the top of Steam’s most-played charts since launch, pulling in over 500,000 concurrent players at peak times.


The New Systems: Card Modifiers, Mystery Events, and Smarter Enemies

Beneath the new characters and godlike encounters, Slay the Spire 2 has done something subtle but significant: it has expanded the tools you use to shape your deck.

Mystery events now let you craft a card yourself. This is genuinely new — you’ve never had this kind of agency over card creation in a Slay the Spire game before. You can add the Replay keyword to cards, making them trigger twice. You can strip the Exhaust keyword from cards, keeping them in your deck rather than disappearing after one use. These possibilities make mystery events feel genuinely exciting rather than a coin-flip between helpful and punishing.

And the enemies have evolved to punish your best strategies specifically. Keeping a small deck? There are new enemies that flood it with bad cards. Running zero-cost cards and drawing your whole hand? Enemies now cap how many cards you can play per turn. Grinding through upgrades? Some enemies temporarily downgrade your deck. It’s as though Mega Crit has spent years watching people play the original and carefully catalogued every dominant strategy — then built Slay the Spire 2 to dismantle all of them.

This is the part I find most impressive. The game doesn’t just offer new content. It actively challenges your old habits. It’s studying you.


Is It Worth Playing in Early Access?

Here’s the honest answer: yes, emphatically, but with clear eyes about what’s still missing.

Slay the Spire 2 is already polished enough that it’s easy to forget it’s unfinished. There are no crashes, the UI is crisp and responsive, and the volume of content on offer is staggering — five characters, new bosses, a Timeline system for unlocking lore and relics across runs, and enough card combinations to keep theorycrafters busy for months.

But there is still placeholder artwork in parts of the Timeline. Act variations are planned but not yet in. Mod support is coming. More cards, more events, and more balance passes are all on the roadmap, with Mega Crit estimating the full release is somewhere between one and two years away. The first major balance patch already sparked thousands of negative Steam reviews over a single card nerf — which tells you how passionately the community is already engaged, but also reminds you that this game is still being tuned in real time.

The Ascension difficulty ladder gives high-level players something to grind toward. The Timeline unlocks offer narrative breadcrumbs for lore-hunters. And for anyone wanting to experience it with friends, the co-op mode alone justifies the price of entry right now.


The Bottom Line

Slay the Spire 2 is not a revolution. The fundamental loop — climb the Spire, build a deck, fight enemies, die, and do it again — remains exactly as it was. But Mega Crit has done something harder than reinventing the wheel: they’ve made it spin better.

The new characters are spectacular. The godlike encounters are wickedly creative. The multiplayer is surprisingly seamless. And the way the game has been designed to outsmart your favourite strategies is, frankly, kind of brilliant. It’s a battle of wits, and for the first time, the game feels like it has earned the right to call itself your equal.

The ideas haven’t dried up. If anything, they’ve aged into something sharper.


If you enjoy games that reward strategic thinking and punish complacency, you might also want to check out our Crimson Desert review, our Wuchang: Fallen Feathers review, or our deep dive into Ninja Gaiden 4 — three more 2025/2026 releases worth your time.

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