Slay the Spire 2’s First Major Patch: What Players Need to Know
The first major update for Slay the Spire 2 has landed on the game’s beta branch, and it’s a sweeping patch that reshapes how runs play out. Infinite combos are much harder to assemble, several cards and encounters have been rebalanced, and a new Phobia Mode adds long-requested accessibility options for players sensitive to creepy-crawlies and unsettling art.
This article walks through the key goals of the update, the most important mechanical changes, and what the patch means for both casual and high-level players. While inspired by coverage from gaming press, the breakdown here reorganizes and expands the information to give you a clearer, more strategic view of this pivotal patch.
Why This Patch Matters for Slay the Spire 2’s Early Access
Slay the Spire 2 is still in early access, which means the developers at Mega Crit are actively tuning the game’s systems based on live player data and feedback. The studio has used a similar iterative process before; the original Slay the Spire went through extensive balancing during early access before becoming one of the most influential deckbuilding roguelikes on PC and consoles.1
This first large patch for the sequel is a clear signal of Mega Crit’s priorities:
- Keep the game challenging and replayable without one strategy completely taking over.
- Respond quickly to community concerns about infinite combos and specific enemies.
- Expand accessibility and comfort options so more players can enjoy long runs.
Instead of being just a list of card tweaks, the patch is better understood as a philosophical adjustment: the team wants infinites to exist, but they should be rare highlights rather than the default way to win.
Understanding Infinite Combos and Why They Were Nerfed
Infinite combos (“infinites”) are deck setups that let you loop through the same actions endlessly in a single turn, usually resulting in:
- Effectively infinite damage or block.
- Locking the enemy out of meaningful interaction.
- Runs that feel solved and low-risk once the loop is online.
Infinites are part of the power fantasy that attracts many players to deckbuilders, but when they become too easy or consistent, they can undermine the core promise of a roguelike: adapting to uncertain situations and making tradeoffs along the way. In a single-player game, they aren’t cheating, but they can overshadow other creative, mid-power builds.
The Patch’s Main Goal: Make Infinites Rarer but Still Possible
According to the official patch notes for version 0.100.0 on Steam’s beta branch, Mega Crit’s primary design goal here is to make infinite combos harder to assemble while not removing them entirely.2 Practically, this means:
- Specific cards that enabled easy loops have seen numbers toned down or conditions tightened.
- Some interactions that previously refunded too much energy or card draw are now capped or slightly constrained.
- Certain relic and card pairings no longer snowball as effortlessly.
The end result is that you can still find broken-feeling combos, but they’re less deterministic and more dependent on opportunistic drafting and smart play rather than a handful of widely known recipes.
Impact on Different Types of Players
How this feels depends heavily on how you were approaching the game:
- High-ascension and hardcore roguelike players who relied on infinites as a safety net will now need to lean more on solid, resilient mid-power decks and incremental scaling.
- Newer or more casual players may actually find the game more balanced overall, as fewer runs will end in either runaway victories or catastrophic whiffs based purely on whether an infinite shows up.
- Deckbuilding tinkerers still have room to experiment with creative loops; you just need a deeper understanding of the whole card pool, not just a few standout combinations.
Key Balance Adjustments: Cards, Characters, and Enemies
Beyond infinites, the patch delivers a substantial balance pass across multiple systems. The update notes mention a wide range of changes, but they broadly fall into three themes: normalizing power spikes, smoothing enemy difficulty, and improving readability during combat.
Character and Card Changes
Each playable character in Slay the Spire 2 has a unique identity and mechanics, and this patch nudges those identities without rewriting them. Based on the beta notes and coverage from outlets like PCGamesN and VICE,2,3 the patch does the following at a high level:
- Reins in overly efficient card loops that trivialized multi-act runs.
- Buffs underused cards that almost never made it into successful builds.
- Adjusts character-specific interactions, including effects tied to gaining energy or scaling certain stats.
| Area | Pre-patch Feel | Post-patch Intent |
|---|---|---|
| Infinite-oriented cards | Enabled reliable loops with minimal investment. | Require more precise setups; still powerful but less automatic. |
| Underused skills and attacks | Rarely picked outside of niche meme builds. | Numerical buffs or minor redesigns to invite experimentation. |
| Energy gain synergies | Inconsistent feedback depending on character. | More distinct character-specific reactions to energy gain. |
| Enemy sustain and healing | Some encounters dragged on or spiked unpredictably. | Slightly smoother pacing and more learnable patterns. |
Enemy and Encounter Adjustments
Enemy tweaks often don’t feel as flashy as card changes, but they heavily influence how fair or unfair a run seems. In this patch:
- Certain enemies that healed or scaled too aggressively have been toned down, especially at lower difficulty tiers.
- Enemy intent icons (the symbols that show what they will do next turn) have been positioned and tuned for better readability in multi-enemy fights.
- Some of the nastier early-game fights have been subtly rebalanced to give players more room to recover from a bad draw.
The goal is not to make the game easier overall, but to make it more legible. When players can clearly identify what went wrong, they’re more likely to perceive losses as fair and learn from them—a key lesson drawn from the success of the original Slay the Spire and other modern roguelikes.1
Phobia Mode: Accessibility for Players With Creepy-Crawly Fears
One of the most talked-about additions in this patch isn’t a balance change at all, but an accessibility feature: Phobia Mode. This option responds to player feedback about unsettling enemy and card art—especially designs involving spiders, worms, and other creepy-crawlies.
What Phobia Mode Does
Phobia Mode can be toggled via a checkbox in the game’s options. When enabled, it:
- Swaps out certain enemy models and background art associated with common phobias (for example, arachnophobia-like triggers).
- Alters the visuals of specific “creepy” enemies such as parasitic or insectoid monsters.
- Disables wriggling or squirming animations on particular cards, including infection-themed designs.
The rest of the game’s mechanics remain unchanged, so players using Phobia Mode experience the same challenge and progression without being forced to confront discomforting imagery.
Why Phobia Mode Is a Big Deal
Accessibility in games is no longer limited to subtitles or colorblind filters. There is growing recognition that visual content can trigger anxiety, phobias, or other adverse reactions for some players. Organizations like the International Game Developers Association (IGDA) have highlighted the importance of inclusive design that accounts for a wide range of sensory and emotional needs.4
Phobia Mode aligns with several good accessibility practices:
- Optional and granular: Players choose whether to enable it, tailoring the experience to their comfort level.
- Non-punitive: No mechanical penalties are attached to using the option.
- Clear labeling: The name and description make its purpose easy to understand.
As more studios experiment with similar features, Phobia Mode in Slay the Spire 2 may become an example cited in conversations about designing games for people with specific visual sensitivities.
How to Access Patch 0.100.0 on the Beta Branch
The patch is currently live on the game’s beta branch via Steam. That means you can opt in to test it before it’s rolled into the main public build. Steam’s own documentation explains how beta branches allow developers to trial updates and gather feedback before full release.5
Step-by-Step: Opting Into the Beta
- Open your Steam Library and locate Slay the Spire 2.
- Right-click the game title and select Properties.
- Navigate to the Betas or Game Versions and Betas tab.
- Use the drop-down menu to select the appropriate beta branch (often labeled with the patch version, such as
0.100.0). - Close the window and allow Steam to download the update.
Once installed, the game will run the beta build, including the infinite nerfs and Phobia Mode. If you run into issues, you can switch back to “None” in the same menu to return to the main branch.
Strategic Adjustments for Players After the Patch
With infinites less reliable and some enemies tuned differently, you may need to adjust your approach to deckbuilding and pathing. Here are practical ways to adapt:
1. Prioritize Consistent Scaling Over Perfect Loops
Instead of chasing one specific combo, focus on:
- Cards that scale damage or block over time (e.g., stacking powers or debuffs).
- Relics that provide steady, turn-over-turn value rather than conditional bursts.
- Defensive tools that help you survive bad draws and unfamiliar enemy patterns.
2. Re-evaluate Previously Ignored Cards
Balance passes often elevate “bad” cards into viable options. After a patch like this:
- Check card tooltips and numbers; you might find that familiar cards now have improved values.
- Experiment with synergies that didn’t quite work before—especially those tied to new energy-gain effects.
- Consider drafting cards that support multiple possible builds rather than all-in win-more pieces.
3. Learn the New Enemy Patterns
With some healing and scaling enemies changed, it’s worth relearning how certain fights play out:
- Pay attention to new damage breakpoints and how quickly bosses ramp up.
- Experiment with different routes on the map to see how event and elite balancing feels.
- Use the bestiary and enemy intent icons to anticipate turns more accurately.
4. Use Phobia Mode if You Need It—Without Hesitation
If certain enemy models or card animations make you uncomfortable, Phobia Mode is there to help you enjoy the game without stress. It doesn’t affect achievements, difficulty, or progression. Taking advantage of it is simply using the tools the developers have provided to play in a way that works best for you.
What This Patch Suggests About Slay the Spire 2’s Future
Because Slay the Spire 2 is still in early access, this patch is almost certainly the first of many. The changes in 0.100.0 hint at a few ongoing priorities:
- Iterative balance around infinites: The team wants them in the game, but will likely keep adjusting them as new broken loops emerge.
- Ongoing card and relic tuning: Expect regular adjustments as data accumulates and players discover powerful synergies.
- More accessibility features: Phobia Mode may be the beginning rather than the end of comfort-focused options in the settings menu.
- Refined enemy design: As players climb into higher ascension levels, feedback will continue to shape how punishing (or forgiving) specific fights feel.
For fans of the original game, this is a reassuring sign that Mega Crit is again willing to make significant changes during development rather than waiting for a post-launch balance sweep.
Frequently Asked Questions
Does this patch remove infinite combos entirely?
No. The developers have explicitly said that infinites are still part of the game’s power curve. The patch’s goal is to make them harder to assemble and less guaranteed, not to erase them.
Is Phobia Mode required or automatically enabled?
Phobia Mode is completely optional. You can enable or disable it through a checkbox in the game’s settings. If you don’t have issues with creepy imagery, you can leave it off and play normally.
Will my save files be affected by using the beta branch?
In most cases, your save data should carry over between main and beta branches, but beta builds can occasionally introduce issues. It’s generally wise to back up save files if you’re concerned, particularly during early access when changes can be more drastic.
Is the game easier or harder after this patch?
The answer depends on your playstyle. If you previously leaned heavily on known infinite combos, the game will likely feel harder. If you played more generalist decks, the experience may feel fairer and more consistent thanks to rebalanced cards and enemies.
When will this patch hit the main branch?
That timing is up to the developers. Typically, beta patches remain in testing for a period while bugs are fixed and feedback is incorporated, then they are pushed to the main branch once stable. Keeping an eye on the game’s Steam news hub and official announcements is the best way to stay informed.
References
- Slay the Spire 2 — Mega Crit Games. Early access overview and history of the series. 2024. https://store.steampowered.com/app/2868840/Slay_the_Spire_2/
- Beta Patch Notes – v0.100.0 · Slay the Spire 2 — Steam / Mega Crit Games. 2024-10-18. https://steamdb.info/patchnotes/22424761/
- Slay the Spire 2 is stamping out infinites, and you’re not prepared for it — PCGamesN. 2024-10-18. https://www.pcgamesn.com/slay-the-spire-2/patch-notes-infinites-nerfed
- Game Accessibility Guidelines — IGDA Game Accessibility SIG. Updated 2023. https://gameaccessibilityguidelines.com/
- Steam – Opting into Beta Programs — Valve Corporation / Steam Support. 2023-07-11. https://help.steampowered.com/en/faqs/view/4F62-BAFA-4996-2A2C

