Slay the Spire finishes its run in Early Access on January 23, but that impending deadline hasn't stopped the developers from pushing out a major new feature in the first patch of the year., released on Thursday, includes Steam Workshop support for modders who want to make their own cards or other changes. All you have to do to enable mod support is choose 'Play with mods' from a new launcher when you start the game. Presumably this will disable Steam Achievements, but we haven't verified for ourselves yet (and achievements aren't mentioned in the patch notes).Modders have already been tinkering with Slay the Spire for awhile, but Workshop support will naturally make mods easier to install, and should make for a more vibrant mod scene. As of this writing, there are already 41 mods, including an API to make modding easier, content packs that add cards and relics to the game, and several new characters. Here are some to check out if you've already shown the spire who's boss a few times.and both add a whole bunch of relics, dozens of cards, new bosses, events, and run modifiers.
Replay the Spire is the bigger of the two, and also adds some elite units. But either one should give you a significantly expanded possibility pool for any given run.: One of several new mod characters, The Construct seems especially fleshed out, with a pool of more than 100 cards and a detailed description on its mod page: 'The Construct's main strength is versatility - cards with the Cycle keyword will automatically discard themselves and redraw if you can't make use of them. Combine this with Mode Shift cards that allow you to alter your Strength and Dexterity on the fly, and you can ensure you always have the right tools for the job.' It even includes its own bundled 'mini expansion' that adds a new risk/reward overheating mechanic. The Construct: A character 'themed after the Time Eater' with 'four central themes: Card Retention, Intent Shifting, Card Transforming, and Temporary Relic Cycling.'
Fruity Mod for Slay the Spire adds an entirely new character class, The Seeker, and a new set of 75 cards for him to use. The Seeker is a purple colored combination mage/astronomer that uses power from the Astral Plane to cast his spells upon himself and his enemies.
The Disciple already has quite a bit of positive feedback.: If you thought the chests treasure rooms were too safe and rewarding, this is the mod for you. Now they might be mimics.: Pretty simple, but you can change the colors of icons on the progress map to make them easier to distinguish.
Or just ugly, if that's your jam.: A mod for the character The Silent, which adds more cards and new mechanics: bleeding, silvered, combo, and echo. Combo and silvered sound the most interesting: combo cards do more damage based on how many cards were played before them, and silver cards force the enemy to cleanse and deal damage based on stacked silver cards.
Mostly, though, I like this mod for its picture, which I'm pretty sure is an opossum.
“With more planned.” For months, that’s all we’ve had to go on, when it comes to the nagging question of whether or not the wonderful Slay The Spire will ever stretch beyond its three playable characters. Third character The Defect’s relatively new, and the focus is currently on spit’n’polish for, so I’m not holding my breath for an official newbie any time soon.I don’t have to, because the community’s taken advantage of Spire’s newly officially-enabled to add a weird and wonderful assortment of new card-clobberers to the game. Given the almighty balancing act inherent to a numbers game like this, what I’m truly surprised by is how good some of these are. Inventive concepts, not too much of a power-trip or too much of a kick in the squishies, and only a little bit of brazenly stolen art. So, here are five of the Slay The Spire character mods I dig the most (so far).Probably the most instantly appealing of the new character mods, given that it uses one of the game’s more iconic baddies (the self-duplicating Slimes) and that a many-eyed blobbo friend is such an overt departure from weapon-wielding bipeds.Beneath the mugging-for-attention surface, it’s also easily the strongest third-party class I’ve played so far. It absolutely owns its concept, riffing on The Defect’s auto-firing Orbs to employ auto-attacking, defending or HP-regenerating Slime-kids – with the delightful twist that spawning one temporarily consumes some of your health. Unless you build your deck in such a way that you can prevent this health loss, thus earning yourself both a family of gelatinous defenders and oodles of precious hitpoints.There’s also a whole card-family based around the idea of Licking – coating your foes in ‘orrible goo, which in turn opens them up all manner of further special attacks.
Honestly, it’s all so well tied together, with its own card art and colour schemes and a minimum of reskinning. Also, the floor boss Slime is furious if you encounter it, screeching ‘Minion! Betrayer!’ on arrival. Little touches can do so much heavy-lifting.If there was one mod that the devs should seriously think about officially incorporating into Spire, it’s this one. I love my Slimes.The Disciple, a sort of tentacular time-cleric, feels like such a natural fit for Spire. The art’s a clean fit, and, like so many things in Spire, there’s an implied relationship to other creatures in the game – specifically the fearsome Timekeeper Act 3 boss-bastard. Clock iconography-based consistency within the card art, even the standard Strikes and Defends, helps build that sense that this is part and parcel with the game proper, rather than a bolt-on.It’s also remarkably well balanced, despite involving all kinds of disparate elements – not just the aforementioned time-keeping, but also short-lived item summons that apply small effects per turn or bigger effects when they expire.The stand-out addition here, for my money, is a card that shunts an enemy forwards in time by one turn.
So the dude that’s about to lay a 48 damage smackdown on you suddenly adopts a harmless block, or the thingy drowning in shields is suddenly left exposed. It’s one of those cards that can totally change the nature of a round, without actually upsetting the overall balance of the match.On the flipside, this card made me do A Big Swear:The thing about Spire is that it’s stealth maths, to some degree. When it’s openly declaring that it’s maths, I run for the hills.If you feel you’ve mastered Spire in every which way possible ( liar), then there is only one thing for it: choose chaos. Choose Snecko.
Or, at least, its lavender-hued cousin, The Snek.The Snecko is one of Spire’s most erratic enemies, its foremost power being to merrily juggle the cost of your cards. Sometimes, this makes it a nightmare opponent – even a single, basic Defend or Strike card can consume your entire turn – but other times it’s the Snecko signing its own death warrant, as you spam with it 0-point attack after 0-point attack.I.e., with this mod, sometimes it’s you signing your own death warrant.
You are Snek. You are chaos. Every one of your cards a different cost, every turn, every fight.This mod doesn’t stop at point-remixing – it strives to make a virtue of the unknown. Specifically, in that you can add mystery cards to your deck, which temporarily turn into random Attack or Skill cards each combat. And the more mystery cards you have, the higher the multiplier on certain cards – a bit like the Ironclad’s ‘+2 damage for every card with ‘Strike’ in its name jobbie.To be honest, I did find the Snecko class slightly overpowered, particularly in the first act, but it’s such a jolly new take on Spire staples that a few runs with it are irresitble.
Slay The Spire Base Mod
I dig the heck out of the rich, purple colour scheme, too.What The Witch lacks in thematic kinship with the other denizens of the Spire – simply ‘a witch’ amongst this lunatic menagerie is a bit How Do You Do, Fellow Kids – it makes up for in terms of taking an existing Spire idea and running with it. That idea is Curses, cards that either inflict negative effects upon you or simply fill up your hand uselessly.Some builds, particularly for The Ironclad, can turn curses into a sometime virtue, but The Witch is absolutely built around them. Innately, she gets a free energy point whenever she draws one, and you can end up with stuff like dealing out big damage to all enemies whenever one pops into your hand.It’s a high stakes game, as some curses mean some serious self-harm, but pulling it off is a satisfying balancing act that feels truly in keeping with Spire’s essential risk-management ethos.
Also, she can summon bats and cause people to rot. She’s a good time, even if she does look just like Grotbags.You probably think this is my token joke entry. I confess, I installed it specifically because it’s named ‘Horny Dragon’, hoping to see, I dunno, lizard erections or something.
Best Slay The Spire Mods 1
Then I almost immediately uninstalled when what I got instead was Avengers photos and a card called ‘Weed’ with, inexplicably, a picture of Shrek but with a goatee on it. I stayed my hand when I realised that, actually, this mod was pretty neat underneath all the 14-year-old-boy’s-school-locker guff.It’s based, loosely, around the Drunken Master concept – i.e.
The more boozed-up your character is, the more than can do. So your average turn is divided between playing cards that increase your Alcohol, and playing cards with bigger effects depending on how over-the-limit you are. For instance, you can heal this way, but doing so uses up all your booze (until the next Alcohol-granting card) and thus you might not be able to play a meaty attack for a while.It uses similar sorts of of cards to those that you’d usually expect to have ‘Exhaust’ written at the bottom thereof, but here it’s about resource management rather than a one-shot get out of jail free power. Systems-wise, it’s a good fit for Spire, and all told remarkably well-judged, given that the card art and naming implies someone made it while three bongs into a frat party.