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The Neowsletter - October 2024



Happy spooky month everybody :)

As fall descends upon us and I'm eating strange mushrooms found in the forest, we're still hard at work on Slay the Spire 2. This month, let's touch on the art direction and how we're planning on changing things up when working on our sequel. But first, a brief progress update.

[h3]Slay the Spire 2 Dev Update[/h3]

September was a festive month as some of us got together to meet in Seattle, WA during PAX West. However, this meant that everyone got COVID so I'm not sure if that was worth it. Three of us work out of an office and we're moving offices. Only a mile away, but a move is a move.

Besides those drawbacks, we're still focused on getting core content into the game. Content like REDACTED and also REDACTED. There have also been significant changes to REDACTED. Interestingly enough, we implemented in-game patch notes so you'll be able to visit the archive of changes one day! All of our secrets and development pacing will be revealed.

Now that a lot of the tools for our trailer editor is complete, there's clean up happening for our core VFX.

[h3]On Aesthetics Driving Game Design[/h3]

Last month we discussed why we're working on a sequel instead of adding on to Slay the Spire 1 and this week we're diving into the visual changes we're bringing in! While we hinted at this topic briefly in the past Neowsletter, let's look into what the problems were with the visual style. The first and most important one was that I'm (Casey) bad at art. Now, being bad at art doesn't necessarily mean bad at drawing or having poor taste. It's that I haven't spent enough time in my life to cleanly translate what I'm imagining onto paper. It's a frustrating experience trying to capture a “damned knight powered by demonic energy” as a sprite in a video game. In the end, I gave up on the Ironclad. That's correct–the Ironclad you see today in Slay the Spire 1 is a character I gave up working on.

Various ideas, poses, concepts, etc. Plus a bonus resting Ironclad shot!

After 3 - 4 weeks total of on and off ideating, drawing, redrawing, sketching, etc. I drew a character in a pose that I liked thinking it would give me better ideas. Those with a keen eye probably realized that the Ironclad has the same pose as Hakumen from the BlazBlue series. I found this character with a long thin blade with weighty attacks so cool (he's my main)! On top of this, the faceless nature of the character and this posture was really menacing. I sketched out a character that felt like it would fit in the world of Slay the Spire in this same pose. It was supposed to be a “This is the feeling I want! Hopefully an artist redraws this later.” but ended up being the final sprite so it felt a little unoriginal due to the pose :(. Still, I'm happy with the outfit and color scheme.

After I had a character with the right feel, now I had to animate it as well? This was daunting, as there was a lot of other work to do (like programming). Already frustrated with how much time was spent on the Ironclad, I decided he can just elbow strike the enemy.

In the end I didn't use this sprite. The irony...

The Silent's concept came to me much quicker. But it still took a long time to draw the sprites that exist for her and animating what I drew was also out of the question for my technical ability. A scary skeleton donning assassin. If you can see anything but her cape, it's probably because you've been assassinated. Very cool concept. Great job, Casey. Now give her a wobbly knife because wobbly knives are scary (Kris Dagger).

The little purple knife was a placeholder. Also, the pose makes no sense.

A lot of the art for the Ironclad, Silent, and other humanoid enemies didn't read well to a lot of people due to the size of the sprites on screen and my lack of experience here. There were misunderstandings on what a character was doing. How they were standing. How they are holding something. Whether they were supposed to look happy or angry even.

After all of this, I ended up drawing considerably less humanoid characters into the game. This in turn made me incorporate less narrative mechanics. A lot of intrigue and power struggles tend to occur between humanoid races for a reason; we're able to relate more to things that are human than the foreign or abstract. You can see remnants of this from the existence of other humanoid adventurers, slavers, thieves, and so forth! As the game's fun was found in the deckbuilding and core game loop, this felt like an opportunity to reduce the game's scope and rescind a lot of the narrative and story elements which were loosely planned. Today, I ask myself, “But what if those limitations were gone? Hmm...”

[h3]Marlowe Dobbe x Mega Crit[/h3]

A visual representation of Mega Crit and Marlowe Dobbe coming together, featuring The Silent from Slay the Spire and The Thief from Dicey Dungeons, which Marlowe was the artist for.

While a lot of my time post-release and during the pandemic was spent on improving my artistic abilities, learning bass guitar, and making various game prototypes in Unity, I also knew there would be too much work for me to be the primary on all things visual if we were to do a sequel. I wanted an “Art Person” who could draw small things that were clear and concise while also inviting playfulness, creativity, and expressiveness. I emailed a bunch of industry friends to see if they knew anybody interested in such a job and we talked a great deal (is this an interview?) and brought her onboard as Art Director. Welcome, Marlowe (3 years ago that is)!

We've been working together for the majority of the project and we continue to hone the visual identity of Slay the Spire 2 based on what I think, what Marlowe thinks, what the rest of our team thinks, and what our internal playtesters think. There's a lot of thinking overall.

Our style and philosophy is merging together and I'm always pushing for UX snappiness and speed while ensuring that the game's vibes don't stray from the original. On top of this, we've also hired a full-time animator, Chris Gortz, and Slay the Spire 1's card and event illustrator, Anailis Dorta (see our full team here: https://megacrit.com/about/). Working together for a long time allows us to mind meld and I think the harmony you'll see in the game is a sight to behold!



[h3]Changes[/h3]

If I were forced to make a bulleted list of high level changes, it would look something like this:
  • Playful:While we still retain some dark themes, the tone is more playful through its visual language and world.
  • Crisp:Creatures, items, cards, backgrounds are all a bit more crisp, as the style is less painterly.
  • Liveliness:Considerably more animations and transitions make the game feel livelier.
  • Cinematic:More whole-screen art stuff. Compared to before, this makes the game feel more epic rather than intimate.
  • Colorfuler:Everything is more colorful! This improves the legibility of various screens as well.


[h3]Some words from our Art Director[/h3]

Working on developing the visual style for Slay the Spire 2 has been a really interesting and unique challenge that I’m unsure I’ll ever get to experience again as a game developer. Coming into work on a sequel of a very beloved game has a whole new set of rules from working on a new concept or property. While we want to update the visuals and make it feel new and fresh, we also want to ride that line of it being recognizable as the Slay the Spire world.

Some early explorations for The Silent for StS2. Perhaps there is a universe in which we ended up going in this more cartoony direction.

Myself and the art team have done what I can only describe as visually dissecting what parts made up the vibe of Slay the Spire 1. What motifs, repeating visuals, creatures, races, architecture, etc. all add up to the unique, kind-of-creepy-but-kind-of-fun energy of the first game. We’re all big fans of the first installment and I at least have spent an embarrassing amount of my time playing it. When I’m approaching it as a fan and also someone in charge of steering the visuals of the sequel, you start to pick up on things like “yeah there’s not a lot of uncovered faces in Slay the Spire 1, this character we’re working on wouldn’t fit cause you see too much of their face.” or “This is a cool monster, but is it WEIRD enough?” (I have spent a lot of time iterating on enemy designs to make them weirder.)

In the end, our goal is to make it feel bigger than the first game with new sets, new characters and enemies, more full-screen-art, way more animation, and a LOT of VFX (insert sparkles and fire and sparks here.) Of course it’ll look different and new, but I think it’s going to be a place that old and new StS players will feel comfortable and familiar in!

And in the ~spirit~ of the season, here’s a spooky StS2 sneak peek…

oooOooOoo it’s a new, ghostly, knight-looking enemy…

[h3]Translating the Neowsletter[/h3]

As we've started posting the Neowsletter on Steam, our viewership has increased significantly. It may be time to start translating these announcements... If you have worked on Slay the Spire translations in the past and/or interested in translating announcements, please contact [email protected] or DM me on Discord @caseyyano. As an FYI: We're not yet starting on STS2 translations.

[h3]Mega Crit-or-Treat Returns![/h3]

Our art director Marlowe’s own beautiful Cultist-themed pumpkin carving from last Halloween.

........BOO!!! Hey, it’s Demi the Community Manager now–did I scare ya?! In any case, it's spooky season again, and you (might) know what that means: Mega Crit-or-Treat is back from the dead!

For those who don't know, last year we held the first annual Mega Crit-or-Treat event, where the community was encouraged to share any Halloween-themed Slay the Spire content, be it drawn, written, modded, cosplayed, cooked, carved, crocheted, interpretively danced, whatever! And this year we're doing it all again, this time with a new prize for participants!

From now until Sunday, November 3, post your beautiful and/or terrifying creations in our Discord server and we will bestow upon you a treat: the limited time Creepy Cultist role!

If you want to join in on the frightening festivities but don't know where to begin, check out these official StS pumpkin carving stencils made by our art director (and honorary Mayor of Halloween) Marlowe!

Also, if you post any spooky Spire content on Twitter or Bluesky, be sure to spread the eerie cheer by tagging us @MegaCrit!

[h3]Slay the Spire Connections[/h3]



Since so many of you enjoyed the last one, we’ve got another official unofficial Slay the Spire Connections puzzle this month! Having a regular puzzle section almost makes this feel like a real publication, huh?

This one may be slightly easier but, hey, it’s also slightly spookier too so it balances out maybe.

[h3]Community Roundup[/h3]

And, as always, let’s close this out with some of our community’s wonderful creations from the past month:

A beautifully composed poster of the Spire’s many inhabitants by @h0lysarthole

A big, beautiful, beefy Demon Form Ironclad by @ultimatept0812

[previewyoutube][/previewyoutube]
A hilariously animated and insanely catchy song by Finger Pickin Good

Wow, you made it to the end of this month’s Neowsletter! See you in the next issue, Slayers!

Best Apple Arcade games to play in 2024

Apple Arcade is genuinely one of the best gaming subscription services around. Not only does it have a huge library of games that encompass countless genres and big IPs, but the selection of games is expanded significantly every month. Not only does is the library of the best Apple Arcade games filled with classics and modern hits, but there are a number of exclusive releases in the mix too.


Those who use a Mac can essentially enjoy these like the best free PC games, as like most current Apple devices, they are compatible with Apple Arcade. For most people though, it'll be a case of playing on your iPhone or iPad. However you play, and whether you prefer the best farming games or the best platform games, we've got a list of recommendations here that encompass a little bit of everything that the service has to offer.


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The Neowsletter - September 2024



New month, new Neowsletter :)

As all of us at Mega Crit are hard at work on Slay the Spire 2, we figured we’d start shifting these posts towards news about the game.

Starting this issue, we're also posting on Steam! If you're reading this on Steam, know that on our new and updated website you can sign up to receive these monthly Neowsletters straight into your email inbox (if that's your preference).

Okay, on with it!

[h3]Slay the Spire 2 Dev Update[/h3]

Most of the team is hard at work making the game better while I slack off and write this announcement. Speaking of announcements, we're working on something called a "Gameplay Trailer". Hopefully, we'll be able to show it off this year, but if not— I apologize! Trailer-making is not really our forte but we've enlisted some help to make sure that everyone gets to see a lot of exciting gameplay soon enough.

In the development department, we've been running private playtests for about 4 months now and the game has been ported to Godot and stabilized. Currently, our core focus is on adding more content so the game is packed full of interesting enemies, choices, and the silliest of situations.

In parallel, we've been improving performance and increasing compatibility on a wide range of devices (at least for our desktop release). We have high confidence that we'll be entering Early Access with a PC, MacOS, and Steam Deck(tm) compatible build. Yes, Linux is also likely. We see you! There are currently no plans for Slay the Spire 2 to run on VR/XR/AR or any other R-ending piece of hardware on Early Access launch. I'm sure nobody is surprised by this news but that's okay.

[h3]Why a Sequel?[/h3]

This is a question we get often and I'm happy to answer! Why are you working on a sequel? Why not expand Slay the Spire instead? Let's get into it!

For those not in the know, the first Slay the Spire was developed over 2.5 years before we hit Early Access. Myself (Casey Yano) and Anthony were programming, designing, and arting (this is the official term for making art in video games). We enlisted the help from a handful of contractors to polish up the rough edges and hide some of our shortcomings. This was done by various illustrators, animators, trailer editors, and of course our composer, Clark Aboud who's been with us the whole way and now Slay the Spire 2!

It's difficult to fully explain how quickly and chaotically we scrapped together Slay the Spire. There's no guarantee that any indie game with no reputation will sell more than 10,000 copies. Spending time writing clean, editable, and maintainable code for such a project seemed foolish. Commented code was sparse, issues were hastily patched, systems were cut or completely redone often. This happens in games with exploratory game mechanics. Big shocker!

On top of this, only about half of my time was spent programming the game, with the rest spent in technical art, QA (my former job!), UX design, and writing things like this. Strangely, writing blogs comes the most naturally to me. It's not beautiful prose but I enjoy the process.

With this in mind, I'll fire off some quick bullet points to the "Why a Sequel?" question:

  • Undoing many of my sins in the codebase
  • Cleaner and more expandable architecture
  • Improving the game's performance so we can add more stuff
  • Migrated to a higher compatibility game engine
  • Forming and growing a team to avoid working 60+ hours for 5 years straight
  • Giving the game a visual refresh (Art and UI)
  • Experimenting with various mechanics we always wanted to
  • New Stuff


This last point, New Stuff is really important. Games aren't a list of game mechanics and features. The design of content, pacing, balance, story beats, unique characters, and various things come together to make a one of a kind experience! Otherwise, there would be no reason to play any sequel ever. I think we all know this intrinsically, yet a lot of players can't seem to accept this. I think skepticism is healthy, but I abhor the cynicism. It's too much. Get a hold of yourselves, cynics.

The visual refresh is also really important! We're still filling out the backgrounds and haven't incorporated ambient effects but... I would feel remiss not including something...


(Teaser of a silly fellow with an orby lookin’ head.)

Do note that I'm trying to compress 4 hours of ranting into a handful of paragraphs. For your burning non-spoiler inducing questions, you're always free to ask us questions at our Official Discord Server where we have an #ask-the-devs channel!

In case you missed it, answers to common questions can be found at our FAQ.

[h3]Board Game Updates[/h3]

If you haven’t yet nabbed a copy of Slay the Spire: The Board Game, another round of pre-orders are open now and will ship in October!

Contention Games will also be at BGG.CON from November 13-17 where they’ll be running demos and selling Collector’s Editions–while supplies last!!


(A glimpse of the Slay-tastic action at Contention Games’ booth from last weekend at PAX West.)

[h3]The Office[/h3]

Did you know? Mega Crit is currently around ~10 people and while the majority of us work remotely, half the team is in Seattle, WA.

After 3 years in our current office, we're moving... 1 mile away.

We'll be closer to a donut shop, so productivity should improve by 0%.



[h3]Activity Corner[/h3]



We noticed that some of our community members have been making custom Slay the Spire Connections puzzles and our Community Manager, Demi (that’s me writing this section, hi), was inspired to make an official unofficial StS Connections puzzle for you all to try, too! Maybe this will become a regular thing??

[h3]Fan Art Roundup[/h3]

And last but not least, here are some of the past month’s fan art highlights:


A serenely vigilant Watcher by @ElesDecroisa


An incredible and slightly ominous pixel animation of The Silent by @DankShamwow


Even MORE pixel animation, this time featuring rare footage of Neow’s body off-screen by @ktwfc

That concludes the September 2024 issue of The Neowsletter. Tune in next month for more StS2 behind-the-scenes looks and community updates!

The Slay the Spire board game might be a little too faithful to the videogame, but its co-op mode offers a whole new perspective on the iconic roguelike




Is the Slay the Spire board game a faithful adaptation? 100%—I'm not sure you could make a more accurate translation of the mechanics, look, and feel of the videogame to the tabletop. The more difficult question to answer is: Is that a good thing?..
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Snag Slay the Spire, FTL, and more excellent roguelikes dirt cheap

Despite a set of stalwart mechanics, the roguelike genre is an incredibly diverse one. Permadeath, procedural generation, and a power creep of new abilities and equipment can be found in almost every spin on the genre, but there's so much more to it than that. Inscryption bakes the mechanics into the narrative, Slay the Spire was a spinoff into deckbuilding, and FTL pits you against an unpredictable galaxy. There are so many roguelikes that you undoubtedly missed some, so this new Humble sale is filled to the brim with them - take your pick.


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