Slay the Spire 2 avoids becoming "Sloppy Spire 2" by keeping the roguelike's roadmap light on dates
"Exacting deadlines produce sloppy uninspired work"
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Slay the Spire 2's new roadmap is intentionally light on dates because deadlines don't lead to the best results, according to lead developer Casey Yano, who doesn't want to make "Sloppy Spire 2."
Mega Crit and Yano this week detailed some swanky new stuff coming to the hit roguelike on its way to 1.0, including Steam Workshop support, a Bestiary, experimental game modes, a new character, an alternate Act 2 and 3, ongoing improvements for bugs and balance, and much more. Steam achievements, a 'True Victory', and ports to other platforms are also planned for further down the line.
Much of this was already known, but seeing everything in the works laid out like this is welcome for anyone wondering what Slay the Spire 2 has in store during its Early Access stay. You can see the full roadmap in Mega Crit's Steam newsletter.
Article continues belowThe only thing the Slay the Spire 2 roadmap is really missing are dates, and there's a very good reason for that. "It's not what works for us," Yano writes.
"Mega Crit is a small team where each member understands their responsibilities, knows everyone else, and I try my best to ensure that we work at a healthy pace," he goes on to explain. "We evaluate our tasks each week and work on what feels most impactful. It's not the most organized method, but this allows spontaneous experimentation like the dialogues you have with the Ancients or the existence of a Room Full of Cheese."
Mega Crit also has no plans to "massively expand" in order to rush out updates or sprint toward Slay the Spire 2's 1.0 version. "Exacting deadlines produce sloppy uninspired work and I don't want Sloppy Spire 2, I want Slay the Spire 2," Yano says.
For anyone who is looking for slightly more frequent updates, Yano's directing you to the game's Steam Beta Branch: "If you haven't heard, the beta branch is an optional version of the game intended for testing experimental changes that are tweaked until we feel they are stable enough for the main branch."
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Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.
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