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Steam News5 May 20262mo ago

Dev Talk - 5/5/2026

Hi everyone! Welcome to the first ever dev talk, this one will be a bit longer than usual, since I want to start from the beginning.

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addedSlay the Spire 2 came out earlier this year, and I became enamored with it, I am at 75 hours and counting, and have beat A10 on all 5 characters. It gave me a lot of new ideas about how to improve my game, and caused a fairly large change in the game itself.
addedFunny enough, initially the game is destined to make the deckbuilder fest May 4th with ease, and my plan was to release the game after joining the fest & building up a bit of hype by releasing the demo. However, this rework due to STS 2 derailed the plan and forced a last minute scramble to get the game approved on steam. After a bit of back and forth, the game is approved thankfully on May 4th, perfectly missing the fest. (Granted, I did submit an appeal form so we'll see what happens).
changedSo, the updated schedule calls for releasing the free demo later this week, I am working as hard as I can to ensure a smooth release. The demo will feature the latest of the game, barring the pvp mode & special pvp events, which are unfinished. I'm planning to have the demo run over the weekend and maybe a few day extra, but nothing is set in stone yet, especially since I might be busy this weekend, we'll see.

Friend and foe changes

addedSlay the Spire 2 came out earlier this year, and I became enamored with it, I am at 75 hours and counting, and have beat A10 on all 5 characters. It gave me a lot of new ideas about how to improve my game, and caused a fairly large change in the game itself.
addedFunny enough, initially the game is destined to make the deckbuilder fest May 4th with ease, and my plan was to release the game after joining the fest & building up a bit of hype by releasing the demo. However, this rework due to STS 2 derailed the plan and forced a last minute scramble to get the game approved on steam. After a bit of back and forth, the game is approved thankfully on May 4th, perfectly missing the fest. (Granted, I did submit an appeal form so we'll see what happens).
changedSo, the updated schedule calls for releasing the free demo later this week, I am working as hard as I can to ensure a smooth release. The demo will feature the latest of the game, barring the pvp mode & special pvp events, which are unfinished. I'm planning to have the demo run over the weekend and maybe a few day extra, but nothing is set in stone yet, especially since I might be busy this weekend, we'll see.

Hi everyone! Welcome to the first ever dev talk, this one will be a bit longer than usual, since I want to start from the beginning.

I had the idea of this game last year, as an avid Slay the Spire fan, I had my ideas of how to expand on the formula, and found modding to be a bit limiting. That's when I had the idea of creating my own game, with proper multiplayer support, and allowing players to battle enemies and each other.

Slay the Spire 2 came out earlier this year, and I became enamored with it, I am at 75 hours and counting, and have beat A10 on all 5 characters. It gave me a lot of new ideas about how to improve my game, and caused a fairly large change in the game itself.

Funny enough, initially the game is destined to make the deckbuilder fest May 4th with ease, and my plan was to release the game after joining the fest & building up a bit of hype by releasing the demo. However, this rework due to STS 2 derailed the plan and forced a last minute scramble to get the game approved on steam. After a bit of back and forth, the game is approved thankfully on May 4th, perfectly missing the fest. (Granted, I did submit an appeal form so we'll see what happens).

So, the updated schedule calls for releasing the free demo later this week, I am working as hard as I can to ensure a smooth release. The demo will feature the latest of the game, barring the pvp mode & special pvp events, which are unfinished. I'm planning to have the demo run over the weekend and maybe a few day extra, but nothing is set in stone yet, especially since I might be busy this weekend, we'll see.

To end this dev talk, a little bit about balancing, my goal is not to create a perfectly balanced game, but instead one that is fun for every playstyle.

For my English audience, the best way to reach me is through discord, https://discord.com/invite/YHsmecXqbY is the link. If the game gets popular enough to have a subreddit or such I'd be happy to join in, but for now discord is the way ːsteamhappyː

Source

Steam News / 5 May 2026

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