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Review: Dawncaster

Dawncaster is mobile deckbuilding roguelite that is in the esteemed company of Slay the Spire and Balatro for how many hours I have played, and how willing I was to pay real dollars for the privilege. While it does have some design choices that limit its depth, I can consistently find myself playing runs lasting for hours while also experimenting with different strategies.

Sometimes the art looks samey, but overall it’s pretty good.

As mentioned, Dawncaster is a deckbuilding roguelite. At the beginning of each run, you can choose between one of six classes, which is then customized with a selection of Basic Attacks, a Weapon Ability, and then a special Starting Card. Alternative options can be unlocked using in-game currency earned from daily quests and completing runs (win or lose). Once you begin a run, you enter “Canto 1” (of 9) and are presented with three encounter options from a “deck,” which can include treasures, shrines, NPCs, or monsters. With the exception of treasures, the two non-selected encounter cards are then reshuffled into the deck. Your goal is to work your way to the boss of the Canto and defeat them.

Monster combat is fairly typical for the genre. Each turn, you gain energy of a specific type (Blue, Green, Red, etc) for your class and draw 5 cards; leftover energy is carried over into future turns, but cards are discarded. From this base, a wide variety of scenarios and strategies develop. There are debuffs like Bleeding, Poison, Doom, and buffs like Armor, Barrier, Focus. There are cards that draw cards, cards that discard cards, cards that stay in your hand from turn to turn, curses that go into your deck or the enemy’s deck, enchantments, temporary cards, and so on and so forth. Also, cards can be upgraded and even have keywords added to them.

When the “achievement” is beating a run in 90 minutes, you know the average is much, much higher…

If anything, the sheer breadth of options is one of the shortcomings of Dawncaster. And, paradoxically, that same breadth leads to many runs feeling the same.

As mentioned previously, there are six classes… but there are no specific class cards, only color cards. Certain classes start locked to a specific color, such as the Arcanist and Blue energy. After each successful combat encounter, you get to select one of three card rewards that are tied to what energy you have access to. Generally speaking, the mechanics within each color are synergistic, but even when they aren’t, at least you can try to focus on the one you want. The problem is when you gain access to other colors, which can happen at class selection or even during a given run depending on your choices. At that point, you still only get three card rewards after each encounter, but now the card pool expands to include both colors. Sometimes this can be a good thing – some colors are better at card draw or specific debuffs, etc – but often this means you will be offered useless rewards for most of a run, leading to failed decks. Alternatively, even when things go perfectly, it usually does so because a specific combo is so much better than the other available options.

Three Build-enabling combo pieces is pretty uncommon.

Dawncaster has multiple DLCs available for purchase, which adds more cards, enemies, encounters, and bosses. Tragically, the additional cards do not feel all that good because of the specific issue above: if they are not directly related to your strategy, they just pollute your limited card choices. There is a shopkeeper NPC that gives you a bunch of card choices, but again, there are so many cards out there that you can hit them up a half dozen times and still never find the necessary cards to make your strategy work. Of course, targeting a specific strategy is probably not the best idea; I would never start a Slay the Spire run and say “I’m doing a Poison build this time” before seeing some good Poison cards. But at least with Slay the Spire, I would only see The Silent cards as rewards, rather than every class.

Anyway, this is the quibble I have with Dawncaster after literally a hundred hours or more of gameplay. I still feel like Slay the Spire is the better deck-building roguelike, but Dawncaster is in the top 5 for the genre, if not directly second place (especially on mobile). If you are looking for something to play on your phone that isn’t F2P and/or gacha, I can definitely recommend this game.

Balatro

If you haven’t heard about the latest indie darling, Balatro, let me tell you: it’s legit. Balatro is available on both Steam and now on mobile, the latter of which is what I recommend picking up, as there aren’t many non-exploitative mobile games out there.

Before things get complicated…

Fundamentally, Balatro is a deckbuilding roguelike based around making poker hands using a standard deck of cards. Your overall goal is to clear eight “levels” (Antes) that consist of three “battles” (Blinds) apiece, one of which is a boss that has negative modifiers. Battles are won by exceeding a score (Chips), which is generated based on the poker hands you play… plus any modifiers. For example, let’s say you have two pairs: a pair of Queens and a pair of 5s. A two pair hand is worth 20 Chips x 2 multiplier by itself. You then add the face value of the cards used to the Chip value, so it ends up being 50 x 2, or 100 Chips. The very first Blind requires 300 Chips or more to beat, so you would be well on your way to success there. Under normal settings, you get to play a total of 4 hands to beat the Blind, and get a total of 4 discards (up to 5 cards each time) in order to make said hands.

Winning battles gives you a base level of money ($3-$5) with bonuses based on unused hands remaining and “interest” on unused cash from prior rounds. You use this money in-between rounds in a shop phase that lets you purchase various things.

The twist with the game comes from the modifiers available.

The Jokers are the most famous elements of the game, and they truly run the gamut. The most basic Joker grants you +4 to your multiplier; if we had that with our earlier two pair hand, the Chips score would have been 300 by itself (50 x 6). Some Jokers give you a scaling buff, some revolve around increasing your economy, some focus on enhancing specific suits or poker hands, some give bonuses to other Jokers, and so on. You get to equip up to five Jokers under default settings. Then there are Planet cards. These are consumables that permanently (for this run) upgrade the scoring of poker hands. Then there are Tarot cards, which are consumables that do a bunch of different things, including giving you more Tarot cards, more Planet cards, changing the suits of specific cards, etc. Oh, and the deck of cards itself can be enhanced or augmented to a variety of ways – cards can be deleted, added, changed to give +4 multiplier when scored, give more points when not played, etc. etc.

Ugh, that boss. First Joker lets me get Straights/Flushes with only 4 cards, second makes reds/blacks count as same suit. Still managed to beat it without losing all my cash.

As you can probably tell, the dopamine hits come from the combination of regular poker RNG along with Joker RNG, boss RNG, shop RNG, and generally shenanigan RNG. You could be just scraping by, hit an amazing shop, and walk into the next round flush with cash and scaling Jokers. You could be breezing through the game and then hit a boss modifier like “Diamonds are debuffed” and do a ShockedPikachu.jpg when your “turned all the cards into Diamonds” deck is shafted. And, yeah, while I mentioned the word RNG a bunch previously, at the end of the day it is still about poker – there are strategies and probabilities that you can leverage to improve your expected outcomes.

Perhaps the best part of Balatro is the simple fact that it is a complete experience. There are no micro-transactions, no DLC, no real-world money intervention. I purchased it from Google Play for $10 and that’s that. Overall, I would still claim Slay the Spire to be the best deckbuilding roguelike, but Balatro certainly jumped out of nowhere to land in the top-5, if not second place. Not bad for a 1-man team.

Impressions: Arcanium

Arcanium is a lane-based, multi-character deckbuilding roguelike. You control the actions of three different furry characters with their own distinct card pools, passive abilities, and equipment. There are always three different enemies in the opposing lanes, although you can spend resources to get them to retarget other lanes (Taunt cards) or swap lanes with your own characters to distribute damage and/or fire off attacks. Defeating foes grants you rewards, new cards to add to your deck, and all the sort of things you would expect from a deckbuilding roguelike.

And, uh… that basically sums it all up.

I’ve played a lot of deckbuilding roguelikes over the years and Arcanium is OK. Fine, even. What it reminded me most of was Roguebook, in that you have multiple characters with their own decks, traverse a hex-based map trying to uncover new nodes, and there being incentives to maximize deck size. I also appreciate the new trend (?) for these games to allow banked energy – you start with 3/turn, but can carry up to 5 over to your next turn, if you don’t have a use for it. That part, along with the equipment, reminded me of Across the Obelisk.

I do have some issues with the game, although they are difficult to articulate. For example, a lot of the enemies feel the same: they attack for X amount, deal a debuff, perform an area attack for Y amount, or gain armor. That sort of reductionism can be made for Slay the Spire too, right? Perhaps it feels worse in Arcanium due to the lane-based nature of the game. After all, enemies always target down their lane, and you cannot target things more than one lane away.

Another issue I have is that the sort of highest-difficulty fights reward you with Heirloom Equipment, which are character-specific items that synergize with their passive abilities/cards in various ways. Getting all three characters their Heirlooms is very important… but once that’s done, those hard battles thereafter become mostly pointless, as you’d rather get regular equipment for the other slots. Technically you get an already-upgraded card choice from the rewards and closer to unlocking character upgrades (more energy/cards per turn), but again, it just feels bad doing these fights with the Heirlooms being wasted. I wish there was a way to scrap them or trade for regular equipment.

Overall, Arcanium is a perfectly serviceable deckbuilding roguelike. Unlocking new characters by doing specific things during each run feels rewarding, and cards are similarly unlocked and added to the pool all the time. Each character and their card pools feels unique, and you can be rewarded for discovering synergies between them. Having said that, I have played Arcanium for 15 hours and feel like I’ve seen all that I want to, whereas most deckbuilders taper off after 40 hours for me. Take that for what you will.

Impressions: Across the Obelisk

Across the Obelisk is a chunky deck-building roguelike that has a lot of overlapping mechanics that… mostly work together.

You control four characters each with their own decks. By default, these characters are a warrior, ranger, mage, and cleric, and all have their own unique card pools. Additionally, each character has four equipment slots (and one pet slot) that can be filled with a wide assortment of gear. Additionally additionally, each character can level up five times, getting a binary choice of abilities unique to that specific character (e.g. the four warriors each have different choices). Additionally additionally additionally, you earn Perk points across all characters that allows you more customization options in the form of +1 bonuses to various stats.

Oh, and you accumulate “Supplies” that let’s you upgrade the towns at the beginning of each map. And maps have various lanes and encounters and character unlocks and secrets and general themes.

Like I said, there’s a lot going on.

The problem, 25 hours in, is an understanding that a lot of the game just doesn’t matter. In Slay the Spire, you always go first and can see what the enemy is going to do. In this game, enemy actions are hidden by default – you have to debuff them with certain cards to temporarily see – and turns are based on the speed stat… which can be buffed or debuffed. So sometimes the enemy will just do things to your team without you knowing what’s going on. Like all deck-building games though, sometimes you can’t do anything even if you do know what’s coming due to the cards drawn.

Another issue I have is how often what the card says doesn’t matter. Characters have resistances to the various damage types in the game, and it’s often a fact that enemies get 60% resistance or higher. When I first unlocked a high-cost card that said “Deal 60 damage” I was excited… only to find that it actually deals like 20. The game calculates it for you so there’s no surprises, but nevertheless this funnels all successful strategies towards stacking debuffs (which typically lower resistances as a bonus). Which is whatever I guess… until you face enemies immune to that debuff, or can self-dispel, or can transfer (!!) the debuffs back your way. Most of the time, whether a given enemy can do this will be a complete surprise. Fun times.

First turn on a boss battle; my team was full health walking in

Ultimately, I’m finding the game plenty compelling in an almost unhealthy way. Each run makes the next one that much easier, which is good, but this also means you are set up to fail the first dozen or so runs. I like how you can end up crafting a lot of your favorite cards right at the beginning of the game and thinning your deck out so there is less ramp-up. Figuring out synergies between the classes feels satisfying, and unlocking characters can lead to new ways of playing based on their unique talents.

But if you aren’t into deck-builders, this certainly isn’t going to get you onboard. Not only is there a lot of RNG – moreso than normal deck-builders – each run takes several hours between having to coordinate four different decks and equipment and upgrades and so on.

Impressions: Sigil of the Magi

Sigil of the Magi is a deck-building roguelike ala Slay the Spire with some Into the Breach vibes. It is currently in Early Access, and I was given an early peak by way of a review copy.

The Slay the Spire influences are front and center with the types of cards available, the pathways, and especially the shops. Basically, if you are at all familiar with Slay the Spire, chances are good that you will immediately recognize which cards are going to be good, which ones are noob traps, and what “relics” are going to pull their weight through a run.

That said, Sigil of the Magi does have a number of other interesting things going on.

First, you actually control a party of three separate characters, each with their own cards and card pools. Second, you literally control them in that you can move them around a very small map. While the UI needs some iteration to make things more clear, you can currently see what actions enemy units will take, and their attack preferences. That is where the Into the Breach vibes come in: if an enemy is set on attacking someone but you move all your characters out of range, the enemy will close the distance but then do nothing. Unfortunately, this sort of turn manipulation only goes so far, as enemies will settle for their 2nd or 3rd choice targets if they are within reach instead. Additionally, many of the enemies in the game have some sort of scaling mechanism that makes delay tactics unwise.

The third feature is what really sets Sigil of the Magi apart though: the Tray. This is a four-slot area under the map where you can pre-cast any card in hand for use in future turns. At first, this really just feels like a consolation prize for not being able to do much in the first turn of battle, before many of the enemies are within range. And since you only get 3 energy to play cards (at first), you typically don’t have anything left over to store for future turns once the melee is joined.

That said, the Tray becomes very interesting once you hit 4 energy and start getting cards that interact with it. For example, there is a card that give +4 Armor twice, but gets +1 Armor each time it is stored. Or maybe you get some discard synergies going, but don’t have a payoff card in hand, so you just bank the enabler. The cards in the Tray also are no longer in your deck when it is shuffled, so sometimes it might be worth keeping the generic damage cards in there to keep them out of your hand.

Is Sigil of the Magi good? Right now… kinda, sorta. The tough thing about Early Access for deck-building games is how so much hinges on card/enemy/relic balance, which can change at any time all the way past post-release. For example, right now, you have to choose a card after each combat encounter. This is literally the first deck-builder I have played that didn’t allow you to skip a card choice, and having to slot in whatever the least-bad, anti-synergy card you get offered feels like a punishment for winning battles. Is this an intentional design, like a sort of auto-difficulty balancing mechanism? I hope not. Conversely, abusing Taunt cards to force the end boss to skip all his mechanics and uselessly attack a very armored Knight was a lot of fun. Probably a bit imbalanced, but fun.

Overall, this is one game that I will keep an eye on as it makes its way through Early Access. The bones are good, and they definitely have things set up to allow for a lot of balancing methods. There are only two parties available at the moment, for example, but I can easily imagine varied combinations or even a sort of random mixing to add flavor to future runs. Plus, I really like the Tray conceptually.

We shall see how the balance goes though.

Impressions: Gordian Quest

Ever wonder what would happen if designers just added all the things to a game? Wonder no more.

Gordian Quest is a sorta-roguelike tactical turn-based deck-building card game, with a full story campaign along with the more “traditional” roguelike modes. You control up to three characters with their own individual themed decks and battle enemies on a grid. Characters can also equip items that boost their stats or even add special cards into their decks. Those stats are important for the scaling of cards and also because there are D&D-esque skill checks occasionally. Also also, characters gain XP and level up, allowing them to place talent points on a customizable, randomized grid and expand in multiple directions. Have I mentioned there are 10 characters to choose from and each character has three distinct themes of cards that can be mixed and matched? And that items have rarity levels and randomized stats, with Legendary versions possibly opening new synergies? Oh, and items have rune slots too, which can be slotted with additional stats or special effects?

Like I said, the designers really went nuts with this one.

In reality, the game is mostly more coherent than I am implying. If you played Banners of Ruin, this game is basically that with some D&D and Card Hunter and FFX Sphere-Grid sprinkled in. Nothing stands out as being completely unnecessary while you’re playing, but just thinking about it now… goddamn is there a lot.

Is it fun? Yes. For a while.

Unfortunately, I basically broke the game before I finished Act 1 (of 4). Two of my characters are an archer and a rogue, with either one of them being capable of solo-murdering the entire enemy team on the first turn. If for some reason there is a straggler, the other one mops up. My third dude never actually gets to play cards at all, but if he did, he also is fairly stacked in the murder department. I had hoped that perhaps things would change once I hit Act 2 – maybe enemies would have a bunch more HP or have more Initiative to go first – but thus far that has not been the case. The only time enemies even get a turn is when they are bosses with literally 10-20x as many HP as normal, and even then they only ever get that one turn before getting melted.

The double-unfortunate thing is that breaking the game in this way was not particularly difficult. Part of that is undoubtedly due to my overall experience with deck-building games wherein winning strategies are roughly the same: prioritize increasing your per-turn draw, and keeping as few cards in your deck as possible. The other part though largely stems from what I imagine was a designer attempt at keeping things “balanced.” For example, the available talents are… boring. Even the ones all the way at the bottom of the tree. So I basically ignore all the Tier 3 talents and just pick the ones that grant +1 draw per turn and similar.

This “balance” extends to the three themes per character as well. My archer has Sharpshooter, Trapper, and Sentry schools of cards. Sharpshooter is all about damage. Trapper is about setting traps on enemy cells and cards that move enemies around (thereby forcing traps to trigger). Sentry is about setting up turrets on your side of the battlefield, boosting said turrets, and then letting them damage the enemy. You would be forgiven for assuming that Trapper and Sentry cards deal more overall damage, considering that that would make sense given the fact that they require setup. But… that’s not the case. Sharpshooter cards deal the same or more damage with no setup. And since 99% of the Trapper and Sentry cards are useless by themselves, you engineer your way to only choosing Sharpshooter cards when offered a choice, thereby increasing the average power level of your damage cards in a runaway feedback loop.

There is a bard character that is all about building up melody combos and essentially buffing the entire party so that they don’t need to worry about defense on their own turns. There is a warlock character that focuses on Bleed effects and debuffs. There is a golemancer that presumably mances golems. I haven’t even bothered trying those characters out because what’s the point? They would never get a turn. There are so many buffs, debuffs, tactical decisions, etc, that are entirely irrelevant in ways it seems impossible to make relevant without massive nerfs and a complete overhaul.

Sigh. Could this be solved by just avoiding the Archer and Rogue? Sorta. Although the Warrior and Cleric characters also have some gnarly damage cards/combos too. Could all this be addressed in a future patch? Maybe. If this was still Early Access, I would not be as concerned. Given that this is a full 1.0 release though, something tells me that they aren’t going to radically alter the way the card schools are entirely set up. And it is not as though higher difficulties can “solve” the issue either – cranking enemy HP higher and player damage lower is only going to make the currently non-viable (in comparison) strategies even more non-viable.

I suppose I will see if anything changes between now and the final boss. Assuming that I bring myself to slog through the rest of the game, like a Conquest victory in Civilization that was a forgone conclusion fifty turns ago.

Up until this point? Pretty fun though.

Impressions: Banners of Ruin

Banners of Ruin is an incredibly slick deckbuilding roguelike that has consumed my life for the past week. While it shares some conventions with other games in the genre, it has a fairly unique mix of them that result in a number surprising interactions. Also, everyone is an anthropomorphized animal.

Before moving on though, let me say this: the visuals and especially the music are phenomenal. The combination sucks you right into the setting, and I found myself humming along with the battle music pretty much the entire time it’s playing. Just like with Tainted Grail before it, I will be tracking down this soundtrack, if it exists.

Just look at how evocative that Pierce card is.

The central premise of the game is that you are a member of a suddenly-deposed House, and you are trying to escape the city with your life. As you navigate the city, you must choose from one of three “path” cards which can lead to combat, shops, or events. These choices are mutually exclusive, and you don’t have a particular notion of what offerings you will get next time. After a specific number of choices, you will encounter the boss fight of the area and then move on, if successful.

Combat is highly tactical. You start with two characters that can be arranged however you like (ahead of time) on a 2×3 grid; enemies are will be placed in their own 2×3 formation facing opposite. While you are free to play cards every turn, your foes will only act one rank at a time, e.g. the front three positions on Turn 1, then the back three positions on Turn 2, etc, unless there are no enemies in a specific rank.

Easy choice.

Positioning matters. Enemies will typically attack a specific horizontal lane. Place one character in front of another, and that front character is likely to eat all of the incoming attacks. However, if three enemies are targeting a character with nobody behind them and then that character moves to a different spot, all three attacks will be negated. And remember when I said that enemies take turns attacking based on which rank they’re in? If they are set to attack you this turn from the front rank and you move them (via a card like Kick) to the back rank… then they don’t attack that turn. Next turn, if you then draw into cards that can move them back to the front, you can skip their turn again.

The tactical nature of the game extends out into deckbuilding and character progression too. Each character has two weapons slots and an armor slot. Equipping a bow will add a Bow card into your deck; equipping two daggers adds two dagger cards instead; a shield will add a shield card, and so on. Armor is more passive insofar as it affects your starting armor only, although there are special armors that have more interesting effects. As characters level up, they can unlock a choice of three Talent cards which are then added to the deck, but only that character can play the card. Same with the weapon cards, actually. Level ups also unlock a choice of passive abilities. Oh, and each race has a racial ability that can be activated any time, as long as you have a secondary resource (Will) available.

I somehow won this early, accidental Elite battle. I mean, I’m amazing, of course.

What all this combines into is an interesting gumbo of choices, tactics, and deckbuilding strategy.

…until you get to the endgame.

There is a final Final Boss that become accessible after performing a series of steps along the campaign. However, the fight itself is so oppressive and ridiculous that it leads to really just a single strategy to overcome it. Once I understood this, and realized the same strategy works for the rest of the game too, every subsequent run started to feel the same. It doesn’t help that while there is a great variety in character races and Talent cards and passives, the number of defined weapons/armors and enemies in general is much more limited. Indeed, I think all of the bosses are the same each time too.

The potentially good news is that the game appears to still be in active development – there was a major release in November 2021, which added new “hallway” scenarios, some optional difficulty modifiers (aka Ascension ranks), mini-bosses and so on. That is not enough to elevate the endgame to a Slay the Spire level, IMO, but A) not everything needs infinite replay value, and B) maybe a future patch or DLC will spice things up.

Overall, I am very satisfied with my (discounted) purchase of Banners of Ruin. As someone who plays a lot of games in this genre, I definitely appreciated the slick presentation and the novel mix of elements. The sort of defined challenges I complained about earlier might be more of a positive to others who dislike a lot of randomness. Or maybe we can just be happy playing a game for ~30 hours and be done.

Impression: Roguebook

Out of all of the deck-building games I have played, Roguebook is the one that has come closest to scratching the Slay the Spire itch. And yet it is also different enough that it’s possible that someone who didn’t like Slay the Spire might enjoy Roguebook.

There are a lot of interesting design decisions going on in Roguebook. The basic premise is that you have been sucked into (presumably) the titular book, and you must battle your way past many foes and bosses on your way out. However the aesthetic is one of “blank pages,” where you use bottles of ink and paintbrushes to uncover blank tiles in order to explore and otherwise navigate towards the exit. By default, there is a very straight path to each level’s boss, but you are unlikely to survive without exploring more of the board and getting stronger. Regular fights give ink bottles to uncover straight-line paths, and elite battles give AoE paintbrushes. Gold can be found on the map, and there are a number of other structures that allow you to purchase new cards, get additional treasures, and there’s always a shop available to do likewise.

Make no mistake: exploration is extremely RNG-driven. While there are sometimes pre-revealed tiles you can head towards, the difference between uncovering an empty tile and one that lets you transform a basic card into a rare one with gems attached can be massive. You do eventually start earning progression currency that will allow you to improve future runs – thereby making exploration and combat easier overall – but things can be swingy in the beginning.

Speaking of gems, cards have gem slots ala Monster Train. Some gems are standard sort of “+3 damage” options, but some of the rarer varieties can do goofy things like giving you a free copy of the card, shuffling it back on top of your library, and similar. Artifacts can also be earned/purchased, which give passive (and sometimes active!) abilities.

Combat is fairly standard Slay the Spire with cards costing resources to play, drawing new cards each turn, etc… except there are two heroes. Playing a Defend card (or a few others) will cause that hero to go to the front, with any incoming damage hitting just that person. Losing one hero is not Game Over – you can recover by casting 5 special cards, but you get saddled with two spoiler cards in your deck until that level’s boss is defeated. Each hero has their own exclusive card pools and there are four heroes total, and you can choose the pair at the beginning of each run.

One twist I appreciated was the introductions of talents based on deck size. Basically every X number of cards you add to your deck, unlocks a randomized selection of three talents based on the heroes you’re running. All too often in this genre, the optimal strategy is to keep your deck size as small as possible, so it was fun to see the designers address it with talents. While some of them can be misses, a few can radically alter your entire gameplan.

For example, one character might get “Gain 1 Power each time a card is Dissolved,” which by itself is whatever. But if you paired that character with another that is frequently offered cards that generate 0-cost Throwing Daggers that, you guessed it, dissolve when played, and then combine that with an attack the original character has that deals 1×8 damage… yeah. Does that get your juices flowing?

Overall, Roguebook is a fun game that nevertheless feels a tad easier than Slay the Spire. I have played over 40 hours thus far, unlocking almost all of the Ascension-esque effects. I would say that about 80% of that time has been with the same pair of characters chasing the same strong synergies each game, only deviating if my luck was terrible. In other words, I don’t feel it has the same depth has Slay the Spire, but none of that matters much if you aren’t looking for something to entertain you for 200+ hours. Roguebook is entertaining enough and possibly more approachable at that.

Slay the Spire: Ascension 20

I have finally “beat” Slay the Spire: meeting my end goal of reaching Ascension 20 (A20) on all four characters. There is technically a higher plane of difficulty whereby you face the secret final boss while also on A20, but I am satisfied with where I am. Specifically because games at the A20 level are already incredibly frustrating and unfun already – no need to delve further into self-flagellation.

For giggles, I’m going to post my thoughts on each of the classes, in the order that I reached A20:

The Watcher

The base mechanics of the Watcher (e.g. double/triple damage) are so powerful that I often found myself progressing despite not having any specific deck or relic combos. It does lend itself to being annoying in how much mental math you have to do lest you miscalculate and end up taking double damage in return. Or in the case of Blasphemy, outright losing the game.

Every Watcher run starts by upgrading Eruption ASAP. After that, my successful decks basically had a hodgepodge of loose synergies with Flurry of Blows (stance dancing), cards with Scrying, and Talk to the Hand. I was always happy to see Tantrum and Fear No Evil. Upgraded Blasphemy is fantastic. Omniscience is an auto-include any time it’s offered, even if I didn’t have Power cards at that point; Omniscience into Wish feels like cheating (it is).

The Defect

The only successful Defect runs I have had revolved around Orbs and Focus-stacking. The Inserter relic is always a welcome boost, and lets you save gold/deck space by ignoring Capacitor and Runic Capacitor. Inserter also allows you to take Consume with no downsides, and possibly ignore Defragment and Biased Cognition altogether. In the absence of Inserter, I focused (har har) on Biased Cognition and trying to get artifact to avoid the downsides.

Beyond that, it really came down to getting Glacier and Creative AI, even against the Awakened One. Upgraded Seek is amazing. My success with All for One decks is probably 20%; it feels more like a trap.

The Silent

The only consistently successful strategy for A15+ runs for me has been Shiv decks. Two Accuracy cards (upgraded or not) plus as many Cloak and Dagger and Blade Dances as I can draft. Always draft a Corpse Explosion if offered. Things get infinitely easier if you can snag one of the scaling attack relics (Kunai or Shuriken), or Oriental Fan or After Image. A Thousand Cuts and Envenom are generally overkill. Poison isn’t bad, but hallway fights are worse.

The Ironclad

Yuck. In pretty much every run, you are entirely dependent on which relics you pick up. Corruption + Dead Branch runs make everything worth it, but they are frustratingly rare. Upgraded True Grit is almost always good. Immolate is an amazing hallway card that is still good in boss fights. Fiend Fire can also end many hallway fights by itself with no setup (vulnerability helps).

Again though, your ultimate strategy will vary based on what relics you pick up.

Final Tips

Artifact is insanely powerful. While negating a random enemy debuff is whatever, Artifact also removes the downside of some self-buffs. For example, Biased Cognition and Wrath Form are powerful cards that have scaling downsides… unless you have Artifact. Additionally, it can also be used to make the lowly Flex Potion just straight-up give you +5 Strength for the rest of the fight. For this reason, the shop relic Clockwork Souvenir is crazy powerful.

When in doubt, upgrade your cards. In a recent Defect run, I got a Sunder and Shovel early in Act 1. Instead of upgrading the Sunder, I chose to fish at Rest sites all the way to the boss. I died. Relics can be amazing, but remember you will be playing cards in every fight inbetween, and saving a few extra HP times however many fights will generally make more of a difference than you think.

Hallway fights matter. When you look at cards like Hyperbeam or Blasphemy, you might think “These are useless against bosses.” Maybe. But if you die before making it to the boss, or end up needing to Rest instead of upgrading cards, none of it matters anyway. So if you have the chance to snag a card or two that helps in hallway fights, grab them.

Christmas Haul

I bought myself the following games on Epic:

  • Roguebook – $6.24
  • Banners of Ruin – $5.99
  • Inscryption – $5.99
  • Disco Elysium – $7.99

Basically three deckbuilding roguelikes and Disco Elysium. One item I had in the cart and then removed was Horizon Zero Dawn Complete for $14.99. My current thought was that I should probably wait until/if I do that PC upgrade I talked about – worst case scenario being I purchase it during the Summer sale for a similar (or less) amount. But… it’s also just $15. So maybe? Any thoughts in the comments?

For Steam, it was just:

  • Meteorfall: Krumit’s Tale – $7.49
  • Dream Quest – $4.99

I had an eye on Dream Quest for a long time, ever since I learned that it was one of the OG deckbuilding roguelikes that ended up inspiring Slay the Spire and the creator went on to Hearthstone. It also seemed like abandonware at this point and unlikely to receive a discount. Until it finally did. Krumit’s Tale was just another notch on the Deckbuilding Roguelike belt.

With tax everything ended being about $41 or so. Not a bad haul, assuming that at least one or two of the roguelikes entertain me for X amount of time. Granted, it seems a bit “counterproductive” to acquire more games that don’t strictly “matter.” I am endeavoring to play titles with more meaningful and/or unique experiences after all. On the other hand, I am so far down the deckbuilding roguelike rabbit hole that I may as well keep digging. As Mitch Hedberg (RIP) said:

If you find yourself lost in the woods, fuck it, build a house. “Well, I was lost but now I live here! I have severely improved my predicament!”

By the end of this, I’ll be able suggest deckbuilding games to people with surgical precision. “Oh, you played Slay the Spire but didn’t like energy usage? Might I recommend Fate Hunter?”