Slay the Spire

The Card Game That Eats Weekends Alive

GAME REVIEW

Drez

9/2/2025

aerial photo of trees and house

88

Every run starts the same way: a neat little deck, a fragile little body, and the faint delusion that this time you’ll crack it wide open. Ten minutes later you’re staring at a goblin with a knife, wondering why the hell your hand is filled with defense cards while he’s carving you up like a free sample at Costco. This is Slay the Spire. It’s the digital equivalent of rolling your sleeves up in a smoky backroom, knowing the house has the edge and still tossing chips on the table with a grin. This isn’t a new release, it’s practically fossilized by gaming standards, but like a well-seasoned pan, it gets better the longer it sticks around. The roguelike scene has ballooned into a self-serious parade of procedural dungeons and pixel-art nostalgia bombs, but Slay the Spire sits there like the cool older cousin, smoking in the corner and letting you decide whether you’re brave enough to ruin your sleep schedule. Spoiler: you are.

The “Story,” Such As It Is

Let’s get the narrative out of the way, because there isn’t much of one. The spire is a tower. You climb it. Things try to kill you. You respond with card tricks like a magician who lost his Vegas residency and found violence instead. There are relics, events, weird little encounters that hint at some kind of worldbuilding, but let’s not pretend this is Tolkien. The atmosphere works because it doesn’t overreach. No monologues, no desperate codex entries begging you to care about some ancient order of candle-wielders. Just strange, almost dreamlike events, like sacrificing a card to a talking whale at the start, that keep the mood surreal without wasting your time. It feels less like lore and more like fever-dream punctuation between fights. Perfect. The characters aren’t characters so much as archetypes, but they’re effective. The Ironclad, your first hero, is a blunt instrument that smashes its way through early runs. The Silent is the star of the show: slippery, poisonous, the kind of deck that feels like death by papercuts while the enemy realizes too late they’ve already bled out. Then there’s the Defect, a living light show of orbs and math, and finally the Watcher, who flips stances like a bipolar monk. Each one has a personality written entirely through mechanics, and it’s more memorable than most RPG scripts.

Addiction, Mechanized

Here’s where the game hooks its claws: every run is a puzzle, a gamble, and a comedy of errors all at once. You start with a basic deck, collect new cards after every fight, and slowly stitch together something that might, just might, carry you to the top. It never looks like much at first. Then you hit a relic, or a synergy clicks, and suddenly the run feels like destiny. Until it doesn’t. The combat is turn-based but not slow. It’s lean, direct, like chess with knives. There’s none of the fluff most card games load onto themselves. Every choice has weight. Do you add another card to your deck and risk clogging it, or stay lean and efficient? Do you pick up that relic that gives you energy every turn but also poisons you with curses? Every reward is a devil’s bargain, every loss a post-mortem on your own hubris. It’s super addictive. Not “ha-ha funny addictive” but “I forgot I had groceries in the car” addictive. The balance is absurdly sharp, just enough RNG to keep you sweating, just enough agency to let you blame yourself instead of the dice. And the moment you finally nail that perfect run, when your deck hums like a machine and bosses crumble under the weight of your strategy? It’s a dopamine factory with union-busting efficiency. That said, the roster could be bigger. Four characters, each with plenty of depth, but after hundreds of runs you start daydreaming about what else could exist. A thief character? A berserker? Something utterly broken? It’s not a flaw so much as a greedy wish. The sequel, whenever it lands, has a high bar to clear.

Looks Like a Flash Game, Sounds Like a Cult Classic

This game doesn’t look like much. At best, the art style is quirky; at worst, it feels like a DeviantArt sketchbook scanned and colored during a lunch break. Animations are minimal, backgrounds are static. It’s not ugly, but nobody’s hanging posters of Slay the Spire on their wall. But the soundtrack? Different story. It’s all atmosphere, chill, moody, with just enough tension to keep you clenched without noticing. You can grind through runs for hours and the music never tips into irritation. It’s not flashy, it’s not trying to be the centerpiece, but it seeps in. The sound design does its job too: hits land with enough weight to feel earned, effects pop without being obnoxious. Nothing revolutionary, but everything feels tuned for the long haul. This is a game designed for your ears more than your eyes. It wants to fade into the background of your late-night obsession, not distract you from it. It succeeds.

A Genre Statement

Roguelikes are everywhere now. Every indie developer with a Unity license wants their slice of the “die, repeat, unlock” pie. Most of them miss the point, confusing punishment for tension, RNG for design. Slay the Spire doesn’t just get it right; it practically defined the blueprint for roguelike deckbuilders. Before this, card games were mostly shackled to physical nostalgia or bloated digital clones of tabletop staples. Slay the Spire chopped out the fat and rebuilt the genre into something lean, replayable, and brutal. It showed that you could have strategy, randomness, and progression all pulling in the same direction. Without this game, half the “deckbuilder roguelike” tags on Steam wouldn’t even exist. It’s not reinventing the wheel with each run, but it doesn’t have to. The brilliance is in the economy of design. Every relic, every card, every decision feels tested and retested until it clicked. You can’t really say that about most games in the space, where imbalance is treated as flavor. Here, imbalance is a feature that teaches you how to adapt.

Final Reflection: A Spire Worth Climbing

So who’s this for? Anyone with a pulse and a tolerance for failure. If you like card games, it’s essential. If you don’t, it’s still worth your time, because it’s less about shuffling paper rectangles and more about seeing how long you can outwit inevitability. Every player ends up with a nemesis, an enemy they irrationally despise. Maybe it’s the Gremlin Nob with his smug grin, maybe it’s the Time Eater who resets your momentum like a buzzkill DJ. These grudges become part of the experience, little personal vendettas written into the rhythm of your runs. I’ll be honest: roguelikes will always have a place on my screens, but few stick around this long. This one does. Even after years, it still feels fresh enough to deserve another climb. And when the sequel eventually drops, it’s going to have the kind of expectations most games would collapse under. Until then, the spire still stands, daring you to reach the top, knowing full well it’s going to spit you back down the stairs half the time. It’s not perfect. It doesn’t have to be. It just has to keep you saying “one more run” at 2 a.m., and it does