'Even though I threw out my back from overworking, I'm feeling high in spirits': Slay the Spire 2 sold 3 million copies in its first week

Slay the Spire 2 has done what so few sequels manage: it’s not just living up to a beloved original, it’s immediately turning into a full-blown phenomenon. Developer Mega Crit Games confirmed the deckbuilding roguelike sequel has sold 3 million copies in its first week on Steam Early Access,…

Caleb Wright
Caleb Wright
6 min read135 views

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'Even though I threw out my back from overworking, I'm feeling high in spirits': Slay the Spire 2 sold 3 million copies in its first week

Slay the Spire 2 has done what so few sequels manage: it’s not just living up to a beloved original, it’s immediately turning into a full-blown phenomenon. Developer Mega Crit Games confirmed the deckbuilding roguelike sequel has sold 3 million copies in its first week on Steam Early Access, alongside a staggering number of player runs logged in the same window. And if you’ve been anywhere near Steam charts lately, none of this is surprising—this is the kind of launch that doesn’t just validate a sequel, it cements a franchise.

The headline quote comes straight from the game’s Steam community debrief, where the studio’s tone is equal parts exhausted and exhilarated—an energy that matches the community right now: obsessed, optimizing, and (yes) breaking the game in spectacular fashion.

A sequel launch that’s already operating at blockbuster scale

Mega Crit’s Steam community post pegs 3 million copies sold in one week—a number that would be impressive for a full 1.0 release, let alone an Early Access build. The studio also shared run counts, and this is where the story gets slightly messy in a way that’s actually revealing.

One set of figures puts the game at over 25 million runs, with Mega Crit noting tracking began “a bit after launch,” meaning the total is missing “at least a few million” runs. That’s already an absurd amount of play for a week-old roguelike—especially one that’s famously designed to tempt you into “one more run” until your real life starts sending overdue notices.

Another report cites over 250,000,000 runs, which—if taken at face value—would imply an almost comical average runs-per-owner pace in a single week. Mega Crit’s own messaging (including the “missing a few million” caveat) aligns more cleanly with the 25 million-plus framing, but the broader point remains unchanged: players aren’t just buying Slay the Spire 2, they’re living in it.

And that’s the key signal here. Plenty of games sell well on hype. Fewer convert that hype into immediate, repeat engagement—the kind of engagement that turns Early Access into a long-term live wire instead of a slow drip.

Early Access, $25, and already patching out the wildest exploits

Slay the Spire 2 is currently $25 on PC via Steam Early Access, and it’s already in that familiar post-launch rhythm where the community stress-tests every edge case faster than any internal QA team could dream of.

Case in point: Mega Crit has promised to patch out a particularly ridiculous exploit that allowed HP values to spiral into the absurd. In patch notes tied to the game’s first debrief, the team stated:

“Players, enemies, and pets can no longer have their HP increased above 999,999,999.”

That line is funny on its own—because it reads like a parody patch note—but it also tells you something important about Slay the Spire 2 right now: it’s already deep enough, systemic enough, and flexible enough for players to create “godlike” scenarios that the developers need to rein in.

The studio is also using this early window to tackle the unglamorous stuff that matters most for a game built on iteration: bug fixes, softlock states, and smoothing out rough edges. It’s the kind of work that doesn’t trend on social media, but it’s exactly what separates an Early Access darling from an Early Access cautionary tale.

Mega Crit’s next steps: Workshop support, scoring overhaul, accessibility, and multiplayer polish

Mega Crit isn’t offering a roadmap yet, and it’s being very clear about that. The studio says it’s not ready to share a timeline, and its approach to updates is essentially: new content and balance changes will hit the main branch when they’re ready.

Still, the debrief is packed with teases—enough to outline the studio’s priorities without locking itself into dates. Here’s what’s been discussed as in-progress or planned focus areas:

  • Steam Workshop support
  • A revamp/overhaul of the badge/scoring system
  • A friends-only leaderboard filter
  • A phobia accessibility mode
  • More art and VFX
  • Ongoing balance patches
  • Multiplayer quality-of-life improvements
  • Official Twitch plugin integration

That list is doing a lot of work. Workshop support is the obvious long-term accelerant—modding can extend a deckbuilder’s life indefinitely, and the original Slay the Spire has proven how hungry this community is for custom content and weird experimental design.

The scoring/badge overhaul is also more important than it sounds. In games like this, scoring systems shape what players value: speed, consistency, risk-taking, build variety, win streaks, challenge modifiers. If Mega Crit wants Slay the Spire 2 to have a competitive “watchability” layer—streaming, community challenges, leaderboard chasing—then scoring needs to be both legible and meaningful.

And then there’s multiplayer. The game includes a mode described as occasionally chaotic, where you battle with friends and queue card commands simultaneously. That’s a bold design swing for a series that built its legend on solitary, hyper-deliberate decision-making. The fact that multiplayer QOL is already on the studio’s short list suggests Mega Crit knows exactly what it has: a feature with huge potential, but also one that can become a friction point if it’s not rock-solid.

Finally, Mega Crit has set up a public beta testing branch on Steam, letting players opt in to upcoming changes before they hit the main build. That’s a smart move for a systems-heavy roguelike: you want your most dedicated players hammering on balance changes early, because they’ll find the degenerate combos and unintended interactions in hours—not weeks.

Why this matters: Slay the Spire 2 isn’t just a hit, it’s a platform now

It’s hard to overstate what a first-week 3 million means for a niche that used to be considered “indie-adjacent.” Deckbuilding roguelikes are everywhere now, but Slay the Spire is the game that helped define the modern template—and with Slay the Spire 2, Mega Crit is proving it can still set the pace rather than chase it.

The most exciting part isn’t even the sales figure. It’s what the sales figure enables.

Early Access can be a brutal format: constant scrutiny, constant balance debates, constant demands for content. But it also gives developers room to build in public, and Mega Crit is clearly positioning Slay the Spire 2 as a living project—one that will evolve through community feedback, iterative patches, and eventually (presumably) a full release that feels battle-tested.

There’s also a cultural angle here. When a game racks up tens of millions of runs in days, it becomes a shared language. People aren’t just playing—they’re comparing seeds, debating balance philosophy, trading build tech, and turning patch notes into memes. That’s how you get longevity. That’s how you get a game that doesn’t just sell, but sticks.

What Remains Unknown

Even with Mega Crit’s unusually candid debrief, there are still major unanswered questions:

  • When will major features like Steam Workshop support and the scoring system overhaul arrive?
  • What does “phobia accessibility mode” specifically include, and what content will it affect?
  • How frequently will the main branch receive updates, given the “when it’s ready” approach?
  • What is the definitive, current run count (given conflicting figures circulating), and how is Mega Crit tracking it?
  • Will Slay the Spire 2 come to consoles, and if so, which platforms and when? No official console announcement has been made.
  • How long will Early Access last? A rough “one to two years” estimate has been floated elsewhere, but Mega Crit itself has not provided a firm window.

For now, the only certainty is the big one: Slay the Spire 2 has arrived with the kind of momentum most games would kill for—and Mega Crit is already deep in the trenches, patching exploits, planning major systems work, and trying to keep its back intact while the community sprints ahead at full speed.

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