Slay the Spire 2 is Being Review-Bombed

Slay the Spire 2 is getting hammered by a fresh wave of Steam review-bombing, with its recent rating sliding down to “Mixed” after a new update reignited long-simmering anger over balance changes. The frustrating part? This is happening while Mega Crit is openly telling players the game is still in…

Sophia Martinez
Sophia Martinez
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Slay the Spire 2 is Being Review-Bombed

Slay the Spire 2 is getting hammered by a fresh wave of Steam review-bombing, with its recent rating sliding down to “Mixed” after a new update reignited long-simmering anger over balance changes. The frustrating part? This is happening while Mega Crit is openly telling players the game is still in flux—and while the studio is simultaneously trying to set expectations with a roadmap that deliberately avoids dates to protect quality.

This is the classic Early Access pressure cooker: players want stability and “the real game,” developers need room to experiment, and Steam reviews become the battlefield.

What’s Happening: A Second Wave of Review-Bombing Hits Steam

The immediate headline is simple: recent Steam reviews for Slay the Spire 2 have dropped to “Mixed” amid another bout of review-bombing tied to a new update. The blowback is being pinned to update 0.103.2, which rolled up a set of changes that had been circulating through March and April beta builds before landing more broadly.

One of the more extreme negative reviews circulating frames the patch as “commercial fraud,” accusing the developers of “eviscerating the game” and “teaching the player how to have fun,” and describing the build as a “hostile, gutted shell of what was promised.” That particular review was originally posted in Simplified Chinese and then self-translated by the reviewer, but the sentiment—anger at perceived archetype destruction and a feeling of betrayal—has become a rallying cry in the current pile-on.

The scale is also notable. Over April 17 and 18, the game reportedly received over 8,000 negative reviews in Simplified Chinese alone. Whatever your stance on the patch itself, that’s not “normal criticism.” That’s coordinated, momentum-driven score manipulation—the kind of thing that can bury nuance under sheer volume.

And yes, it’s “again.” Slay the Spire 2 has already been through this cycle: controversial balance changes, community outrage, and then attempts to stabilize. A March 2026 beta update reportedly reverted many previously unpopular balancing changes, which briefly improved the mood. Now the pendulum has swung back.

Why This Patch Sparked Rage: Balance Changes, Archetypes, and Player Ownership

Balance is always personal in deckbuilders—especially in a game that thrives on players mastering synergies over hundreds of hours. When a patch nerfs a card, reworks an interaction, or shifts the viability of an archetype, it doesn’t just change numbers. It can feel like the developer reached into your mental model of the game and rewired it without permission.

That’s the emotional core of this backlash: players who invested time mastering certain strategies feel those strategies have been “gutted.” The angriest reviews aren’t merely saying “this is harder now.” They’re saying “this is not the game I agreed to play.”

Mega Crit’s stance, however, is also consistent with what Early Access is supposed to be: iteration, experimentation, and course correction. In the developer’s Steam blog messaging around the update, Mega Crit urged players to “Trust the process,” and emphasized a key point that’s easy to forget when you’re staring at a patch note that just nerfed your favorite build:

“Just because something made it from beta to main [branch] does not mean it’s set in stone.”

That’s not corporate spin; it’s basically the thesis statement of Early Access. The problem is that Steam reviews don’t grade “potential.” They grade today’s experience, and they do it with a blunt instrument.

There’s also a genre-specific wrinkle here that makes the discourse even messier: roguelike/roguelite variance. Part of the Slay the Spire DNA is that some runs go sideways due to RNG, and players have to adapt. Some fans see nerfs as a natural part of keeping the ecosystem healthy; others see them as removing options and shrinking creativity. When the game is already punishing by design, any perceived reduction in power can feel like the floor dropping out.

The Roadmap With No Dates: Mega Crit’s Philosophy Collides With Modern Expectations

On the same day this controversy is boiling over, Mega Crit also published its first roadmap for Slay the Spire 2—and it’s a fascinating piece of expectation management precisely because it refuses to do what most roadmaps do.

Instead of promising dates or even release windows, Mega Crit presented a text-based checklist in its April 2026 “Neowsletter,” outlining what’s coming while intentionally avoiding timelines. Co-founder Casey Yano explained why in unusually blunt terms:

“It’s not what works for us… Mega Crit is a small team… We evaluate our tasks each week and work on what feels most impactful… We won’t massively expand the size of the studio to finish the game faster. Exacting deadlines produce sloppy uninspired work and I don’t want Sloppy Spire 2, I want Slay the Spire 2.

That line—“Sloppy Spire 2”—has instantly become the quote that defines Mega Crit’s posture right now. It’s also a direct rejection of the modern content treadmill, where players expect a constant cadence of updates, fixes, features, and “reasons to return,” whether the game is live service or not.

Yano also recommends that players who want faster iteration should opt into the beta branch, where changes arrive more frequently. But that’s where the snake eats its tail: experimental beta changes have already contributed to review-bombing, and now main-branch changes are triggering it too. The studio is trying to use Early Access the “right” way, while the audience is increasingly treating Early Access like a live product that should behave like a finished one.

What’s On the Roadmap (Even If We Don’t Know When)

Mega Crit’s roadmap outlines a mix of features, systems, polish, and major content beats. The items explicitly mentioned include:

Features and systems

  • Steam Workshop support
  • Support for more languages
  • The Bestiary (a way to view and learn about enemies)
  • Experimental game modes

Ongoing tasks

  • Bug fixes
  • Compatibility and performance improvements
  • Game balance and tweaks
  • Quality-of-life features
  • Audio polish (including “more silly voices”)
  • Visual polish (including “less silly placeholder art”)
  • Additional content (kept vague to avoid spoilers)

Bigger content additions

  • Alternate Act 2
  • A new character
  • Alternate Act 3
  • More cards, events, relics, and potions

Further off in the future

  • Ports to other platforms (consoles/mobile/etc.)
  • Steam Achievements & Trading Cards
  • A “True Victory” ending and “everything that comes with it”

That last bullet matters more than it might sound. Right now, Slay the Spire 2 doesn’t end with a definitive win; runs culminate in an unavoidable defeat at the hands of The Architect, with the implication that a more complete endgame is planned later. That’s a very “Early Access Slay the Spire” thing to do—but it also reinforces why balance changes are so volatile: players are building mastery in a game that is, by design, not yet complete.

Context: A Huge Launch, a Massive Playerbase, and the Cost of Success

Part of why this is so combustible is that Slay the Spire 2 didn’t launch like a niche indie sequel. It launched like an event.

Early on, the game reportedly held an “Overwhelmingly Positive” Steam rating, with early adopters praising its content, balance, new characters, and new features—most notably four-player co-op multiplayer. It also set a new concurrent player record for roguelites on Steam at 57,025 players.

That kind of success is a blessing and a curse. A larger audience means:

  • More playstyles and expectations colliding
  • More players who treat the game as a “forever game” with a stable meta
  • More visibility for every misstep
  • More incentive for bad-faith behavior (including review-bombing) because it works

And it’s worth underlining: Slay the Spire 2 is an Early Access game on Steam, with the store page estimating it will remain in Early Access for one to two years. That’s not a footnote; it’s the entire frame. If you buy into Early Access, you’re buying into change.

But here’s the uncomfortable truth: even if that’s philosophically correct, it doesn’t stop review-bombing from doing real damage. Steam’s rating system is one of the most influential discovery tools in PC gaming. “Mixed” can meaningfully slow momentum, sour undecided buyers, and distort the public narrative—especially when the negativity is concentrated into short time windows.

What Remains Unknown

A few key details haven’t been fully clarified publicly yet, and they matter for understanding how this situation evolves:

  • The exact scope of update 0.103.2’s balance changes and which archetypes/cards are at the center of the backlash.
  • How Mega Crit plans to respond (if at all) beyond its general “not set in stone” messaging.
  • Whether Steam will flag or contextualize the review activity in a way that helps buyers separate patch outrage from overall quality.
  • Timing for major roadmap items like Steam Workshop support, the new character, and alternate Acts—Mega Crit has explicitly avoided dates.

For now, Slay the Spire 2 is stuck in the most modern of Early Access traps: it’s popular enough that every balance tweak becomes a referendum, and every patch risks turning Steam reviews into a weapon. Mega Crit is betting that patience and craft will win out over deadlines. The community—at least the loudest part of it—is demanding stability today.

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