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If You Like… Slay the Spire

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When Slay the Spire launched, back in January 2019, it represented the pinnacle in what became a well recognised genre - Deck Builders. Let’s delve into that genre and see lies beneath the surface.

IYL (If You Like) will be a short series of articles delving into various genres and looking at the best examples in each. I’ll follow a standard layout. I’ll start with a bit of history about the most famous game representing the genre. Next, I’ll cover a game that’s very similar to the original, then (hopefully!) any games that have surpassed it since, and finally any games that do things in a unique way, but still tipping their hat to the original. Then it’s over to you to tell me how wrong I am, in the comments!

Note: I did a very similar article last year, so there will be serious overlap! Future IYL articles will of course cover different genres!

Before we start, let me be clear that while Megacrits’ game “represented the pinnacle” on its launch, it didn’t define the genre exactly. There were many predecessors that led to its creation and it would do several fine games a disservice to suggest that StS was first.

If you fancy a dip into what must surely be the inspiration for StS, you could look at Deep Sky Derelicts, The Guild of Dungeoneering, Ironclad Tactics or even the excellent Hand of Fate games. But it was Megacrits’ game that rolled all the elements into a compelling package. It sold 1.5M copies at a recent count, half a million in early access alone.

I’m not going to pick bones about “Deck Builders” vs “Engine Builders” vs “Card Battlers” here. Let’s just dive in.

A direct clone - Neoverse [Steam]

What happens when you take Slay the Spire’s three wonderfully constructed character choices and replace them with scantily clad female alternatives? Well, if the developer is Tinogames, you get an original take on StS with well thought out unique decks and mechanics, but with gorgeous, fully animated graphics thrown in. Playing Neoverse is very similar to playing StS, but sometimes feels more like a Final Fantasy game due to the gorgeous wind-ups and cinematic take downs.

Whether you play as Naya with her radioactivity, Clare with her shield and blocks, or Helena with her summons, each fight feels fair and crucially, just like StS, some enemies are easy as one character, but brutally difficult as another.

It might be unfair to call this a StS clone, since Neoverse launched only around three months later, so presumably started development pretty much alongside its famous rival, but I can’t find any developer retros and later is later, so here we are.

Should you buy it? Mostly yes - it has a lot of nuance that grows on you over time, like the parry, combo and precision systems that reward careful gameplay. Just be aware that it’ll look like you’re playing a dodgy porn game while you’re taking down those demons.

Games that do it better - Roguebook (Steam, GOG) and Breach Wanderers (Steam)

Oh boy, this’ll get me into trouble, I’m sure. But what it boils down to, for me, is that I’d rather play either of these games, than even one more run of StS.

Roguebook is set in the world of Faeria (Steam, GOG), by Abrakam Entertainment, a game I couldn’t get into. But other than tapping into the Faeria lore, the two games are very different. Roguebook takes the StS formula, then gives you two characters to play with. Block is shared, only the first character takes damage (usually), and cards have a simple mechanic to swap your characters around - if you block, or play a charge card, you go to the front. And it works amazingly well, opening up a huge series of tactics around positioning, blocking and healing.

But that’s not all - each of the four characters have their own decks and own unique capability which means that the synergies between these decks can be amongst the most game-breakingly satisfying that I’ve ever come across. Like in StS when you get your Ironclad to 999 block and draw a Body Slam. Seriously. Endorphin city.

The overworld map is beautiful, the sound design is endearing, enemies are diverse and (for the most part) fun to battle, and the attention to detail is just wonderful. It’s a masterpiece.

As for Breach Wanderers, the recommendation is just as heartfelt, but… murkier. Launching at Steam Next Fest back in Q3 2020, and still in Early Access today, the developers are two friends in Montreal with a vision. That vision is that their unique take on the Deck Builder puts the emphasis on the building. In Breach Wanderers, you can choose (with a few well considered restrictions) what your opening deck will consist of AND what will be in the pool of available cards throughout your run.

Having grown up on first edition Magic the Gathering, the ability to customise your opening deck is simply wonderful. After 110 hours of Slay the Spire’s opening four or five fights being absolutely identical in nearly every way, here was a game that gave me a choice of four opening fights with a custom deck tailored to exactly how I wanted to play the game. Throw in around 8 characters, interesting new game mechanics and a very grindy (in a good way) meta game and it’s plain that this one has some serious longevity beyond simply throwing Ascensions at you until you fall over.

It’s early days for me with the game, but so far the combination of the familiarity of StS, but with the freshness of actual deck building is an absolute winner. Highly recommended.

Something a little different: Hadean Tactics (Steam) or Monster Train (Steam, GOG)

Remember Dota Underlords (Steam)? God I loved that game. Until I didn’t anymore, but that was after 150 hours, so not bad for a freebie! Anyway, so did the developers of Hadean Tactics, a husband and wife team from Brazil. So much so, that the base game involves choosing your core hero, recruiting two to four followers, then throwing them into a grid-based auto-battler which could be easily mistaken for Valve’s PvP timesink.

The differences wrack up pretty quickly though. To start with, this is PvE. Also, every 7 seconds, the game pauses and you have the familiar three mana to spend playing a choice of five cards. These can be straight up damage dealers, but the most interesting cards reposition the board, or can buff or debuff a few seconds of the fight. There’s a StS-style progress map, and of course, relics and upgrades for each of your units along the way.

It’s slick, it’s different and it’s definitely worth checking out.

Next up, Monster Train - often cited as one of the best deck builders out there, I was excited to finally give it a try a few months ago. And yep, it’s excellent. The basic format is almost like a tower defence, as enemies enter your four-level train at the bottom and work their way upwards toward the train’s core on the top level. That gives you three levels to place your “heroes” and buff them with your deck options.

The graphics are absolutely stunning, the overworld map is simple but fun and the fights are usually very fair. Variety is bolstered by having around 5 or 6 factions that you can play, each with their own deck, and each run is a combination of two of these factions to further mix up possible synergies.

But while it is a truly excellent game, I have a similar problem with Monster Train as I do with Slay the Spire - after a certain point, the only replayability is in Ascensions, which simply rank up, introducing harder bosses and more punishing runs. That’s fine to a point, but it feels a little bit lazy, especially compared to Roguebook’s excellent mix-and-match challenge system which affects not just difficulty, but even how the core game is played.

I have no regrets though, as my nearly 60 hours in the game will attest.

And the rest

And wow, this is a big list. I’m too lazy to link all of these to their various stores, but if you’re serious about your deck builders, you don’t want to miss out on…

Griftlands - two decks, one for fighting, one for diplomacy, all wrapped up in a story-driven series of missions. It’s out of Early Access now, and highly rated on Steam, but something didn’t quite click for me on this, particularly odd since it’s made by the awesome Klei team.

Nowhere Prophet - guide your fledging army across the wasteland to find them a new home. Hints of base building in this one, with a Darkest Dungeon vibe at times.

Across the Obelisk - Four heroes, four times the fun, with a story-driven overworld map. Some complicated mechanics on show here, but it’s highly-rated on Steam. I only played a handful of hours during Early Access and it’s one I’ll be going back to, for sure.

Trials of Fire - One of my favourites due to the lovely table-top feel the fights have. A really interesting open-world over-world map and a loose set of mission objectives to drive you forward. More tactical than the others, since the fights factor in position, range and line of sight.

Deep Sky Derelicts - one the daddies I mentioned earlier, this is a sloooow starter, but worth sticking with as you build your team to take on the sci-fi themed enemies. Your deck is defined by a combination of your equipment and your character, giving some nice customisation.

Card Hunter - a freebie, and like Trials of Fire, this introduces tactical positioning and elements like area of effect. Gets a bit naggy about buying a subscription eventually, but there’s tens of hours of enjoyment to be had first and the Dungeons & Dragons vibe is hard to resist.

Inscryption - part deck builder, part escape room, this dark, creepy adventure will keep you guessing throughout its three story-driven acts. I can genuinely say that it’s the first game in which pulling out your own tooth with a pair of pliers is a good thing!

Tainted Grail - some unique takes on familiar mechanics and a 3D third-person overworld based around the idea of a torch slowly burning down gives this one great tension. I need to play more, as there are heaps of characters to unlock.

Hellcard - only a couple of months old this one, but already showing promise as you put three adventures up against the army of darkness. It’s co-operative, apparently, but I don’t know how effectively that works. In single player, each character takes a slice of “pie” on the battlefield as the enemies surge towards you, each character playing their own decks, with their own special capability. One to keep an eye on.

Room for one more? Check out Liam's recent article on Takara Cards, a new Early Access, space-themed deck builder.

And that’s it for deck builders. Did I miss any? Is Slay the Spire still the king for you? I haven’t mentioned its various excellent mods, such as Downfall, so perhaps you’re all still enjoying the champion of deck builders through its total conversions, or fan-made characters & decks! Let me know in the comments!

Article taken from GamingOnLinux.com.
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About the author -
author picture
I'm Neil, an avid Linux user since 2006 and a Linux-only gamer since 2013. I used to contribute to GOL's Funding Crowd articles, but now contribute the odd article directly, most recently the Play It Now series, and the IYL articles.

I also occasionally dabble a bit in Python, I do Internet Security for a living and finally, I'm a big fan of Neil Degrasse Tyson. And not just because he has a cool first name.
See more from me
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21 comments
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inlinuxdude Apr 21, 2023
Quoting: scainethe sheer randomness of it. There's very little you can do to influence what relics you get, or what cards you're offered.

This is kind of the point of the game - to find a way to build with what you're given, and to then win with that. There aren't exact build formulas due to the randomness (although there are definitely 3 or 4 themes for each character with how they usually win). There are a few streamers/YouTubers that really illustrate that if you're interested (Jorbs/Frost Prime are good.. Also Baalorlord has some good stuff for beginners).
g000h Apr 21, 2023
Quoting: scaine
Quoting: g000hMy preferred title other than Slay The Spire is Ring of Pain - I highly recommend it.

Good shout - Ring of Pain is absolutely amazing ... it's not really a deck builder.

Although it doesn't play exactly like a more regular "deck builder" I still find it does have those attributes:

The equipment "cards" are what you're building through the course of the game. As you're disposing of one equipment "card" and replacing it with another one - That's the building aspect. It is the synergy of the equipment cards which makes a major contribution to your progression. Also, the fact that you are unlocking new (equipment) cards with each playthrough is another feature which aligns it closer to more regular deck builders.

I do view it as a Deck Builder, but a more nuanced one which doesn't follow the typical paradigm.
junibegood Apr 21, 2023
Quoting: scaine
Quoting: inlinuxdudeAs someone who has almost 2,500 hours into StS, I'd disagree with this.
I didn't really dig into it in the article, but one of the reasons I mostly gave up on StS is that problem - the sheer randomness of it. There's very little you can do to influence what relics you get, or what cards you're offered. So in around 75 runs, I faced the Heart a few times thinking I had a chance, but only a few. I prefer games that are a bit more mindful of my time. Games like Breach Wanderers offer excellent customisation, while Roguebook similarly offers many, many more cards to choose from, allowing for far greater "direction" when you're playing.

I discussed this with a friend not long ago. He has played a lot of CCGs in the past, including tournaments up to national level. He had never heard of Slay the Spire, and when I described it to him, he was genuinely horrified.

What he enjoyed in building decks was optimizing them, until they performed exactly the way he intended them to. Of course a deck building game is different because you start from scratch every game, but many games allow you to choose an orientation for your deck at the start of the game, and will not prevent you from sticking to it. In a way, it's the same as building a deck in a CCG, but on a shorter scale.

StS does exactly the opposite. You don't know what cards or relics you will get, so you are not trying to build an optimized deck. For most of the game, you are trying to build a deck that is just good enough to avoid dying against the next elite / boss you might face. And if you manage to do that for the whole game, congratulations, you won !

These two approaches lead to very different game experiences and clearly don't target the same players. We could probably consider them two separate sub-genres...


Last edited by junibegood on 21 April 2023 at 4:41 pm UTC
Purple Library Guy Apr 21, 2023
Quoting: scaine
Quoting: inlinuxdudeAs someone who has almost 2,500 hours into StS, I'd disagree with this.

Wow, good job. You're on a whole different level from me, with my 110 hours. The last 50 or so of which were trying, probably 75+ attempts, to beat the Heart as Ironclad. Every run, Ironclad, 75+ times, no ascensions - but no luck. I beat the Heart with one of the others... can't remember which now, but not with the Ironclad.

I didn't really dig into it in the article, but one of the reasons I mostly gave up on StS is that problem - the sheer randomness of it. There's very little you can do to influence what relics you get, or what cards you're offered. So in around 75 runs, I faced the Heart a few times thinking I had a chance, but only a few.
Same here. Well, I've never actually beaten the Heart. Came close a couple of times, and maybe I'll get back to StS at some point and give it some more tries. But the difficulty step between everything else and the Heart is so huge--I can have someone absolutely kicking ass on everything else, and find it's not close to enough against the Heart.

I never really got the knack of the Ironclad. The one with the orbs I find really chancy, sometimes it clicks and is just steamrolling, usually it's fragile, but when I can get a good combo going it's a lot of fun. And the one with the poison I can usually scrape together something pretty tough one way or another; if the poison doesn't get going, the shivs or something will. The one with the stances I can usually get some badass stuff happening too. But I can't get the Ironclad to really GO--maybe it's because a lot of the key Ironclad things seem to be sacrifice plays and I've never really had an instinct for that approach. So it's never really bad, but in my hands it's never really good either.
Philadelphus Apr 21, 2023
I actually just beat the Heart with the Ironclad for the first time a few weeks ago; the same time, not coincidentally, that I did a 999-damage Body Slam. (That was only my third time doing so, after managing it twice with my favorite character the Silent.)

I definitely feel like I haven't masted the Ironclad's sacrifice playstyle yet, but for what I did you really only need a few cards: Barricade to retain your block between turns, and Entrench to double it (I had two copies, which helped). Then having a few cards like Impervious to give you a one-time boost of lots of block to be retained and doubled helps, and a Body Slam to be able to turn your hundreds of block into damage is the cherry on the cake. Obviously it's random whether you get any/all of these cards (and there's still a lot of luck involved even then), but it's not that many so might be a bit easier to get lucky with. I think I might've had a card or two that let me Exhaust other cards to pare out the useless Strikes etc. that were left to allow me to get through my block cards quicker, but those may not be necessary if you don't take too many cards and remove as many as possible in other ways.

Quoting: junibegoodStS does exactly the opposite. You don't know what cards or relics you will get, so you are not trying to build an optimized deck. For most of the game, you are trying to build a deck that is just good enough to avoid dying against the next elite / boss you might face. And if you manage to do that for the whole game, congratulations, you won !

These two approaches lead to very different game experiences and clearly don't target the same players. We could probably consider them two separate sub-genres...
It's a lot like FTL in that respect; it isn't a deck builder, but it's similar in that you pick a starting "character" (ship) which is the same every time and the fun for me lies in seeing what random weapons/crewmembers/rooms I get and trying to craft a winning strategy for the Flagship with what I've got. It's frustrating if you go in with the mindset of "I want a boarding team of Rockmen and Fire Beam"* or some similar specific level of detail because your chances of getting that exact loadout on a particular run aren't great, but if you go in with a flexible mindset and see what you can get out of it as fate takes you, it can be a lot of fun.

Of course that's not the One True Way to Play or anything, and as I said I like the sound of a game that lets your customize your starting deck/engine. That's an interesting thought about it being almost two sub-genres depending on whether you get to customize your starting layout or not.

*My favorite playstyle. 🤫

Quoting: g000hWhen I started with it, I often played it at lunchtime at work: Munching a sandwich with one hand and controlling the game completely with mouse.
Ha, same, though doing it on my Deck.
14 Apr 21, 2023
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What timing! I only just got my feet wet in deck builders over the past two weeks. I don't think I've found a favorite yet. If progression feels awful each time you have to reset, it's a huge turn-off for me... coming from someone who enjoys a good campaign and story with a beginning, middle, and end (the final objective). When I don't reach the end, it feels like I'm writing a script, banging my head against the keyboard, and never have a breakthrough. What suckiness! In real life, you eventually have a breakthrough or come up with an alternative way to achieve your objectives... or you settle on a 2nd choice.

It helps if I put myself in a mindset of a physical card game -- something you play repeatedly and are never really done forever. It's not like you "beat the game" and move. But in a physical card game, you can lose or you can win. It's different than losing over and over and over.

I don't know. I'm still trying it out and a little wishy-washy as you can tell.
mircalla Apr 22, 2023
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It's not playable on Linux but if we're talking about genre history, Dream Quest on iOS is another important early entry (2014).
Komorebi Apr 22, 2023
I'd like to mention "Fights in Tight Spaces" as another game in this genre.
Philadelphus Apr 22, 2023
Quoting: KomorebiI'd like to mention "Fights in Tight Spaces" as another game in this genre.
How is that? It's on my wishlist but I haven't looked at it in a while.
Purple Library Guy May 8, 2023
Quoting: PhiladelphusI actually just beat the Heart with the Ironclad for the first time a few weeks ago; the same time, not coincidentally, that I did a 999-damage Body Slam. (That was only my third time doing so, after managing it twice with my favorite character the Silent.)
Finally did it! The Silent. Got pretty lucky, was a bit careful, ended up with four of those "A Shiv Every Turn" cards, two "Shivs get more badass" cards, an artifact that gave cost 0 attacks 4 more damage. So in a long fight I'd have 4 shivs per turn for 18 points each before I even looked at the cards I actually drew. But wait, there's more! Had an artifact that gave me +1 Dexterity every time I cast 3 attacks in a turn. Well, with all those shivs, my shielding was getting badass pretty fast! Plus I had some good poison stuff, including the one where every time an attack did damage it adds a point of poison, which, with all those shivs . . . and shortly before the finale, I got the card that gives you a point of block every time you play a card, which basically defended me from the Heartbeat of Doom, which with all those shivs was very much the cherry on top. And a fair amount of decent normal cards and artifacts. It wasn't even close, it dealt me maybe 20 points of damage before I waxed it.
Woo!
OK, this is maybe a bit off topic, but dash it all, I had to tell someone, and most people I know would look at me blankly.
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