Slay the Spire II
Linux
85

Slay the Spire II

05 MARS 2026
Stratégie, Indépendant, Jeu de cartes & de société
Développeur
Prix indicatif
22.99 € (Steam)
Durée de vie (HLTB)
Histoire principale : 10 Hoursh
Complétion (100%) : 105 Hoursh
Où acheter

Slay the Spire II

85 /100
05 mars 2026 10 Hoursh
Description en cours d'enrichissement
Cette fiche de jeu est en cours d'enrichissement automatique. Les informations ci-dessous proviennent des données brutes d'IGDB.

Description (IGDB)

The iconic roguelike deckbuilder returns! Craft a unique deck, encounter bizarre creatures, and discover relics of immense power in Slay the Spire 2 - featuring new characters, cards, events, alternate acts, and more!

Description en cours d'enrichissement.

Médias

Informations Steam

Description Steam (Français)

LA TOUR ROUVRE SES PORTES

Le deckbuilder roguelike ultime est de retour !

Pendant 1000 ans, la Tour a sommeillé, ses secrets enterrés à l'intérieur, et les horreurs qu'elle contient, oubliées. Mais la Tour rouvre ses portes ! Plus affamée et dangereuse que jamais, elle dévorera quiconque osera la gravir.

Les périls qu'elle recèle exigent plus de stratégie, plus de ruse, et une volonté d'acier. Déjouez les brutales tribulations de la Tour et découvrez les secrets cachés à son sommet.

Réaliserez-vous votre ascension seul(e), ou solliciterez-vous l'aide de vos compagnons pour l'aventure ?

UNE TOUR EN CONSTANTE ÉVOLUTION

Entrez dans une Tour complètement renouvelée, un labyrinthe serpentin grouillant d'ennemis aussi étranges que dangereux. Découvrez un arsenal de nouvelles cartes, reliques et potions, chacune multipliant les possibilités — parfois au prix de conséquences coûteuses.

Gravissez la Tour aux côtés de personnages nouveaux et familiers, chacun possédant ses propres cartes, ses propres motivations, et ses propres secrets.

Chaque aventure est unique. Des défis inattendus et des stratégies en constante évolution attendent ceux qui ont le courage — ou la témérité — de tenter l'ascension jusqu'au sommet.

AFFRONTEZ LA TOUR EN SOLO OU AVEC VOS ALLIÉS

Gravissez les étages de la Tour seul(e), ou jouez avec vos amis jusqu'à 4 joueurs pour faire face à ses défis ensemble dans un tout nouveau mode coopératif. Découvrez des cartes spécifiques au multijoueur, mettez au point des synergies d'équipe, et amènez vos amis jusqu'à la victoire (si ce n'est pas eux qui vous y amèneront) !

PERSONNAGES NOUVEAUX ET FAMILIERS

Lancez-vous dans votre quête pour terrasser la Tour en incarnant l'un des cinq personnages. Les joueurs vétérans de Slay the Spire en reconnaîtront certains, tandis que deux d'entre eux sont tout nouveaux. Apprenez à maîtriser le style de jeu unique de chacun des personnages, découvrez leur potentiel caché, et explorez les secrets de leur passé pendant que vous venez à bout de tous ceux qui se mettent en travers de leur route.

DÉCOUVREZ LES LÉGENDES DE LA TOUR

L'Histoire de la Tour et de ses habitants, amis comme ennemis, peut désormais être découverte de façon complètement nouvelle. Débloquez les fragments de sa mystérieuse chronologie et rencontrez ses habitants les plus anciens lors de vos innombrables excursions.

PLUS DE CONTENU À VENIR PENDANT L'ACCÈS ANTICIPÉ

La Tour est en perpétuelle évolution... et ce de bien des façons. Toujours plus de contenu — cartes, événements, environnements, ennemis, et plus — sera ajouté et rééquilibré tout au long de l'Accès Anticipé. Rejoignez l'aventure dès maintenant pour faire partie de la prochaine évolution de la Tour.

Pourquoi une sortie en Accès Anticipé, vous demandez-vous ? Nous devons le succès de Slay the Spire à notre communauté ! Ça peut paraître cliché, mais les efforts que vous avez fournis pour signaler les bugs, traduire les contenus, réaliser de longues vidéos d’analyse, créer des tierlists excellentes (lol), et dessiner des fan arts magnifiques ou déjantés sont autant de raisons qui nous ont poussé à recommencer. Nous adorons travailler avec vous !

Éditions et prix Steam

Slay the Spire 2 - 22,99€ 22.99 €

Avis des joueurs Steam

Évaluation globale très positives
Total des avis 2 018
Non recommandé

Beaucoup de nouvelles modifications pas fun, des boss bien plus frustrants avec des mécaniques plus ignobles. Les builds sont moins explosifs et prennent plus de temps à se construire laissant plus de place à l'aléatoire. Si on joue tel ou tel build...

Recommandé

Je recommande le jeu car très sympa, surtout en multi un très bel ajout ! CEPENDANT !!! Remplacer l'huissier (boss très difficile) par l'autre de sablier de ♥♥♥♥♥ (boss IMPOSSIBLE) ! 30 dmg T1, T4 erosion +3 = 9 dmg par carte ! A un moment donné en...

Recommandé

Je publie rarement d'évaluation mais j'aime tellement ce jeu ! C'est pour moi le deck builder ultime, il y a tellement de mécaniques possibles tellement de stratégie différente, chaque run est unique. Un seul petit bémol j'aurais aimé des personnages...

Recommandé

jeu fabuleux, simple et pourtant très complexe par bien des aspects. Facile à prendre en mais mais difficile à maîtriser malgré que le jeu ne soit pas encore totalement terminé. je recommande fortement, le contenu est déjà laaargement au rendez-vous.

Recommandé

Ayant joué au premier jeu du même nom, il conserve sa façon de jouer et ses graphiques tout en rajoutant les nouveautés tels que des nouvelles cartes ou bien même des nouveaux personnages avec aussi une possibilité de jouer en multijoueur. Je recomma...

Mises à jour et Actualités

03 juillet 2026

Slay the Spire 2 gets 15 powerful new multiplayer cards, while making life easier the first time you install a mod

Slay the Spire 2 has received a bunch of potent new cards specifically for co-operative multiplayer. They span all five of the game's classes, from the aloof and stargazing Regent to the venomous and underhand Silent (Silent! My beloved, etc). The update in question is out now via the roguelite deckbuilder's Steam beta branch, and comprises of a new colourless card, two new Regent cards, and three cards apiece for the other four classes. A few other cards have been reworked. All told, it's a great time to have friends who enjoy killing steeples. Read more

03 juillet 2026

Slay the Spire 2 just got 15 new cards out of nowhere, including some big co-op heavy hitters

A new Slay the Spire 2 patch has just hit the beta branch, and this is a big one. In fact, you might want to pay attention even if you aren't one to toy around with the testing side of the roguelike deckbuilder, because there's a whole heap of additional cards that are designed to enhance co-op play, and some of them sound particularly strong. There are also a bunch of fresh balance changes in the works, a shiny visual overhaul for the latest boss Aeonglass, and some modding fixes that are planned "to come to the main branch soon." Let's take a look at exactly what's in store. Read the full story on PCGamesN: Slay the Spire 2 just got 15 new cards out of nowhere, including some big co-op heavy hitters

03 juillet 2026

Beta Patch Notes - v0.108.0

For all you beta testers who have been chomping at the bit for a new patch to chew on... here it is! Today's beta patch brings a ton of fixes, balance changes, some UX additions, a BIG batch of new multiplayer cards, and new art additions--including some animations for the latest boss, Aeonglass! {STEAM_CLAN_IMAGE}/44971832/469e5b0ea6846f4009611dc50e8af071021b67ec.gif We've also got some big updates in the modding realm to call out... Modding Updates Thank you to our incredible community of modders (and mod players) for all of your feedback since we released Steam Workshop support! We've got quite a few changes that will be relevant to modders at the bottom of the notes, but first we wanted to specifically call out some major fixes and changes that affect players. Previously, when launching the game with mods enabled for the first time, it appeared as though your progress was wiped. That is because unmodded saves are saved separately from your modded ones as a protective measure, and we defaulted to having the modded saves start entirely from scratch. Now, your unmodded saves are automatically copied over to the modded saves and a popup appears to explain the process to new mod users. They are still saved separately, though, which means any progress you make when playing with mods enabled will not be reflected after switching to unmodded and vice versa. Additionally, players have been frequently encountering version conflict errors when doing modded multiplayer runs. We're introducing some fixes which should reduce those instances and more detailed error popups when they do occur. Note that we still recommend having the same exact mods enabled as your teammates, particularly if they actually affect gameplay and are not merely cosmetic. We plan for these changes to come to the main branch soon, so non-beta-testers can keep an eye out for that! For more info on modding and playing with mods, check the patch notes from Major Update 2. Now it's time for the rest of today's patch notes... CONTENT & BALANCE: General: End-of-turn Orb passives now trigger before Doom This means that, if a player would die to self-Doom (ex. from Neurosurge card) but also has an Orb with an end-of-turn passive that would kill the last remaining enemy (ex. Lightning Orb while the enemy is at 3 HP), they will now win the combat instead of losing it after ending their turn Enemies: Buffed Torch Head Amalgam: increased damage at Ascension 9 Weak Tackle damage increased from 14(15) → 14(16) Tackle damage increased from 18(19) → 18(22) Potions & Relics: Changed Regen Potion: its healing effect now triggers before Doom, preventing the player from dying to self-Doom in certain situations Ironclad: Nerfed Colossus card: Block gain increased from 5(8) → 4(7) Nerfed Crimson Mantle card: Block gain decreased from 8(10) → 7(10) Buffed Howl From Beyond card: Damage increased from 16(21) → 18(24) Buffed Setup Strike: Strength gain increased from 2(3) → 3(4) Silent: Reworked Outbreak card: "Every 3 times you apply Poison, deal 15 damage to ALL enemies." → "Whenever you apply Poison, deal 3(4) damage to ALL enemies." Buffed Anticipate card: Dexterity increased from 2(3) → 2(4) Buffed Flick-Flack card: damage increased from 6(8) → 7(9) Nerfed Tracking card: "Weak enemies take double damage from Attacks." → "Weak enemies take 50% more damage from Attacks." Regent: Buffed Devastate card: damage increased from 30(40) → 35(45) Buffed Divine Destiny relic: Star gain increased from 6 → 7 Nerfed GUARDS!!! card's Minion Sacrifice token: Block gain decreased from 8(11) → 7(10) Buffed Resonance card: Star cost decreased from 3 → 2 Necrobinder: Buffed Haunt card: HP loss increased from 6(8) → 7(9) Buffed Reave card: damage increased from 9(11) → 10(13) Buffed Soulstorm card: additional damage increased from 2(3) → 4(6) Defect: Nerfed Compact card's Fuel token: No longer draws cards Upgrade changed from increasing card draw → granting 1 additional energy Buffed Momentum Strike card: damage from 10(13) → 11(15) Changed Scrape card: no longer discards cards whose energy costs are temporarily set to 0 by global temporary effects (ex. Pounce card's "The next Skill you play is costs 0 Energy" effect) Changed Shatter card: now Exhausts Multiplayer: Added new multiplayer Ironclad cards: Midnight: Rare - Attack - Cost 12 - "Deal 99(120) damage. Costs 1 less for each card Exhausted this combat by ANYONE." Blaze: Uncommon Skill - Cost 2 - "Give another player 5(7) Strength." Outrage: Uncommon - Attack - Cost 0 - "Deal 9(13) damage. Add a copy of this card into EVERYONE'S Discard Pile." Buffed and slightly reworked Tank card: "Take double damage from enemies. Allies take half damage from enemies." → "Take 50% additional damage from enemies. Allies take 50% less damage from enemies." Added new multiplayer Silent cards: Blade Symphony: Uncommon - Skill - Cost 1 - "Add 2(3) Shivs to ALL players Hands." Concoct: Uncommon - Skill - Cost 0 - "Another player's Attacks apply 3(4) Poison this turn." Fade: Uncommon - Skill - Cost 0 - "Retain. Another player gains 6(9) Dexterity this turn." Changed Flanking card: rarity increased from Uncommon → Rare Added new multiplayer Regent card: Plot: Uncommon - Skill - Cost 1 - "Next turn, ALL players draw 2(3) cards." Constellation: Uncommon - Skill - Cost 0 - "Another player draws 1 card, gains , and gains 9(12) Block." Added new multiplayer Necrobinder card: Underworld: Uncommon - Skill - Cost 2 - "Whenever other players deal attack damage this turn, apply that much Doom. Exhaust. (Lose Exhaust)" Soulbound: Uncommon - Power - Cost 1 - "(Innate.) Choose an ally. Whenever you create a Soul, add a Soul to their Draw Pile." Cacophony: Rare - Power - Cost 2 - "Every 33 cards drawn by ALL players, deal 66(99) damage to a random enemy." Changed Legion of Bone card: no longer Exhausts Added new multiplayer Defect cards: Hibernate: Uncommon - Skill - Cost 2 - "Channel 2(3) Frost. This turn, your Frost grants ALL allies Block." One For All: Rare - Power - Cost 1 - "EVERYONE'S 0 energy Attacks deal 3(4) additional damage." Imitation Learning: Rare - Skill - Cost 1 - "Choose another player. The next 2(3) times they play a Power, you play a copy of it. Exhaust." Changed Ignition card: rarity decreased from Rare → Uncommon Added new multiplayer Colorless card: The Ball: Uncommon - Attack - Cost 1 - "Deal 10 damage. Increase this card's damage by 15(25) this combat and give it to a random ally." Nerfed enemy block scaling in 2-player multiplayer Nerfed Beacon of Hope card: cost increased from 1 → 2 USER INTERFACE & EXPERIENCE: General: Added a Randomize button to the Custom Run screen which randomly selects 2 good modifiers and 1 bad one, and randomizes the selected character The run timer is now paused while the Pause Menu is open during a single player match Added a selection reticle for potion holders Created a stats section in the Bestiary Added event combat encounters to the Bestiary Hid moves with duplicate animations for some monsters in the Bestiary Slightly adjusted selection arrow in Bestiary monster list Players can now see which rooms were affected by Fur Coat relic in the Run History Relics skipped in the Merchant?? event are now recorded in the Run History Room Full of Cheese event now shows the cards that were skipped in the Run History All controller input deadzones have been set to 0.5, meaning joysticks should feel less sensitive and trigger buttons must be pressed in slightly more before the input is received now Regent: Pale Blue Dot power now counts down the number of cards that need to be played before it procs next to its icon Multiplayer: Version mismatch error now contains more information ART: Added portrait art for Wither status card Added Aeonglass animations Updated Gremlin Merc animations If you kill Gremlin Merc before it steals any of your gold, Fat Gremlin now spawns without holding a bag of gold Added Epoch art for: Ablaze Arise Darv Preon Slumber Spireborn The Architect The Pact Added Orb passive activation VFX Added card removal VFX Added new card Exhaust VFX WRITING: Big Game Hunter modifier's hovertip now specifies that it makes elites drop rare card rewards instead of just "better rewards" Helix Drill card's wording has been updated to be clearer that it only counts energy spent on other cards Clarified that Silken Tress relic applies only to the player who chose it in multiplayer Updated translations for various languages BUG FIXES: General: Details are now included in the Steam initialization error popup Saving is now retried when antivirus or cloud sync briefly blocks the save file Run timer no longer starts a run hidden if you have "always show run timer" toggled on Fixed crash when returning to the main menu while a card-selection prompt is open Fixed broken controller navigation to the "mod settings" button in the main menu Fixed controller navigation breaking if you opened up the deck view while holding a non-targeted card Fixed combat music sometimes continuing on the map and other non-combat screens Fixed Epoch paginator arrows becoming unclickable Fixed softlock when opening the Bestiary in the treasure room from a fresh save/reload Fixed Run History death quote getting cut off if it was too long Run History now shows the boss icon for old runs that fought The Doormaker Fixed stats screen showing that you have discovered more monsters than there exists in game Fixed the Daily Run leaderboard failing to load for some dates Fixed many instances of weird RNG behavior (shoutout again to tckmn!) Fixed being able to controller navigate to Byrdpip Ancients: Fixed Elite music playing in Neow room if you died to an Elite your previous run Tezcatara's Toy Box relic no longer flashes once it is used up Enemies: It is no longer possible to get two encounters in a row that contain Slime monsters It is no longer possible to get two encounters in a row that contain Snapping Jaxfruit monster If an attack enchanted with Replay kills the last enemy on its first play, the subsequent plays are now skipped This fixes an issue where, if a card with Replay is enchanted with Corrupted, the player would lose extra HP even after the first play killed the last enemy Fixed a visual issue where, if the player uses Thorns to kill a monster that spawns more monsters on death (i.e. Axebot, Phrog Parasite), the dead monster's attack wouldn't visually occur until after the new monsters had spawned Fixed Cubex Construct's intents overlapping with its body if it takes damage while transitioning to its charging animation Fixed Inklet's head getting cut off during Doom animation Fixed Slithering Strangler playing its hurt animation for its Thwack move Fixed Wrigglers spawning offscreen in 4:3 aspect ratios Fixed Torch Head Amalgam's laser attack VFX not reaching the player when it was shrunk Fixed impact SFX playing for Kin Priest Soul Beam move in the Bestiary Kaiser Crab no longer covers the monster title in the Bestiary Repeatedly clicking Knowledge Demon's Curse of Knowledge move in the Bestiary no longer causes its animation to stop playing Added missing Tunneler animations to the Bestiary Tunneler animations can now be played regardless of Burrowed state in the Bestiary Potions & Relics: Fixed an issue where Bone Tea relic could fail to upgrade your hand if you also have Toolbox relic Fixed an issue where, if a player auto-plays their entire start-of-turn hand draw (via an effect like Hellraiser), Unceasing Top relic may not trigger despite their hand being empty Fixed Planisphere relic proccing twice in the Battleworn Dummy event Fixed Pollinous Core relic counting up past 4 if you end combat after your turn but before you draw cards Lasting Candy no longer procs if the reward set has no card rewards Unsettling Lamp relic no longer get used up if the target's Artifact blocks the debuff White Beast Statue relic no longer decreases your normal potion odds when it guarantees getting potion rewards to prevent you never rolling potions again if it gets removed mid-run Fixed several ways you could obtain duplicate relics on the first run Fixed Flex Potion description appearing twice on the character when applied Fixed a softlock that could occur when throwing multiple Foul Potions in quick succession Events: Fixed an issue where Vigor was only applying to the first of Mad Science card's 3 hits when it was created with the Violence option Fixed death quotes for dying to Punch Off and Mysterious Knight encounters Colorless Cards: Fixed Entropy card being able to transform curses into Ascender's Bane Ironclad: Hellraiser card no longer infinitely plays Shining Strike card when it's enchanted with Swift Silent: Nightmare card can no longer be generated during combat Regent: Fixed Minion Strike card becoming stuck on screen if played too quickly Fixed History Course copy of Shining Strike card going back into your Draw Pile Fixed Supermassive card not scaling from cards generated by Mad Science card Necrobinder: Fixed a crash that could happen when an enemy dies to Doom Transfigure card can no longer be generated during combat Fixed Enfeebling Touch + Misery combo causing enemies with Artifact to gain Strength next turn Forbidden Grimoire card's card removal reward will now show up after Battleworn Dummy fight if you are successful Defect: Disabled controller navigation to Orbs while in another card selection screen Fixed the Subroutine power hovertip typo if you have more than 4 Subroutines Feral card no longer puts History Course copy of Helix Drill card back into your hand Fixed Gold Plated Cables relic flashing if the Orb's passive is not firing Gold Plated Cables relic now procs if Emotion Chip relic triggers Orbs at the start of your turn Multiplayer: Fixed even more instances of Daily runs diverging based on player net ID Fixed divergence caused by discarding a potion while moving to a new map point Fixed bug where you could set yourself ready for the next act two acts in advance Fixed state divergence caused by taking a reward as you are transitioning to another map point Fixed divergence caused by host changing the Ascension as the game is starting Fixed divergence when player has Music Box relic and combat ends while making a choice Fixed divergence when playing cards very fast while killing yourself Fixed Ghost Seed relic adding Ethereal to Strikes and Defends generated by other players during combat If you open a screen during a treasure room relic fight, the hands now behave correctly Fixed mouse remaining hidden forever if the game ended while in potion targeting Event RNG seeds are now consistent across all multiplayer Daily Runs Jungle Maze Adventure event no longer appears if a player doesn't have enough HP for the solo option PERFORMANCE: Compressed various combat background assets MODDING: Unmodded saves are now copied to the modded save directory if you are launching modded for the first time Added controller support for Modding menu Fixed Steam mods causing ReflectionHelper.ModTypes to return nothing SavedProperty IDs from mods are now properly sorted for multiplayer Content from mods with affectsGameplay set to false are now sorted to end of ID maps Mods can now register multiple assemblies SerializableSave.NumReloads is now consistent across peers Steam mod now takes precedence over local if the version is greater Batched the Steam Workshop call for checking branch support, meaning mods should load faster Began publishing STS2.dll XML documentation Fixed issues in multiplayer where players with the same mods would get "version mismatch" (thanks to OLC of RitsuLib for helping out with this!) Build the serialization cache from ModelDb instead of via reflection Sort content by ModelId instead of typename Use more tiebreakers when sorting Sort epoch IDs in ModelIdSerializationCache Exclude non-gameplay-affecting models from the ModelIdSerializationCache hash The correct mod lists are now logged in the non-gameplay mod mismatch warning

Configuration PC requise

Minimale :Système d'exploitation et processeur 64 bits nécessairesSystème d'exploitation : Windows 10 (64-bit)Processeur : Dual-core 2.0 GHzMémoire vive : 4 GB de mémoireGraphiques : DirectX 12 or Vulkan compatible, 1 GB VRAMEspace disque : 4 GB d'espace disque disponible

Jeux similaires