
Slay the Spire 2 Dev Update
September was a festive month as some of us got together to meet in Seattle, WA during PAX West. However, this meant that everyone got COVID so I'm not sure if that was worth it. Three of us work out of an office and we're moving offices. Only a mile away, but a move is a move. Besides those drawbacks, we're still focused on getting core content into the game. Content like REDACTED and also REDACTED. There have also been significant changes to REDACTED. Interestingly enough, we implemented in-game patch notes so you'll be able to visit the archive of changes one day! All of our secrets and development pacing will be revealed. Now that a lot of the tools for our trailer editor is complete, there's clean up happening for our core VFX.On Aesthetics Driving Game Design
Last month we discussed why we're working on a sequel instead of adding on to Slay the Spire 1 and this week we're diving into the visual changes we're bringing in! While we hinted at this topic briefly in the past Neowsletter, let's look into what the problems were with the visual style. The first and most important one was that I'm (Casey) bad at art. Now, being bad at art doesn't necessarily mean bad at drawing or having poor taste. It's that I haven't spent enough time in my life to cleanly translate what I'm imagining onto paper. It's a frustrating experience trying to capture a “damned knight powered by demonic energy” as a sprite in a video game. In the end, I gave up on the Ironclad. That's correct–the Ironclad you see today in Slay the Spire 1 is a character I gave up working on.


Marlowe Dobbe x Mega Crit


Changes
If I were forced to make a bulleted list of high level changes, it would look something like this:- Playful:While we still retain some dark themes, the tone is more playful through its visual language and world.
- Crisp:Creatures, items, cards, backgrounds are all a bit more crisp, as the style is less painterly.
- Liveliness:Considerably more animations and transitions make the game feel livelier.
- Cinematic:More whole-screen art stuff. Compared to before, this makes the game feel more epic rather than intimate.
- Colorfuler:Everything is more colorful! This improves the legibility of various screens as well.
Some words from our Art Director
Working on developing the visual style for Slay the Spire 2 has been a really interesting and unique challenge that I’m unsure I’ll ever get to experience again as a game developer. Coming into work on a sequel of a very beloved game has a whole new set of rules from working on a new concept or property. While we want to update the visuals and make it feel new and fresh, we also want to ride that line of it being recognizable as the Slay the Spire world.

Translating the Neowsletter
As we've started posting the Neowsletter on Steam, our viewership has increased significantly. It may be time to start translating these announcements... If you have worked on Slay the Spire translations in the past and/or interested in translating announcements, please contact devs@megacrit.com or DM me on Discord @caseyyano. As an FYI: We're not yet starting on STS2 translations.Mega Crit-or-Treat Returns!

Slay the Spire Connections

Community Roundup
And, as always, let’s close this out with some of our community’s wonderful creations from the past month:
