Slay the Spire 2 is even better with a friend
Slay the Spire II launched in early access last week, and it’s already an excellent sequel to one of the best roguelikes of all time. In many ways, it’s very similar to its predecessor. Like Hades II and Hollow Knight: Silksong, Slay the Spire II mostly iterates on an already superb foundation. But it does add online co-op with up to four players. While multiplayer changes the familiar rhythms of Slay the Spire just a bit, it’s still a great way to tackle the arduous climb up the spire.
A round of Slay the Spire II plays essentially the same as the original: In each run, you navigate three different acts across a winding map, slowly making a build by crafting your deck and picking up various perk-giving relics, and fighting enemies, elites, and bosses along the way. Slay the Spire II retains the deliberate, turn-based style of play, meaning that when it’s your turn, you have as much time as you want to decide what to do. Since you can see exactly what your enemies are planning for their next turn, there’s a lot of strategy in deciding how much damage to do and how much defense you might need to set up. Multiplayer adds a slight twist: When it’s your turn, everyone can play simultaneously. That opens up all sorts of new opportunities for planning, but it also requires communication to make sure everyone is using their cards effectively.
My multiplayer partner was my wife, the biggest Slay the Spire fan I know, and on our second run we got a thrilling victory. I played the new Necrobinder character, a necromancer, while she played as the returning Silent, which can make decks built around flurries of shivs. Over the course of the run, we accidentally settled into a strategy where I focused on applying the Vulnerable status to as many enemies as possible before my wife would rain down shivs upon our foes.
Slay the Spire II doesn’t encourage teamwork only in battles. At a campfire rest stop, you can choose to mend a friend’s health to help them out. (Some of the new enemies are tough, so I’m glad this is an option.) You each get a vote on which path to take next on the map. Everyone can draw on the map, too — as I learned many times after seeing the doodles my wife made when I would spend too long in the shop.
Since we had to communicate so much, our winning run took about an hour and a half, slower than how fast I could blast through runs in the first game. When we finally defeated the Act 3 boss, though, it was even more satisfying than most of my solo wins because we did it together. My one complaint is that co-op requires you to each play online on your own copy of the game, and that, because there’s no couch co-op, we each had to play on separate devices even though we were sitting on the couch right next to each other.
Those are annoying tradeoffs, but multiplayer is such a fun addition to Slay the Spire that I don’t mind. I can’t wait to try another multiplayer run and see what challenges — and doodles — are in store for me.


