True strategic depth requires the rigorous separation of entropy sources to prevent predictable outcomes. This fix finally restores the mathematical integrity necessary for a genuine roguelike experience.
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RNG Is Finally Fixed and Mods Are Here! | Patch Notes v0.107.1
Added:This is the second major update that they've done, version 0.107.1.
And if nobody heard, somebody discovered earlier in the week that the RNG in Slay the Spire 2 wasn't really working correctly. Nothing was truly random in this game. They also had the same problem in Slay the Spire 1, but they were able to fix it. And what they're doing for this patch is fixing the RNG. Hey Slayers, our second major main branch update is here with four patches in one. So, they're basically taking all the beta patches over to the main patch now. So, we're going to go over what the actual changes are for the whole community right now. And then I'm going to take it through all the the changes that they made over the past four patch patches and implemented into the main one for anybody that hasn't been using the beta patch. RNG rework.
One of the mega crit engineers, it turns out that everyone's complaining about receiving death too often from Neow's bones was right. We did in fact have some unusual RNG problems. Huge shout out to I'm going to say tickman. I don't think that's right. T C K M N for doing the research. They had an 8-hour stream where they found out about all the RNG issues. And then he wrote a big time write-up, which is really really good.
Uh if you haven't read it, go check it out. There is a lot of things that were really not completely random in the game. If you knew that one event led to another event, you would be able to correctly predict what kind of uh things were going to happen as a result. That was a problem. That was a problem for the game. And now that it has been discovered, now they fixed it in this patch. So, most games, including STS 2, use pseudo random number generators. A PRNG is fed a seed value, and given the same seed value, a PRNG will always generate the same sequence of random numbers. Each run has one primary run seed, a sequence of 12 numbers and letters. However, a run actually contains multiple PRNGs that individually influence your deck draw, your combat rewards, your event choices, and the rest of the random elements in the run. Each one run uses a seed derived from the run seed. This is essentially a chart explaining that.
This is the main seed, and then this is what would happen with card draw, and this is what would happen with rewards, etc. Since we fed different seeds to each PRNG, we expected the results to be completely unrelated, but we were wrong. And it turns out that our strategy allowed players to predict outcomes given knowledge of unrelated parts of the game. They get into numbers and stuff like that. Essentially, what would happen is when you took Neow's bones, you would essentially know what you were going to Overgrowth or Underdocks because you could only get certain curses in Overgrowth, and you could only get certain curses in Underdocks. So, it was a mistake that they had made in terms of number generation and randomness. If you were going to Underdocks, I believe, you would get a debt curse. You would have like a 73% chance to get a debt curse, and then like a 10% chance to get another curse, a 5% chance, uh etc., but you would only be able to get like four different curses from from that or five. I can't remember how many.
If you uh were going into Overgrowth, you would get a certain other curse that you would not be able to get in Underdocks. So, it was very It became very clear like to predict certain things that would happen. I'm not going to go into all the numbers. Honestly, I'm not going to go into all the numbers that they explain here. Essentially, they fixed it so that the graph went from looking like this in terms of randomness to looking like this. So, it's not truly completely random because the computer can't replicate that, but it is random to the human brain. Like, it's it's random enough that we're not going to be able to detect any like real correlation between what events are coming in uh the rest of the act based on something that happens earlier. Like they say, "Rest assured that your suffering is now truly random." Speaking of updates that will be new to all players, they've also been working on support for this Steam Workshop. So, this is the other big addition to the game. Mods are now integrated into the game. They're going to be on the Steam Workshop. So, you'll be able to just go straight into the uh actual workshop, and mods will now be here. As you can see, we got the googly eye mod, we got the base mod. Um there's not a ton that's that's been implemented yet, but a lot of the Nexus mods, like if you've been watching me, I have a couple of mods on uh the my game that are for quality of life, and now I don't have to do that import them from Nexus mods and like manually import them. Now instead, they're going to be included in the actual Steam Workshop, so it's going to make it a lot easier for you to get your mods in once people start uploading the ones that they created already. This is a massive massive upgrade because most normal people don't want to go on Nexus mods and figure that [ __ ] out. And now it's just going to be easily implemented from the Steam Workshop. Uh it's not going to be some pain in the ass where you got to go find like your folders and dump mods in and do all this stuff. Now instead, uh you're just going to be able to go straight into the workshop and just add a mod, which is really, really cool.
The rest of the patch update is mostly just stuff that if you were playing on beta patch, you already know about, but I'm going to quickly go over it just in case there's people that aren't on the that that haven't been playing on the beta patch cuz there's there's a lot of people that don't uh understandably. So, one of the things that they added is the bestiary, which is going to give you essentially like a summary of the enemies that you've come across already, actions they take, what things they do, and just a picture of them, and in time, they're going to add more to this. They're going to add like statistics that you could look at, how many times this enemy may have killed you in runs. Uh they're going to they're going to do a bunch of other really cool things, but uh this bestiary like the start of it has been really fun to look at on beta. This was a much-requested feature for the first game, but at the time, I didn't want to create it as there wasn't a great delivery delivery mechanism for an overarching story.
However, in the world of Slay the Spire 2, we have a lot more on the narrative side, more creature animations, so we've been hard at work creating this screen.
And then we got some enemy changes.
People on the main patch maybe didn't know this or they heard about it.
Doormaker's gone. Doormaker officially officially removed from the game.
As we said in the patch notes, the beta patch that brought this change, while Doormaker had interesting micro decisions in the fight, he was over the complexity threshold of what we want and had lingering issues. We decided that starting over fresh will let us hit what we actually want for an Act 3 boss.
Thus, a new boss, Eon Glass, is here. We don't want to spoil it too much for non-beta testers, so that's all we're going to say. I um respect their wishes, but I'm going to explain to you Eon Glass.
If you don't know what Eon Glass is, uh he's a very, very difficult Act three boss that is going to essentially put a bunch of withers in your deck, which are status curses that are going to deal damage to you. He's going to be putting a bunch more as the fight goes on, as well as upgrading them so they deal even more damage to you.
So, with Eon Glass, you're going to need a lot of exhaust stuff. You're going to need a lot of um maybe discard stuff if you're silent.
There's going to be a different way of building decks for you if you have not been on the beta patch and you haven't tried against Eon Glass, because Eon Glass extremely difficult boss. I don't think it's unfair necessarily. I think it's very difficult and it changes the way that you have to build your deck.
Essentially, it's a damage race and you want to finish off Eon Glass very quickly. Otherwise, I those statuses that are filling up your deck, filling up your discard pile, you're eventually going to draw into them, and you're eventually just going to die to them.
So, you got to have a really strong deck that's dealing a lot of damage very quickly. And Eon Glass also starts with three artifacts, also has a shield. It's a very, very difficult enemy. If you're up for the challenge, it's going to be very fun. It's going to be very interesting if you have not played the beta patch yet. I personally kind of like Eon Glass. I like the more difficult bosses. I think it adds an element of difficulty, but also like an element of you have to outthink the problem, which is cool.
And another problem that you're going to have to outthink is the new version of Infested Prism.
Again, they're not spoiling anything, so I'm going to spoil it for you because I've been playing against this Infested Prism for like 4 weeks now. Infested Prism, another really difficult elite. I feel like in almost any situation you're taking a decent amount of damage from Infested Prism. Like you're you're going to take a hefty amount of damage or he's going to kill you. I I have yet to figure out a way to not take damage for every skill that you play he's going to gain like a temporary version of strength for that turn. So, the attacks are going to hit you harder if you start playing like defends and stuff like that. It becomes very difficult very quickly, especially if you are like a completely skill-based deck, which happens to be a lot of the decks that I've been building. And so, Infested Prism is a run-ending elite now. So, not just the easy simple Dorito that you're used to.
Infested Prism is actually really brutal. So, be aware of that, but there are again ways to work around it. It's again something that you have to start building your deck around a little more of getting like passive block as opposed to just block that's directly coming from cards and stuff like that. Infested Prism isn't too bad when they're single striking you, but when they do their multi-attack, which they do like once every like I think it's three or four turns. I think it's every three turns.
That multi-strike attack becomes too much because if you play a defend card, the strength gain on it is is sort of maximized because it's it's hitting you multiple times. So, be be aware of that. And then we got the content imbalance. They added some multiplayer badges. They added a combo badge where you play 20 cards in a single turn, which is pretty cool. And then they added some new Neows relics.
Again, if you haven't played in the beta patch, you've probably not seen these Neow's rewards, these Neow's relics I mean. Kaleidoscope upon pick up, gain two card rewards with cards from other characters. So, Kaleidoscope is adding more ways for you to essentially use other characters cards. Really, really cool. Solid start like you know, like 85% of the time it's really good. Then there's also fishing rod. Every three normal combats, upgrade a random card in your deck. This one kind of sucks. Like this is one of those uh Neow's relics that I really just like wouldn't really mess around with. I've tried it a few times and you're it's only in normal combats that you get the upgrade. So, you have to face really hard hallway fights to really maximize.
In that time you're taking a lot of chip damage and the upgrade is completely random. Uh fishing rod just honestly like doesn't seem worth it to me and it has not been worth it in the times that I've used it. Then you got Silken Chress. Enchant all cards in the first card reward with glam. Upon pick up, lose all gold. Silken Chress is simultaneously really, really strong and really, really bad. All right, so I really don't know how to necessarily evaluate this. When they originally put it in the game, you didn't lose all your gold and it was way too OP. It was way too strong. Your first card reward having glam, which means that it's going to replay is extremely, extremely strong when especially when you're just like building a brand new deck. Losing all your gold is hugely detrimental starting a run because you usually like to go to an early shop and things like that. This is one of those things where it is kind of difficult to evaluate. It really depends on what other options it's up against whether or not this is worth it. If you don't have a shop anywhere in the beginning of the act, if you have no plans on going to a shop, maybe in the entirety of Act One, and you really want a chance to get a card with replay, and the other uh Neow's relics that you're being offered are really bad, Silk and Cinders is okay in that situation. Mac makes a good point. If you brick the first reward, it hurts really really bad. So, getting that replay on that card and bricking uh whichever card it is is horrible because now you've lost all your gold, and you have a card that kind of sucks with replay. Now, most cards don't suck with replay, but it could happen. It's happened to me. It's actually a good downside for this reward because this was so overpowered when it didn't have the losing all gold. They reworked Tes Kitano's public uh pumpkin candle relic. Now extinguishes after five combats and can be kindled at rest sites. Instead of pumpkin candle being a relic that only gave you one extra energy for the rest of the act, it's now permanent for the rest of the game, but it will extinguish after you go to five combats. So, you will no longer have the energy uh if you go to five combats unless you go to a rest site, and instead of smithing or resting, you are instead kindling, which will give you another five charges on your energy relic. This is really good with miniature tent. This is really good in very specific situations. I think it's way better than it was prior previously.
However, uh it is very very situational.
It is extremely situational because you got to like not really be worried about resting or smithing, and instead you just like really want energy. The charges on the candle will continue to build up. So you don't have to wait until it gets to zero. You can have five charges and kindle it and bring it up to 10 charges and maybe 10 or 15 is good enough for you to not need to kindle it again and then you could go back to smithing and resting. So I've had some good success with the pumpkin candle. It just depends on the situation. Neow's scroll boxes no longer make the player lose all gold. So basically what they did was they took the upon pick up lose all gold for the scroll boxes and added it to Snecko Eye instead and took it away from scroll boxes. So scroll boxes a much more reasonable option now. Then you have Booming Conch. In addition to drawing extra cards at elite fights, now you gain one energy at the start of elite combats. So you're going to gain two card draw and then you're also going to gain an energy. Booming Conch got a solid upgrade. I still I wouldn't say it's the most powerful Neow's relic, but it's it's decent. It's not bad at all.
It was it was decent enough before that, but the extra energy gain makes it a lot more competitive with the other Neow's relics. They buffed Neow's Fury. Now lets you choose which two cards or fewer to return from your discard pile instead of selecting randomly. Neow's Fury is now officially Grave Blast, but actually decent. Like it's actually good, whereas Grave Blast is pretty terrible. They also buffed Nutritious Soup. In addition to making your strikes cost zero giving and giving them eternal, now all your strikes deal three additional damage. So Nutritious Soup was already it was okay.
Now that all your strikes deal three additional damage, it's crazy. It's like getting a strike dummy in addition to the old Nutritious Soup. Really really great relic. Honestly, it's up there among all the test guitar ones. It's it's probably like maybe third. And then they moved test guitar's seal of gold relic to option three, so it shares a poll with pumpkin candle. That means basically you can't get pumpkin candle and seal of gold at the same time as options. Of course, we talked about Ion Glass. We talked about Infested Prison.
Let's talk about the Axebots. The Axebots are no longer fighting uh two Axebots at the same time that come back.
Instead, you're fighting one single Axebot. The Axebot is now super super strong compared to the old uh duo of them that weren't really that strong, didn't have a lot of HP. I I I shouldn't say super super strong. They're stronger. They're They're not unbeatable or anything like that. They're not elite fights. They're just They're okay.
They're I I They're a lot stronger.
They're definitely more challenging like the wording says. I would be aware of that when you run into the Axebot, but it's nothing It's nothing that you probably can't handle at that point in the game. They changed Snecko Eye which they changed constantly.
Uh the HP increased back up to 80 on the higher ascensions. And then the hardened shell increased back up to 20 on the higher ascensions or on all of the ascensions. Smash move removed. Now uses zoom on turns one and two. The smash move basically means that it no longer gains block, which is very cool because that block like Snecko Eye gaining block was a little too much. Like it was a little too ridiculous.
And now it gains plus one strength on its strength gain turn at higher ascensions. They changed Haunted Ship.
Now applies three weak on turn one instead of when it attacks. Haunted Ship became a much better enemy, but also again not unfair or anything like that. They changed Punch Construct. Fast punch now leads into strong punch instead of the reverse. Ready now leads into fast punch. It applies frail instead of weak.
The good news is if you don't necessarily understand what each of these things means, you can go check it in the bestiary that's now going to be in your main patch, which is pretty cool. They also adjusted some enemy HP at the extreme ends of the Ascension curve. During these beta patches, they were trying to make the lower Ascensions a little easier for people and the higher Ascensions a lot harder for people. Scrolls of biting gained differing amounts of HP. So, Scrolls of biting on the lower Ascensions lost some HP and on the higher Ascensions gained a little. Same with Owl Magistrate and Slime Berserker. And they also buffed Soul Fish. The Scream move increased damage from 11 to 13. They nerfed Ruby Raider Assassin, which was really good.
They nerfed Phantom at lower Ascensions and they nerfed Waterfall Giant a little bit because the HP healed at lower Ascensions decreased. So, it's mostly just like lower Ascension stuff to make it a little easier for people. They also changed the Slippery Bridge event. No longer offers to remove the same card multiple times unless it has already offered every card in your deck at least once. Slippery Bridge is now not going to give you repeat cards to remove, which is really good. Super super super useful. And then something special now happens if you have multiple Lantern Key cards. Does not apply to multiplayer.
Straight up, I've never gotten multiple Lantern Keys and Lantern Key cards. That happens cuz of like Bing Bong event. I don't remember what happens if you have multiples. Let me know in the comment section if you do know. They also buffed the boot. So, the damage increase now also applies to Osti's attacks. They buffed Gold Axe for multiplayer. In multiplayer, it now deals damage equal to the number of cards played by all players, not just its owner. So, now Gold Axe actually useful in multiplayer.
And they nerfed Fasting because Fasting was just honestly too good. It was too good. It doesn't give you as much additional block. It only went down by one tick of one tick of block, I guess.
I think it was a necessary change.
Fasting was insane. They reworked Conflagration. This is crazy cuz I forgot all these changes happened.
Conflagration now deals two damage to all enemies four times or five times on the upgrade. It used to be eight AOE damage plus two per other attack played this turn. Conflagration way way better now. It's really solid in terms of Iron Clad. It's not like OP or insane or anything like that. It's just something that you can kind of capitalize on with strength gain and stuff like that with Iron Clad.
They also reworked Drum of Battle. Now it's a one cost uncommon skill that draws two and grants two energy when it's exhausted. So, nice little exhaust energy as well as just nice draw. Drum of Battle way better than the kind of [ __ ] power that it was. I Nobody used that. Nobody liked it. Buffed Howl from Beyond. Trigger moved from the start of turn to the end of turn. If you exhausted it on your turn, as soon as you hit the end turn button, it would go and attack as opposed to doing it at the start of your next turn. They also buffed Unrelenting and increased the damage, and they buffed Entrench cuz it wasn't getting any extra block from enchantments. Then we move on to Silent.
They changed Follow Through and made it something called Scare. Follow Through was a card that nobody was really using.
It wasn't really that good. Scare is a card that costs zero and applies one weak to all enemies, and then it exhausts and if you upgrade it it no longer exhausts. I think it's better than follow through. I think I take it a little more often than I took than I took follow through, but I I wouldn't say that it's like unbelievable or anything like that. It's it's a decent card. When weakening enemies is is huge.
They changed nightmare. If you select a card with an affliction on it, that affliction is now removed from the copies added to your hand the following turn. They also changed predator. A very simple change. They turned it from an uncommon card to a common card. That's all they did and so now you'll see predator a little more often. They buffed untouchable. They buffed pounce so that it deals a little more damage.
And then they nerfed blade of ink. The inky enchantment damage decreased from two to plus one. Parry, instead of granting block when you play sovereign blade, sovereign blade now gains 10 block directly. So the block shows on the blade and is affected by powers like dexterity and frail. Uh they reworked sword sage so that sovereign blade now has replay one, which works with parry, which means that you would gain double the block because it's replaying the card. So I think that's a really good change.
They also changed astral pulse, the card that everybody loved that had 14 damage AOE, the common, now is dealing six times two. So it's not a big drop in terms of number, but it is a big change in terms of you can use strength with it. Um they changed tyranny so that now it triggers before bombardment. You can exhaust bombardment with tyranny and it'll be played immediately after, which is really good. They changed sealed throne, which I really haven't played too much with since the change happened.
They changed the upgrade from being innate to lowering the energy cost by one. I do think that's massive. I haven't run into it too many times, maybe like once or twice since the patch introduced it to the game.
And Sealed Throne is probably a lot worse not being innate to be completely honest. Like it's it's probably significantly worse. They also buffed Crescent Spear from the base damage from six to eight. I think Crescent Spear is still pretty bad because it cost a star cost to actually play it. They buffed Royalties so that the gold gained is increased from 35 to 40 on the upgrade.
And they also buffed Furnace so that the forge is increased from four to five.
These aren't like crazy big changes any of these.
They're fine. But they did buff Monarch's Gaze which is huge.
Energy cost decreased from three to two and then when you upgrade it from two to one. Monarch's Gaze was a card that was essentially unplayable. It was a card that you just really like did not want to want to touch at all. And now they actually made it kind of a playable card especially if it's upgraded already. It only cost one energy to play it. It's not amazing. It's not insane, but it is something that is good. Like it's it's at least like solidly in the middle maybe a little below average card. Honestly, it was like the worst rare card that that region had probably. So now it's actually playable. They also nerfed reflect. The block goes from 17 to 15.
Still a great card. Still you're taking it like every time and playing it every time. It's it's a nerf that was necessary, but it's still great. They also nerfed Bulwark. They did the same thing. They took a tick of block off of it. Again, still a card you want to take every time.
It's not under powered or anything. It was a card that deserved a nerf.
And they also nerfed Patter. Same exact deal.
I think Patter was a little worse than Bulwark and Reflect. I I think it's still decent. They nerfed Minion Sacrifice. Minion Sacrifice is the card that you can transform all the cards in your hand as many of the cards in your hand as you want to turn them into block cards. And they nerfed the amount of block that you gain from nine to eight.
I think this was necessary. Minion Sacrifice was an insanely overpowered card and it's still pretty overpowered to be honest. Then we got Necrobinder.
They buffed Death March so that now the additional damage increased by one tick and two if you upgrade it. But honestly, Death March still kind of not so great.
It is the card that gains additional damage when you draw cards. They also buffed Sickle. The summon increases from two to three. I'm going to tell you this right now. Sickle still [ __ ] sucks.
Like it it honestly is just a bad card.
I I just like I take it during times where I have a lot of Osteo attacks and then I just immediately regret it. It is not a good card. They buffed the Scythe which was surprising. The damage increases from three to four.
I didn't think the Scythe was really that bad. They apparently have numbers that say otherwise. The Scythe is now a lot stronger. They nerfed Debilitate which makes sense because Debilitate was insanely strong. And then we also have Defect changes. They changed Fusion. The energy cost decreased from two to one and it now exhausts but loses exhaust on the upgrade. Pretty good card now. This was a card that was bad in Slay the Spire 1 and is now pretty decent in Slay the Spire 2. So I like that. They changed Shatter, which now evokes all your orbs twice. The damage decreased from 11 to seven. I'm telling you right now, Shatter is an absolutely insane card. It deals AoE across the board and evokes your orbs two times. Absolutely [ __ ] insane. Like Shatter is really, really good. They also changed Tesla Coil plus.
The damage decreased from six to four, but lightning triggers increased from one from once to twice. It's okay. If you're building like a real lightning build, it's it's decent.
Like I don't know. It wasn't It wasn't that drastic a change. I think it's a good change, but I I don't think it makes Tesla Coil like insane or anything. They also buffed Hyperbeam to deal more damage. They buffed Synthesis to deal more damage. They buffed Uproar to deal more damage. They are definitely going to make those like regular attack cards from Defect pretty good, but they're not anything too crazy. They buffed Infused Core, the relic, the ancient relic, to now also grant lightning orbs deal one additional damage. Absolutely insane change to be honest. Like very, very, very good. They nerfed multiplayer scaling for enemy artifacts, Slippery and Skittish powers.
The scaling on the enemies is not as crazy when they have those things. Like as I'm sure you know, some enemies had like a billion artifacts and now they have a much more reasonable amount.
Strategem is no longer banned from the colorless card pool. The original ban was due to a bug. They also buffed Tag Team, so Replay effect now triggers on deal damage to all enemy attacks, too.
And then, they changed Fossil Stalker so that in multiplayer it now gains a set amount of strength if it hits any player instead of gaining strength for each player hit. And then, we have some quality of life stuff. We have some user interface stuff. I'm not going to go through all that. This is a huge patch.
This is honestly like they're not joking. This is a major major update. Uh if you played on the beta already, you already know most of this stuff, but there are a I would say a majority of the player base does not play on the beta patch. Either way, I wanted to be thorough and go over every single thing.
So, if you watch this whole video, then just be cool, man. Subscribe to the channel, you know, like it, and uh I'll catch you on the next video.
>> [music] [music]
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