Archive for the ‘slay the spire’ Category

Slay the Spire, the decade’s best deckbuilding game, coming to iOS in June

June 4th, 2020

Slay the Spire's success story is a remarkable one. As one of thousands of games to land on Steam in 2017, this fusion of roguelite progression and "deckbuilding" mechanics, made by a heretofore unknown development team out of Seattle, managed to become a phenomenon due entirely to word-of-mouth. The game has since surpassed its "2.0" milestone and climbed the download charts on Xbox One, PlayStation 4, and Nintendo Switch.

Yet the game has stayed an arm's length away from smartphone platforms this whole time, in spite of being built primarily using libGDX, a flexible, open source development framework with smartphone-specific hooks. That changes this month, as the development team at MegaCrit ironically used its Steam community page on Wednesday to announce Slay the Spire's next platform: iOS.

The game's first smartphone port will launch at $9.99 "this month," according to the developers at MegaCrit, with an exact date likely coming during the upcoming Guerrilla Collective game reveal stream, currently scheduled for June 6-8. ("You should try to tune in" on the event's first day, June 6, according to MegaCrit's latest update.)

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Posted in Android, Gaming & Culture, iOS, slay the spire | Comments (0)

Video: Slay the Spire is a friendly game of death, but it was hard to get it right

May 2nd, 2019

Video directed by Justin Wolfson, edited by John Cappello. Click here for transcript.

Normally, we devote our "War Stories" videos to established and classic games of old. So what is a 2019 video game doing here?

Anyone who asks this question about Slay the Spire, made by a three-person studio in Seattle, hasn't played this wonderful title. It's arguably the most addictive, accessible, and strategy-filled digital card game we've seen in years. So we wanted to talk to its dealers about the game's irresistible properties.

The result is the above interview, which is peppered with developer Mega Crit's insights (and at least one Easter egg). We're glad we sought out this younger team, because their answers revolved largely around the Steam Early Access system, which is still a pretty small drop in the bucket of game design history. Designers Anthony Giovannetti and Casey Yano sought a passionate community's help to solve the game's early design problems, and the community's use of Discord and Steam forums were critical not just for fixing Slay's early issues but also identifying them in the first place.

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