【スレスパ2】v0.103.2 アップデート要約 – SlayTheSpire2

Slay the Spire2/スレスパ2

当記事をご覧になっていただき誠にありがとうございます。

2026/04/17、SlayTheSpire2のv0.103.2へのアップデートが行われました。今回のアップデートは、ベータパッチでの変更を公開パッチに反映するものとのことです。
つまり、ベータで遊んでいた方にとっては変更はないです。
公開パッチで遊んでいた方にとっては様々な調整が加わっていると思います。難易度も上昇しているかと思います。

ベータパッチは、以下のバージョンが含まれています。

各パッチごとに、要約を記事をまとめていますので興味のある方は、上記リンクからご覧ください。
以下は、公式のパッチノートの翻訳です。変更が多数ありましたので、詳細については触れているものと触れていないものがあります。

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全体変更

  • アセンション6変更
    • Gloom:「休憩地点が少ない」
    • → Inflation:「商人でカード削除がより高価」
  • 全ショップレリックが25ゴールド安くなる
  • ゴールド生成レリックはショップに出現しない
  • マップ生成が改善され一貫性が増した
  • 削除されたカードを持ったままゲームを再開すると置換される
    • 「カードを1枚引く/デッキから取り除く/廃棄」

アイアンクラッド

  • 新カード「未だ倒れず」追加
    • レア/スキル/2コスト
    • HP10(13)回復/廃棄
  • 威圧 / 戦いの予感 / 悪意 / 焚きつけ → リワーク
  • グラップル → 削除
  • 多数のバフ・ナーフ・レアリティ変更
  • 目的:生存力と廃棄シナジー強化

サイレント

  • 墨の刃 → リワーク
    • 「墨塗り」エンチャント付きナイフ生成
    • 「+2ダメージ、1弱体付与」
  • Acrobatics → コモン → アンコモン
  • 他カード(Skim等)と整合性を持たせた
  • バフ・ナーフあり
  • 目的:「スライ」ビルドの過度な支配を抑える

リージェント

  • 武器庫 → リワーク
    • 無色カード依存 → 生成カード全体依存
  • レガライト → 同様に変更(生成カードでブロック)
  • バフが多くナーフは少ない
  • 目的:弱いと感じられていた問題への対応

ネクロバインダー

  • 借り物の時間 → リワーク
    • 旧:0コスト/ドゥーム付与/エナジー獲得
    • 新:1コスト/エナジー4(6)/このターンコスト+1
    • 高コストカード(刈り取り / 埋葬)と相性良い
  • プレイスタイル拡張
  • その他バフ・ナーフあり

ディフェクト

  • 最も変更が少ない
  • 少数のバフ・ナーフのみ

その他(カード・レリック・イベント)

  • 無色カード・レリック・ポーションに変更多数
  • 隠された宝石 / 振り子 → リワーク
  • イベントの選択肢・出現条件調整

ネオウ報酬

  • 新レリック5種追加
    • 重い石板:レアカード3択+負傷追加
    • ネオーのタリスマン:ストライク/防御強化
    • ネオーの骨:ネオーレリック2つ+呪い
    • 薬瓶のホルスター:ポーション枠+2ポーション
    • 空飛ぶ靴:3回ルート無視可能

  • 一部バフ・ナーフあり
  • 蠢く群生体など調整
  • ドアメーカーが最も大きくリワーク

アート

  • プレースホルダーアセットを更新
  • カード/レリック/敵/エンシェントに正式ビジュアル追加
  • 敵アニメーション追加
  • スキルVFX追加
  • 状態異常VFX追加
  • エネルギーカウンターにもキャラ別VFX

UI / UX

  • 多数の追加とオーバーホール

バッジ

  • ラン終了時に表示
  • ノーダメボス撃破などを記録
  • ランの特徴を示すリマインダー

リーダーボード

  • フレンドのみ表示
  • グローバルは後日追加予定
  • アンチチートは強く入れない方針
  • 最大スコア防止は困難

スコア方式

  • マジックナンバー廃止
  • 評価基準
    • 勝利
    • バッジ数
    • クリア速度
  • デイリー比較の理由が明確化

その他

  • メインとベータでランキング分離
  • Phobia Mode追加
  • フィードバック文字数500→8000
  • デイリー/カスタムで実績解除不可
  • コントローラー改善

テキスト(Writing)

  • 説明文の明確化のための軽微な修正
  • 例:Fairy in a Bottle
    • HPが0の時のみ発動
    • 他の死亡条件では発動しない

バグ修正

  • 多数のバグ修正
  • Steamクラウド「Fatal Error」修正
  • クラッシュ/ソフトロック/ブラックスクリーン修正
  • ゲームロジックのバグ修正(例:特定レリック)
  • コントローラーナビ問題修正
  • マルチプレイ問題修正
    • 状態不一致
    • Error 5008切断

ソース

It’s time, Slayers. All of the content, changes, and fixes from the beta branch over the past month are finally coming to the main branch of the game.

Thanks to the feedback and metrics from our dedicated beta testers (instructions for joining the experimental beta branch can be found here, we feel that the beta version has been shaped into a stable enough position for main branch players to try out the changes. This is still an Early Access game, so just because something made it from beta to main does not mean it’s set in stone. We continue to rely on the experiences of players across both branches to eventually get the game into its final, ideal state, just like we did with StS1. Trust the process! And don’t forget to press F2!

These “patch notes” will be a little different: this patch encapsulates all of the changes from v0.100.0 to v0.103.1, so if you’ve been keeping up with the beta patches this post will basically act as a recap. If you haven’t been keeping up and you’re interested in seeing more detailed, chronological notes for each of these changes, please take a look through the previous beta patch notes. Manually listing out every single difference between the previous and current main versions of the game after so much beta content has gone through reworks, balance changes, and reverts has proven very time-intensive and inefficient. Therefore, we thought we’d give you more of a high-level overview of the biggest changes since the last main patch was released. The beta patches will continue to contain our usual lists of specific patch notes. Let us know if this method of patch note delivery works for you all!

CONTENT & BALANCE

Be sure to pay close attention when embarking on your next few runs: many things that you’ve grown used to have been re-balanced, reworked, or even removed (in a couple rare cases). However, quite a few new pieces of content have also been added for you to dig into. While we don’t get into the nitty gritty of every change, we’ve listed the biggest relevant highlights.

In terms of general changes, here are a few big things to note:

  • Ascension 6 has been reworked from Gloom – “Less rest sites.” -> Inflation – “Removing cards from your deck at the Merchant is more expensive.”
  • All shop relics now cost 25 gold less and gold-generating relics can no longer appear in the shop
  • Map generation has been improved and made to be more consistent
  • If you return to a run after updating with a newly deprecated card in your deck, it is now replaced with a placeholder Status card – “Draw 1 card. Remove this from your Deck. Exhaust.”

The Ironclad has received a new card, Not Yet: “Rare – Skill – Cost 2 | Heal 10(13) HP. Exhaust.” Some other cards of his–DominateExpect a FightSpite, and Stoke–have received reworks, while Grapple has been deprecated. Numerous cards have seen buffs, nerfs, and rarity changes. Many of these changes have come with the aim of giving him better survivability and Exhaust synergies.

The Silent’s Blade of Ink card has been reworked to generate Shivs enchanted with Inky – “This card deals 2 additional damage and applies 1 Weak.” Her classic Acrobatics card has been changed from Common to Uncommon, bringing it more in line with the other cards in its family: Skim, Parse, Glimmer, and Burning Pact. She’s also seen a few other buffs and nerfs. Our goal is to make Sly builds less overly dominant while making sure they still feel satisfying.

The Regent’s Arsenal card has been reworked from giving Strength based on Colorless cards played to any cards created. In a similar vein, his Regalite relic now grants Block for any card created, not just Colorless cards. Notably, his card pool has seen more buffs than any other character with just a couple of nerfs, which should address concerns about him feeling weaker than the other characters.

The Necrobinder has received a rework for Borrowed Time: “Uncommon – Cost 0 – Skill | Apply 3 Doom to yourself. Gain 1(2) Energy.” -> “Uncommon – Cost 1 – Skill | Gain 4(6) energy. Cards cost an additional energy this turn.” This new version should go particularly well with high cost cards like Reap and Bury and help to flesh out other ways to play Necrobinder. Aside from that, she’s received a handful of buffs and nerfs.

The Defect has seen the least amount of changes of any of the characters, receiving just a couple of buffs and nerfs.

Some Colorless cards, relics, and potions have seen buffs, nerfs, changes, and pool/rarity shifts, with the Hidden Gem card and Pendulum relic receiving reworks. Various events have had their options or spawn conditions tweaked.

There have been a few balance changes to some Ancient offerings, but most notably Neow will now offer 5 new relics:

  • Hefty Tablet: “Choose 1 of 3 Rare cards to add to your Deck. Add 1 Injury to your Deck.”
  • Neow’s Talisman: “Upgrade 1 of your Strikes and 1 of your Defends.”
  • Neow’s Bones: “Upon pickup, gain 2 random Neow Relics. Add 1 random Curse to your Deck.”
  • Phial Holster: “Upon pickup, gain 1 potion slot and procure 2 random potions.”
  • Winged Boots: “You may ignore paths when choosing the next rooms to travel to 3 times.”

Last but certainly not least, it’s time to talk about enemies. While certain enemies have seen some buffs and nerfs, like the Skulking Colony, the Doormaker has seen the most drastic reworks.

ART

Our artists have been hard at work updating the game’s placeholder assets (as charming as they are). Many cards, relics, enemies, and even Nonupeipe the Ancient have received some official visuals!

There have also been some really cool additions to enemy animations as well as VFX for certain character moves. Speaking of VFX, card afflictions have also received some fancy new visuals. There are even character-based VFX for energy counters now!

USER INTERFACE & EXPERIENCE

There have been a ton of additions (and even overhauls) when it comes to UI and UX.

First of all, a brand new system for things called Badges has been implemented. Badges may appear at the end of a run, noting various things that happened during a run like defeating a boss without losing HP, beating the game quickly, specific easter eggs, or pointing out that you forgot to spend your gold. They’re meant as little reminders to let you know what was unique about each adventure.

Building off of that, leaderboards have been totally revamped. The leaderboards will now only show your friends’ scores. We’ll add a way to view global scores later. In general, we don’t really want to incorporate invasive anti-cheat protection into the game so it’s sort of impossible for us to prevent people putting in the maximum score.

Secondly, no more magic numbers. While there are still points accrued for unlocking new cards and such, the score that’s sent to the leaderboards and how it’s sorted is based on whether you won, how many badges you accrued, and how quickly you finished the run (in that order). This should clarify why you did better on a Daily run compared to your friends.

Because the schema has changed, leaderboards between main branch and beta branch will be separate going forward. We’ll eventually add more features like sorting and whatnot, but in the meantime, do let us know what you think of these changes!

Other major changes include the addition of a Phobia Mode setting, the in-game feedback tool’s maximum character count increasing from 500 to 8000, the removal of the ability to unlock achievements and epochs in Daily or Custom runs, and various improvements to controller support.

WRITING

Most of the writing-related changes have come in the form of slight rewording to make it clearer what certain cards, relics, potions, and powers actually do. For instance, those who have been confused as to why their Fairy in a Bottle potions haven’t saved them from The Insatiable can now understand that the potion only triggers if your HP reaches 0, not if you die by any other means.

BUG FIXES

Many, many various bug fixes have been released, including a fix for the common “Fatal Error” Steam cloud sync issue and multiple crashes, softlocks, and black-screen startup issues. You’ll also notice that a myriad of gameplay bugs have been addressed, such as ones related to the logic of Vakuu’s Whispering Earring relic.

If you prefer to play on controller, you should find that various navigation problems have now been fixed. In the multiplayer realm, we’ve fixed some bugged gameplay interactions, state divergence problems, and have resolved many “Error 5008” disconnection issues.

As always, we greatly appreciate your in-game feedback, and will rely on it as we return to releasing more content and experimental changes on the beta branch.

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