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The fact that Slay the Spire 2's Early Access debut plays so similarly to the groundbreaking original deckbuilding roguelike makes this one of the easiest recommendations I've ever given. If you never played it, you're missing out and should jump into its turn-based combat immediately if the concept is remotely appealing to you; if you've sunk 1,000-plus hours into the original like I have, the sequel's new character classes and extensive reworking of the founding trio make going up against its even tougher bosses feel refreshed and less predictable. On top of that, the novel co-op mode gives us a new way to play and share all the thrilling highs and tragic lows of a great run. It may not be the most ambitious sequel when it comes to reinvention, but this is an excellent reinvigoration of a brilliant game.
After a week of playing, I've now clocked a little over 43 hours of Slay the Spire 2 and have completed full, three-act runs as each of its five classes – but of course the ever-escalating Ascension difficulty modifiers and unlockable cards and relic upgrades mean I've only really scratched the surface of the challenges it offers. The Ironclad, the Silent, and the Defect (my personal favorite) all play similarly to their old incarnations, to the point where most of their established strategies will still work just fine, but now there are more options available that let you take them in different directions. The Silent, for instance, now has cards that include the Sly label; discarding these has the same effect as playing them (much like Monster Train's Offering cards), so you can use that to make a build that goes a lot farther on fewer energy points per turn. That's part of why Slay the Spire 2 seems much less dependent on upgrading your energy limit than the original, where if you didn't end up with a way to do so you were likely to have a bad run.
What we said about Slay The Spire (2019)Slay the Spire takes some of the best parts of deckbuilding games, roguelikes, and dungeon crawlers and mixes them into a wholly new and extremely satisfying package. It encourages experimentation, gives you time to make mistakes, and will challenge you immensely as you navigate your way through floor after floor of entertaining, puzzle-like fights. It’s an idea so good that it’s inspired a dozen games like it before it even left early access, but is executed so well that none of them even come close to matching it. - Tom Marks, January 25, 2019
Score: 9Read the full Slay the Spire review.
The new characters, as you'd expect, play completely differently. I'm a fan of the Necrobinder, a glowing skeleton with a giant hand as a sidekick. Its Doom mechanic effectively lets you attack both sides of an enemy’s health bar at once (they’ll die after the rising Doom level passes their falling HP), and your buddy Osty serves as both a second layer of defense that absorbs damage after your armor fails, and an attack that starts small but can be built up to devastating levels. There are also the Soul cards that can be extracted from enemies and then used to draw an all but endless number of cards from your deck to keep raining down attacks. After a few experimental runs I was finding satisfying success with those new tools.
What about the other new class, the Regent, you ask? Well, this starfish-faced royal riding around on a weird living throne with legs became my white whale. It took me nearly 40 tries over more than 15 hours to finally pull off a win thanks to lucking into an extremely powerful combo of cards and relic modifiers. When he clicks, he really clicks: by quickly building up his special Star currency at the start of a fight I was able to unleash some wildly powerful spells that hit as many times as I had Stars to fuel it. That was then boosted by one of the sequel’s new card upgrades that made it do 50% more damage at the cost of inflicting two damage on myself. Add in a few relics that inflicted the Vulnerable status on all enemies in the first turn and gave me Vigor for +8 damage on my first attack, and I ended up annihilating the third and final boss on the second turn – and it only took that long because this particular boss has a multi-stage mechanic that prevents you from killing it in one.
I was still having fun banging my head against that wall until it finally, cathartically crumbled.All of my prior attempts, though, ended much less spectacularly. I had limited luck with the Forge mechanic that summons and then builds up a floating sword (it's expensive to cast the attack and the sword has to be re-drawn before you can use it again) and I nearly succeeded on a run that looped an attack that places itself back on top of the draw pile. There are also some risky mechanics around filling your deck with junk debris so that you can then transform them into disposable minion attack or defense cards, or just use a card that does damage based on how many cards you’ve created. So the Regent has plenty of options and mechanics to play around with, I just found them trickier to use effectively than the other characters.
That said, I've seen other people say that he's their new favorite and their best character by far. I think that speaks to the way Slay the Spire 2 is currently balanced: it's tougher than the original, and perhaps a bit too tailored to an elite group of players with a very specific set of skills – the type who'd crawl over broken glass to playtest a sequel to Slay the Spire. But smoothing out that experience for everybody is what Early Access is all about, and it's not as though I wasn't having fun banging my head against that wall until it finally, cathartically crumbled.
It also took me a little while to realize that my playstyle had to change a bit when it came to choosing my path through each act's map. The approach I've used successfully in hundreds of Daily Climb challenges (which of course return in the sequel) is based primarily on going wherever I'd get to take on the most Elite miniboss battles, and then beat the loot out of them. Those extra relics can be the foundation of some incredible builds. However, that hasn’t served me well in the sequel because the risks of tackling these powerful enemies have outweighed the rewards. One of my least favorite to encounter when I'm at less than 100 percent strength can only take 20 damage per turn no matter what, so you're in for a drawn-out fight even if you lead with your big guns. Go up against too many like that in a run and you're in trouble: even if they don't kill you outright, since your health is persistent, the damage you take there could doom you in the next fight. So, I've had to rethink my strategy and pick my battles more carefully – which I must admit, I prefer to what had become an automatic process for me.
Instead, I’ve started to prioritize things like special events, some of which can give you a sort of quest that spans across acts (think a more formal version of the first game’s Red Mask interaction). I've gotten a map in Act 1 that led me to a huge treasure pile in Act 2, and a key in one act that opens a chest in the next. There's also a bird egg that must be hatched at a rest site (so it comes at the opportunity cost of not healing yourself or upgrading a card). Those are represented by unplayable cards until their quest is resolved and the reward handed out, so there's at least a minor consequence to carrying them with you because they take up space in your deck and hand that could've gone to something useful in the moment.
Co-op is a great test of how well you and your friends can control your chaotic impulses.There's another notable change in that instead of just picking a modifier from the weird big whale thing Neow in the beginning of a run, each act begins with a similar choice between three rewards that often include significant downsides. These have probably been the biggest bellwethers for how a run will go for me – if I get a major one, like something that grants extra energy, I'm going to have a much better shot than something that grants me a normal card reward and a random potion. It's another roll of the dice, yes, but one that's thrilling to win big but doesn't take the legs out from under you if you don't.
Other than the new, more lively art style that includes a lot more combat and death animations, the big feature that truly sets Slay the Spire 2 apart from the original is the up-to-four-player co-op mode. It's a great test of how well you and your friends can work together and control your chaotic impulses. Within each turn of combat, it's a real-time free-for-all where everybody plays their cards at once, so if you're not coordinating your attacks over voice chat it gets crazy extremely quickly as the cards stack up and wait their turns for their animations to play out, and potential attacks are wasted on enemies that're already effectively dead. If you plan on getting anywhere as a team you'll definitely want to make sure you're taking a moment to think things through, because Slay the Spire 2 balances out the presence of multiple players by dramatically increasing enemy hitpoints (and their attacks hit your whole team at once), so you'll need to focus fire to take out priority targets quickly. Given there's no matchmaking to find random people to play with, though, it's safe to say you'll be in some form of communication with your teammates. (Sadly there's no local same-screen co-op.)
Things are made a little more forgiving in co-op in that downed players are automatically revived to 1HP after a battle (assuming at least one person survives) and you can use your rest site action to heal a teammate instead of yourself. You also get the same number of random artifacts as you have players each time they're handed out, which lets you choose the best fit for each of your builds (with any disputes settled randomly). That gives you a major leg up in how you want to build your character, compared to simply having to take whatever single item pops out of a chest. Each character also has multiplayer-specific cards that allow them to help out their teammates, such as giving them a random card to play in combat or summoning an Osty for everybody.
Of course, the difficulty ramps up pretty dramatically as well, and requires even more planning of your order of operations than you have to do alone. It's deliberately designed to make you and your teammates hash things out in conversation: You can't see a teammate's entire hand, but they can mouse over one card at a time and it'll be displayed over their character's head so you can see what they're talking about. I also love how you can draw on the map now, plotting out where you're going as a group or just doodling. (That works in single-player as well, if you want to leave yourself a note.)
Even if it left Early Acces today, it would be no slouch.I will say that it would be great if Mega Crit could find a better solution for what happens when someone in your party has to bail mid-run, because right now your options are to save and quit until they come back or that person's character just stops and you have to abandon your game with nothing to show for it. To be fair, a typical run isn't going to go more than an hour and everybody should know what they're getting into before setting out on a group adventure, but things happen.
Another reason it's so easy to recommend Slay the Spire 2 even in its Early Access state is that it at least appears to be largely "complete" in terms of how much content is here. Who knows how much bigger Mega Crit plans to make it before 1.0 (we can, I think, at least expect a fourth act to be tacked onto the end, and alternate versions of Acts 2 and 3 to match up with the two versions of Act 1 that are already available), but even if it were left as it is today it would be no slouch. Outside of the balance changes we've been told to expect, the only real indication that this is an Early Access game is the goofy MS Paint-style placeholder art you'll see on a handful of cards and in the progression tree that serves up bite-sized bits of lore (which, like the first game, is fairly nonsensical, vague, and silly) as you unlock new cards, potions, and relics. And the one significant bug I encountered that ended a multiplayer run because I'd gotten too many potion slots has been patched out already – other than that, it's performed pretty much flawlessly.


Patrick Söderlund, CEO of Arc Raiders developer Embark Studios, is praising Bungie after the Marathon team managed to effectively address playtest feedback “in a very short period of time.”
The studio executive further extinguished the extraction shooter beef during an interview with GamesIndustry.biz. In between questions about the development of Arc Raiders, he gave his thoughts on Marathon, Bungie's competing experience that launched March 5.
Although fans have spent months arguing about whether the Marathon revival could stand toe-to-toe with Arc Raiders, Söderlund took the opportunity to celebrate the former Halo developer’s accomplishments thus far. He specifically calls attention to how quickly the experience changed after early playtests yielded what Sony described as “varied” feedback from fans.
"I know their technical test last year was heavily criticized,” Söderlund said. “Whether that was accurate or fair, I can't tell you. But what I can tell you is that, even though the feedback may be a little mixed, it looks like the team has done a really good job of turning what was a big problem around in a very short period of time. That's unusual."
"[...] It looks like the team has done a really good job of turning what was a big problem around in a very short period of time. That's unusual."He continued, wishing Bungie the best now that the team has applied that feedback to the launch build: “So credit to that team and to the work that they have done with the game. I hope that they do well."
Bungie recently faced criticism from fans after Marathon players noticed that “Arc Raiders” had been censored in its in-game chat. It was a confusing moment that was quickly rectified when it was uncensored as official social media accounts for both extraction shooter experiences shared a wholesome moment online. It’s hard to say where Marathon will go from here, as post-launch support is only just beginning, but Söderlund’s comments at least show there’s only friendly competition to be found from Embark.
"I feel like [Marathon] is more PvP [player vs. player] prone," he added when comparing the differences between Marathon and Arc Raiders. "PvE [player vs. environment] doesn't feel like the focus of that game. But there are a lot of things in there that I actually like that they've done well. I like that what I do in the game is linked to my progression. There are many things in there that I actually think they've done a good job with.”
While Marathon is only just getting started, players have already spent months with Arc Raiders since its launch in October 2025. For more, you can read about why we think some Maraton quests are only getting in the way of the fun. You can also check out our recent interview with Söderlund, where we learned more about how Embark plans to continue building on its PvPvE shooter.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


Embark Studios CEO Patrick Söderlund says Arc Raiders now contains fewer AI voice lines than it did at launch after the team re-recorded some lines with real actors.
Söderlund offered an update on the studio's views regarding artificial intelligence during an interview with GamesIndustry.biz. Among various updates that have brought new enemies, cosmetics, locations, and more, he says the team has already replaced some of its heavily criticized AI content with performances from real human beings.
“We re-recorded some of the lines post-launch and made them with real voices," Söderlund said. “There is a quality difference. A real professional actor is better than AI; that's just how it is. We look at [AI] first and foremost as a production tool. We can test things internally. We can test 15 different lines without recording them, and then we know what to record. It's also a way for us to work, not replace actors. We don't necessarily believe in replacing humans with AI all the time."
Arc Raiders came out of 2025 not only as a massive success for Embark, but also as one of the breakout hits of the year. One stain on its ascent, however, revolves around how fans responded to the team’s use of AI voices for many of its in-game characters. Even as complaints piled, publisher Nexon defended its use of the controversial technology, telling Game*Spark in November that players should “assume that every game company is now using AI.”
"A real professional actor is better than AI; that's just how it is."Although Söderlund assures that some AI content has already been re-recorded, it’s currently unclear if there is any plan to eventually replace all AI material in question. He also wants fans to know that “a lot” of the voice lines in Arc Raiders were recorded by humans, adding that those who have contributed their voices to the game have been compensated for their work and time.
“We pay our actors for all time spent with us in the booth and continue to bring many of them back as we carry on updating the game,” he said. “For select usage, we also pay them for the approval to license their voices through text-to-speech for lines that aren't as essential to the immersion of the experience, mostly ping system audio.”
Arc Raiders launched for PC, PlayStation 5, and Xbox Series X|S October 30, 2025. We gave it it a 9/10 in our review upon its release, saying at the time that it "sets a new standard for extraction shooters." It's unclear how many copies have been sold in the five months since its launch, but we do at least know it managed to pass 12.4 million copies sold in January and 14 million by February.
We spoke with Söderlund about Arc Raiders’ past, present, and future last month to learn more about how Embark brought its PvPvE vision to life. He also confirmed that reports of its $75 million budget were “ballpark” correct.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


The fastest player to beat the game Donkey Kong Bananza, as of now, is a runner going by Vytox, who finished the game in just under an hour. In fact, players have so thoroughly optimized Bananza that even runners who chose to play in categories that involve beating all bosses and collecting all Bananza forms can do it in not too much more time than that. That's crazy fast for a game with so many literal layers, and is possible because runners have invented all sorts of tricks to speed their way through levels and even fly through the sky in ways that were pretty clearly not intended by the developers.
And yet, it turns out that the Donkey Kong Bananza developers have been watching all along.
I learned this when I spoke to producer Kenta Motokura and programmer Tatsuya Kurihara this week at the Game Developers Conference, following their talk at the show: Constructive Destruction: Fusing Voxel Tech and 3D Action Platforming in 'Donkey Kong Bananza.' While their talk focused on the ways in which they encouraged the player to do things like destroy terrain and discover hidden treasures, I followed up with them by asking how they prevented players from doing things they weren't supposed to do — especially in a game that was so open ended.
Motokura initially responded by telling me that unlike previous games the team has designed, Bananza had a lot more things about the player experience that the developers were unable to anticipate when designing.
"In that sense, we have to give them the play space they can enjoy and everything else would be essentially unreachable," Motokura said. He gave as examples surfaces that Donkey Kong couldn't climb, as well as other engineering solutions that made some things simply impossible. I was reminded, for instance, of one of the major barriers remaining in Donkey Kong speedruns: an inability to proceed through a certain boss battle if you haven't yet broken Pauline out of her Odd Rock prison.
I followed up by asking if they found it was getting harder and harder as time went on to block players from getting into things that the designers wanted them to stay out of. Motokura responded in the affirmative: "To answer your question very briefly, it is getting very hard to keep players from going all over the place. But certainly we take those sorts of things into account as well."
And indeed, this team in some ways almost appears to have conceded in this battle somewhat. I recalled the Super Mario Odyssey team placing coins up in hard-to-reach places anticipating that players would find savvy ways to jump up there. Bananza, similarly, has special dialogue if the player manages to skip their way to the end of the Racing Layer without going for a Rambi ride.
Motokura alluded to this as well in his answer. "Sometimes there are sequence breaks in game that you can, once you learn about them, design around so that there is a gameplay experience on the other side of that sequence break. And certainly when we see players who actually get to those areas and experience those parts, we look around at each other and say, 'I'm really glad we made that.'"
Later in the interview, I asked both developers if there was anything players had done since the release that surprised them. Kurihara told me he was surprised that so many people try to break every single voxel on a given layer. He knew this was possible, of course, but didn't think so many people would do it.
Motokura called back to the speedruns: "One thing that really surprised me, and this is maybe going back to the discussion of the sequence break that we had a little bit earlier, was the surprising ways that people are using voxels for movement, not just double jump, but other movement techniques entirely that they discovered on their own to get to some very interesting places."
So yes, Donkey Kong Bananza's designers have seen the silly things people are doing to cross massive gaps and speed across stages, and while they stopped short of condoning the behavior, Motokura at least seemed mildly amused by it. As the team eventually moves to future games, it will be interesting to see if they embrace the chaos or continue to try and find cheeky ways to acknowledge player tricks while simultaneously gating off certain paths.
You can read our full interview with Motokura and Kurihara right here.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.


The Simpsons: Hit & Run remains one of the most beloved spinoffs in the franchise's long history, even if that game still has yet to receive a remaster or sequel. But The Simpsons showrunner Matt Selman is adamant that fans shouldn't give up hope on a Hit & Run revival, urging them to "Never say never."
Selman offered this newfound hope as part of a larger interview with People surrounding the animated series' recent 800th episode. The series' showrunner also worked as one of the writers on the GTA-inspired game several decades ago, and he seems convinced that it's simply a matter of showing the studio that the demand for more Hit & Run still exists.
"Nothing is set in stone. But my quote about Hit & Run would be, 'Never say never,'" Selman said. "Because we know people love it. We know they want it, so that's good. If we know people want it, never say never."
"Hit & Run is so interesting," Selman also said. "I'm a thousand years old, and when I was in my mid to late 20s, I helped write Hit & Run. I had no idea it would become a cult game, a cult success. Of all the games, the thousands of Simpsons games... that one..."
On the whole, Selman seems somewhat more optimistic about more Hit & Run than he was when IGN spoke to him in 2021. At the time, Selman noted it would be "a complicated corporate octopus to try to make that happen."
Selman's comments are well-timed, as it was just a few weeks ago that we learned the original The Simpsons: Hit & Run and Prototype developer Radical Entertainment has returned under the banner New Radical Games. It would certainly be fitting if the reconstituted Radical were tasked with developing a Hit & Run remake or a full-fledged sequel.
Whatever happens with Hit & Run, it's clear the franchsie as a whole is in no danger of dying out anytime soon. Last year, the long-awaited The Simpsons Movie 2 got its first official poster and a 2027 release date. Selman also recently noted that while the animated series may eventually end, it won't have an actual finale episode.
Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




