Slay the Spire 2 has become an unlikely flashpoint in the debate about how games should handle balance updates during early access. Within 24 hours of its announcement, the roguelike deckbuilder's Steam rating plummeted from 97 per cent to 83 per cent, a 14-point drop across roughly 60,000 reviews. The cause: a balance patch that technically hasn't even been released yet.
Mega Crit announced Beta Patch v0.100.0 with the stated aim of making infinite card combinations harder to achieve. The patch also introduces Phobia Mode with alternate visuals to address accessibility concerns around creepy card designs. Crucially, these beta patches are optional and subject to change. Players must deliberately opt in to test them on Steam's beta branch.
The mathematical damage is significant but not unprecedented. Roughly 11,000 negative reviews appeared overnight across the 60,000-review base. What is notable is the method players chose to register their displeasure: review bombing rather than using the game's built-in feedback mechanism. As one Kotaku report noted, "several of the negative reviews state that they're hoping Mega Crit 'notices' their complaints and reverses the changes in Beta Patch v0.100.0."
The cards under fire
The Silent's Prepared card, which has been class-defining since the first game, is proving just too strong in Slay the Spire 2's abundance of cards that benefit from being discarded. The card has been renamed to Prepare and now costs one energy, discards two cards, and gives two energy next turn, rather than the original zero-cost draw-one-discard-one format.
The second major change cuts deeper into how players win games. Doormaker, the boss at the end of Act 3, has been buffed to permanently remove every tenth card you draw for the remainder of the fight and gain 1 strength when it does. According to community discussion on Reddit, players argue there's almost no reliable counterplay if Doormaker removes an important card from your deck.

The tension beneath the surface
Review bombing for pending changes is a blunt instrument. What makes this case interesting is the underlying design philosophy it exposes. The developer's stated aim is making infinites harder to achieve, though they won't be eliminated entirely as they're a fundamental part of the game's power curve.
Mega Crit has legitimate reasons for these changes. The studio has been studying player behaviour carefully, and with the roguelike deckbuilder still surpassing half-a-million player peaks every day, it has plenty of data to work from. The developer wants the game to remain challenging and reward strategic diversity rather than locking players into dominant strategies.
Yet players experience this differently. The Silent felt rewarding to master; Prepared was your classic combo enabler. Doormaker was beatable under the old rules. From a player perspective, the changes represent a nerf to viable strategies they have invested time learning, not a rebalancing of broken mechanics.
Why this method misses the mark
The review bombing approach contains an ironic contradiction. The most effective way for Mega Crit to gather feedback is through the game's official feedback tool. Review scores matter for visibility and marketing, but they tell the studio which players are unhappy, not what specific changes they want or why.
Beta patches exist precisely for this reason: to gather input on changes before they ship widely. The opt-in nature means players testing these builds chose to do so. Using reviews to lodge complaints rather than the feedback interface makes the developer's job harder without necessarily making the outcomes better.

The broader picture
Slay the Spire 2 launched to extraordinary success. The $25 game has already sold 3 million copies in its first week, with players completing over 250 million runs—roughly 80 per run per person on average. That level of engagement creates high stakes for balance changes. Adjustments that feel minor to developers can feel personal to players who have invested dozens of hours.
This episode illustrates a genuine challenge in early access development: balancing player preferences with developer vision when they diverge. Some players want the game shaped by their input; developers need creative control to realise their intended experience. Neither position is unreasonable, but they sit in tension. A beta patch gives players one voice in that conversation. Review bombing is another. The question is whether it's a conversation designers can actually hear.