Slay the Spire 2 had the best Early Access launch in the history of Steam roguelikes: 3 million copies sold in its first week, more than 573,000 concurrent players at its peak, and 25 million runs started up the Spire. The original took nine years to sell its lifetime total of 3.6 million copies. And yet between March and May, the game went through three separate waves of mass negative reviews on Steam, each for a completely different reason, with its rating swinging from "Overwhelmingly Positive" to "Mostly Negative" and back.
The pressure of one of the decade's most anticipated sequels
The original Slay the Spire, from 2019, defined the entire roguelike deckbuilder genre, inspiring dozens of imitators over seven years before Mega Crit even announced a sequel. Slay the Spire 2's first week of Early Access, starting March 5, 2026, out-earned the launch weeks of both Hades 2 and Hollow Knight: Silksong on Steam, and it set a new concurrent-player record for the roguelite genre on day one. At that scale of expectation, any single design decision had a chance to trigger a disproportionately loud reaction, well before any dispute over the credits.
Wave one: balance
On March 19, Mega Crit announced its first big post-launch patch, focused partly on making "infinite" card combos harder to pull off. Within 24 hours, the game's rating dropped from 97% to 83% positive, with roughly 11,000 negative reviews landing on Steam. The reason was purely mechanical: some players didn't want to lose a playstyle they'd worked out for themselves.
Wave two: an update and Chinese-language players
On April 16-18, Mega Crit shipped "Major Update #1," rolling everything tested on the beta branch into the main game. The reaction from Chinese-speaking players was especially sharp: more than 8,000 negative reviews in Simplified Chinese landed within two days. At one point the 30-day rating dropped to 39% positive, which Steam classifies as "Mostly Negative." Mega Crit responded by asking for patience, explaining plainly that moving a change from beta to the main branch doesn't mean it's final, and ultimately removed a controversial Act 3 boss, Doormaker, replacing it with a different fight.
Wave three: a dispute over a credits listing
A third wave arrived in May, this time after players noticed a "Consultant" credit for Anita Sarkeesian, a critic and creator of an online video series about storytelling patterns in games, in Slay the Spire 2's credits. Some of the new negative reviews came from accounts that had bought the game within the previous 24 hours solely to leave a negative review and immediately request a refund. Mega Crit did not publicly comment on either the scope of Sarkeesian's involvement or the review wave itself, unlike the previous two waves, where the studio addressed the community directly.
The stakes are higher than usual
Mega Crit is playing for more than one bad wave of reviews here, because Slay the Spire 2 also doubles as a test of a business model that runs directly against the trend in big productions: no microtransactions, no seasonal pass, one price for the game, and regular free updates throughout Early Access. The record first-week sales showed that model can still win at scale, as long as the studio can hold onto player trust across the entire, multi-year Early Access cycle, not just through launch week.
What it actually cost the studio
All told, the game has racked up close to 80,000 negative reviews, roughly fourteen times what the original Slay the Spire received across nine years. Tom Kaczmarczyk, founder and CEO of the games analytics firm IndieBI, checked what actually happened to real sales during the Chinese-language wave: despite the sharp drop in rating, sales in the Chinese market didn't see a corresponding collapse. In other words, the Steam rating and buyers' actual behavior diverged sharply in this case.
Steam itself has a built-in mechanism for exactly this scenario. The game's store page currently states outright that "this product's review history has at least one period of off-topic review activity," and under the platform's default settings, reviews from those periods don't count toward the displayed overall rating. That doesn't erase the effect entirely, since the waves still show up in the historical data and in the raw count of negative reviews, but it explains why the game's rating at any given moment can look considerably better than the April or May headlines alone would suggest.
Three waves in three months, for three completely different reasons, is rare even by Steam's standards, where mass review campaigns have become a standard tool of community pressure on developers in recent years. The first two waves were about pure game mechanics and had a direct effect: Mega Crit genuinely changed the game's content in response, removing a boss and explaining its balance decisions. The third wave was about something entirely different, namely who worked on the game rather than how the game plays, and the studio didn't respond to it directly.
IndieBI's data points at something easy to miss in the rush of headlines about a catastrophic rating: a mass wave of negative reviews can dominate the conversation around a game for a week or two without actually changing how many people buy and play it. For a game that sold at a record pace and held hundreds of thousands of concurrent players, tens of thousands of negative reviews are a loud signal, but not necessarily one that translates into real money for the studio. A similar gap between a loud wave of online criticism and actual reception showed up just days earlier with Marvel's Wolverine's launch, where viral clips of one boss fight racked up hundreds of thousands of likes while journalists with longer access to the game praised the exact thing the internet was mocking.
Steam's mechanism for excluding "off-topic reviews" from the default rating is a technical fix, not an editorial one: the platform doesn't judge whether a given reason for reviewing is legitimate, it just detects the statistical pattern of a sudden spike in activity over a short window. That leaves developers and players with exactly the same question to ask about each wave individually: does a game's rating on any given day say something about the game itself, or just about whoever is shouting loudest that particular week.





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