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🦉 WE READ 788 OWNER COMMENTS
Spire 2: what owners actually say
Owners praise the genre-defining mechanical polish but frustration brews over early-access balance tweaks and perceived randomness.
What owners complain about
- Balance changes upset players COMMON
Multiple users complain about card nerfs during early access, citing specific examples like Knife Trap being raised to 3 energy with exhaust added, and cards retaining high damage output (27 in 2 turns, 39 in 3). One commenter sarcastically notes the devs took 'one of your kidneys' with the nerf.
- Community toxicity around feedback COMMON
Several commenters call the player base 'whiny,' 'insufferable,' and 'the most insufferable group on the planet' for how they handle balance changes, despite an in-game feedback system being available.
- Too much randomness FEW
At least one user stopped playing because 'it is just too random,' claiming too much content was added—a common problem in roguelites—making it feel less strategically satisfying.
- Engine migration uncertainty SOME
Commenters note the sequel moved from LibGDX to Unity, then to Godot after Unity's pricing controversy, raising concerns about console support and rebuild feasibility since 'cutting ties requires a total rebuild.'
What owners love
- Near-perfect mechanical balance
One commenter states 'mechanically it's already as close to perfect as you can get' and doubts 'a better balanced and mechanically rich deck builder exists.' Top players can amass win streaks on the hardest difficulty (A20).
- Smart design philosophy
The pricing joke (card 'could cost 20 and still be too good' costs 21) is heavily upvoted, showing appreciation for the devs' tight cost-to-power calibration and willingness to push players.
- Data-driven balancing
Multiple commenters praise the developers' use of analytics (win rates, usage rates, engagement data) to inform balance changes, comparing it favourably to studios like Shattered Pixel Dungeon and DCSS.
- Genre-codifying quality
Commenters compare it to Doom and Dark Souls: not the first in its genre but the release that defined it, saying nobody calls them 'Dream Quest-likes' anymore.
Surprising patterns
- The original game ran on LibGDX, a free software framework—several commenters were surprised it was still maintained and that the devs initially avoided proprietary engines.
- Analytics-driven balancing is unusual for a single-player game; multiple developers in the thread confirm this practice but note it's rare outside live-service or multiplayer titles.
- The Unity pricing controversy indirectly benefited the game's ecosystem by pushing the developers toward Godot, a FOSS engine, which the community views as a positive outcome.
WHO SHOULD SKIP IT
Players who dislike frequent balance changes during early access or who find randomness-heavy roguelites frustrating should avoid this until full release.
Synthesised from 788 real owner comments across 6 platforms. Every point is grounded in the comments — no marketing, no AI guessing. How we do it →