Slay the Spire: Survivor Mod Creation
Budget: $250 – $750 USD
Character concept:
A custom character mod for Slay the Spire 2. A deceptively ordinary-looking survivor with uncanny reflexes and an ability to cheat death — calm exterior, absurd instincts, fights using improvised everyday objects rather than traditional weapons.
Build paths (must support at least 3 distinct viable playstyles, not one linear strategy):
1. Death-Loop path
A "Resolve" meter builds during combat as the character takes damage or plays loop-related cards. Resets each fight (per-combat, not stockpiled). Once full, it can be spent to survive a lethal hit: 1st use in a run returns ~50% HP, 2nd ~25%, 3rd ~10% (decaying with repeated use). Each use also permanently reduces max HP for the rest of the run — a real trade-off, not a free pass.
Dedicated Attack cards give this path an active offensive identity:
Attacks that deal more damage the fuller the Resolve meter is
An option to spend partial Resolve for a damage boost now, instead of saving it for revival
Attacks that scale with permanent max HP lost, rewarding players who lean fully into this path over a run
Cards/relics can speed up meter fill, soften the max HP penalty, or slow the HP-return decay.
2. Reflex/Dodge path
An "Instinct" meter builds as the character goes turns without taking damage; it resets on taking a hit. Players can spend Instinct on a big burst attack, or bank it for a stacking evasion buff.
Dedicated Attack cards: improvised-weapon attacks that scale with current Instinct, a card that consumes all Instinct for one massive hit, and cards that scale off total hitless turns in combat.
Counter-attack cards: reward reacting to the hit that would reset Instinct — dealing damage back or applying Weak/Vulnerable to the attacker.
Object-based utility Skills: non-attack cards themed around thrown/improvised objects — e.g. applying Weak, or generating Block from "whatever's on hand."
Turn-economy payoff: a card/relic granting extra draw or reduced energy costs the longer the hitless streak continues.
Enemy-intent interaction: cards that reward gaining Block/evasion the same turn an enemy telegraphs an attack.
Capstone card: a rare, high-cost card requiring a high Instinct threshold to play — a signature finisher only viable in a fully-built Reflex deck.
Cards/relics can soften the reset penalty, lower payoff thresholds, or retain partial Instinct between fights.
3. Support/Ally path
A "Bond" meter builds as the character plays Block, buff, or cleanse cards. Players can spend Bond on a strong one-time group effect (a shield/cleanse burst hitting allies in co-op, or self-only in solo), or bank it to passively boost the potency of support cards for the rest of combat.
Dedicated payoff cards: a card that scales Block/buff amount with current Bond; a "cash-in" card that consumes all Bond for one big group-wide effect; a capstone card requiring a full Bond meter to play.
Identity-specific cards: a card that redirects incoming damage from an ally to yourself (self-Block bonus in solo); a debuff-removal card that also grants a small buff; a relic/card that extends buff duration by an extra turn.
All effects target the character by default in solo play, extending to allies when in co-op, so this path stays useful in both modes.
Custom Sprites/Animations:
Basic in-game art including an idle pose, attack animations, and a small map icon.
Unique Deck Pool:
75-80 custom cards (Attacks, Skills, and Powers) split across the three build paths above.
Starting Relics & HP:
A unique starting relic, plus customized max HP and starting gold.
Special Mechanics:
The Resolve, Instinct, and Bond meter systems described above, plus any additional custom status effects and UI counters needed to track them.
Card Framework & Balance:
Custom code for card draw, energy costs, and synergy logic with existing base-game relics.
Co-op consideration:
Support-path cards should work correctly and meaningfully in both solo and co-op sessions.
A custom character mod for Slay the Spire 2. A deceptively ordinary-looking survivor with uncanny reflexes and an ability to cheat death — calm exterior, absurd instincts, fights using improvised everyday objects rather than traditional weapons.
Build paths (must support at least 3 distinct viable playstyles, not one linear strategy):
1. Death-Loop path
A "Resolve" meter builds during combat as the character takes damage or plays loop-related cards. Resets each fight (per-combat, not stockpiled). Once full, it can be spent to survive a lethal hit: 1st use in a run returns ~50% HP, 2nd ~25%, 3rd ~10% (decaying with repeated use). Each use also permanently reduces max HP for the rest of the run — a real trade-off, not a free pass.
Dedicated Attack cards give this path an active offensive identity:
Attacks that deal more damage the fuller the Resolve meter is
An option to spend partial Resolve for a damage boost now, instead of saving it for revival
Attacks that scale with permanent max HP lost, rewarding players who lean fully into this path over a run
Cards/relics can speed up meter fill, soften the max HP penalty, or slow the HP-return decay.
2. Reflex/Dodge path
An "Instinct" meter builds as the character goes turns without taking damage; it resets on taking a hit. Players can spend Instinct on a big burst attack, or bank it for a stacking evasion buff.
Dedicated Attack cards: improvised-weapon attacks that scale with current Instinct, a card that consumes all Instinct for one massive hit, and cards that scale off total hitless turns in combat.
Counter-attack cards: reward reacting to the hit that would reset Instinct — dealing damage back or applying Weak/Vulnerable to the attacker.
Object-based utility Skills: non-attack cards themed around thrown/improvised objects — e.g. applying Weak, or generating Block from "whatever's on hand."
Turn-economy payoff: a card/relic granting extra draw or reduced energy costs the longer the hitless streak continues.
Enemy-intent interaction: cards that reward gaining Block/evasion the same turn an enemy telegraphs an attack.
Capstone card: a rare, high-cost card requiring a high Instinct threshold to play — a signature finisher only viable in a fully-built Reflex deck.
Cards/relics can soften the reset penalty, lower payoff thresholds, or retain partial Instinct between fights.
3. Support/Ally path
A "Bond" meter builds as the character plays Block, buff, or cleanse cards. Players can spend Bond on a strong one-time group effect (a shield/cleanse burst hitting allies in co-op, or self-only in solo), or bank it to passively boost the potency of support cards for the rest of combat.
Dedicated payoff cards: a card that scales Block/buff amount with current Bond; a "cash-in" card that consumes all Bond for one big group-wide effect; a capstone card requiring a full Bond meter to play.
Identity-specific cards: a card that redirects incoming damage from an ally to yourself (self-Block bonus in solo); a debuff-removal card that also grants a small buff; a relic/card that extends buff duration by an extra turn.
All effects target the character by default in solo play, extending to allies when in co-op, so this path stays useful in both modes.
Custom Sprites/Animations:
Basic in-game art including an idle pose, attack animations, and a small map icon.
Unique Deck Pool:
75-80 custom cards (Attacks, Skills, and Powers) split across the three build paths above.
Starting Relics & HP:
A unique starting relic, plus customized max HP and starting gold.
Special Mechanics:
The Resolve, Instinct, and Bond meter systems described above, plus any additional custom status effects and UI counters needed to track them.
Card Framework & Balance:
Custom code for card draw, energy costs, and synergy logic with existing base-game relics.
Co-op consideration:
Support-path cards should work correctly and meaningfully in both solo and co-op sessions.
Related categories:
Game Design
Animation
Maya
3D Modelling
3D Animation
Game Development
Unity
Game Programming