Multiplayer

Any mix of the five, up to four in a lobby

Up to four climbers share one map, one seed and one set of enemies, while each of you keeps your own deck, relics, gold and potions.

This is what the Spire changes when friends join: the map, the fights, the rooms, the relics, the cards made for a team and the pairs that climb best together.

Players
1 to 4Hosted through Steam, friends join from the friends list
Map
ShorterOne room fewer on every act's map, so one floor fewer per act
Enemy HP
Per playerMultiplied by the number of players, then 10% more in Act 1, 20% in Acts 2 and 3, 30% for the last boss
Gold
Your ownEach player keeps a purse; the run's score averages the gold over the players
Ascension
The lowestCapped at the lowest co-op level among the players; one ladder for all your characters, up to 10
Seed
SharedThe host's seed for everyone; a Daily lobby gets the date plus its size
Unlocks
PooledIf one of you has it unlocked, the whole lobby has it

How the map changes

Solo17 floors, 15 roomsCo-op16 floors, 14 roomsOvergrowth, the first act. The shaded row is the one a lobby does without.
One row fewer on every map: 16 floors in the Overgrowth and the Underdocks, 15 in the Hive, 14 in Glory.
The same number of elites, merchants, rest sites, chests and ? rooms as solo, so the row you lose is a plain fight.
One path for everyone. Each player votes for the next room; once every vote is in, one of them is drawn at random, so the room most of you picked is the likeliest.
After the boss, the next act begins once everyone is ready to move on.
Acts roll from the lobby's pooled unlocks. A freshly unlocked act is not forced first the way it is solo.

Fights with friends

Enemy HP: times the players, thenAct 1+10%Act 2+20%Act 3+20%Last boss+30%
Everyone gets hitAn enemy attack lands on every player. In a lobby the intent reads Attack everyone.
Bigger enemiesEnemy HP is multiplied by the number of players, then by the act's factor. Their Block from moves grows the same way.
Their defences tooTwelve enemy powers scale by the same rule when an enemy gains them: Artifact, Curl Up, Flutter, Hardened Shell, Plating, Plow, Rampart, Reattach, Regen, Shriek, Skittish and Slippery.
Turns togetherEveryone plays their turn at the same time. The enemies move once every player has ended the turn.
Back on your feetA fallen player returns with 1 HP when the others win the fight. The run is lost only when everyone is down.
Potions for allies27 potions can be drunk on another player, Block Potion, Strength Potion and Regen Potion among them. All of them are on the potions page.
Your own rewardsAfter a fight every player gets their own card pick, gold and potion. Nothing is split.

Rooms with friends

Treasure chest

The chest holds one relic per player, drawn from one shared bag. Everyone votes for one. A relic only one of you wants goes to that player; a relic several of you want is settled by rock, paper, scissors; a relic nobody picked goes to a loser of the game.

Rest site

Mend is a co-op only choice: heal another player for 30% of their max HP instead of resting yourself. Mend once, twice or three times for the Mender, Healer and Doctor badge.

Merchant

Everyone shops from their own stock with their own gold. What you buy never empties a friend's shelf.

Events

Seven events are shared: everyone votes, and one vote is drawn at random once all are in. Every other event is yours alone, each player facing their own copy.

Relics for multiplayer

Massive Scroll
Co-op only

Neow's offer for a lobby: pick 1 of 3 multiplayer cards for your deck on pickup.

Silver Crucible
Solo only

Neow offers it to a solo climber only. Its upgraded rewards and empty first chest never reach a lobby.

Winged Boots
Solo only

Neow offers it to a solo climber only. In a lobby the next room is a vote, and nobody ignores the paths.

Seventeen relics stop being offered from the Act 3 chest onward. With shorter maps that line is floor 38 in co-op instead of 41.

Multiplayer cards

These 21 cards turn up in card rewards, shops and Massive Scroll only when more than one player is climbing. Finish a run with three or more of them in your deck for the Team Player badge. One card goes the other way: Well-Laid Plans is dealt only in a solo run.

All multiplayer cards21 of 596 cards, with the Multiplayer filter on

Best duos

IroncladSilent
  • Her Flanking makes an enemy take double attack damage from other players this turn, so every Strength-fuelled Strike of his lands twice as hard.
  • His Tank power halves the damage every ally takes; she has 70 HP and no heal of her own.
  • Demonic Shield hands her Block equal to his, and her Sneaky gives her Block every time he attacks.
See the IroncladSee the Silent
RegentDefect
  • Hammer Time makes every ally Forge when he Forges: the Defect gets a Sovereign Blade of its own that grows all fight.
  • Ignition Channels a Plasma orb for another player: the Regent gains 1 Energy at the start of every turn for the rest of the fight.
  • Energy Surge gives all players 2 Energy, and Star cards still want Energy on top of Stars.
See the RegentSee the Defect
NecrobinderIronclad
  • She has 66 HP, the lowest of the five; his Tank makes him take double damage and her half.
  • Legion of Bone Summons 6 for all players: he gets an Osty of his own, a bodyguard that absorbs the unblocked attacks Tank invites.
  • Demonic Shield gives her Block equal to his, and Glimpse Beyond gives him 3 Souls, free cards that each draw 2.
See the NecrobinderSee the Ironclad

Lobby and seed

Host and joinOne of you hosts through Steam and the others join from the friends list, up to four in a lobby. Standard, Daily and Custom runs can all be hosted.
Pick and ready upEveryone picks a character, any mix of the five, and the run starts when all are ready. Once it starts the lobby closes to newcomers.
Daily togetherA Daily lobby plays the date's seed with its size added, so every lobby of that size gets the same run and its own board. The host posts the lobby's score.
The co-op ladderCo-op Ascension is its own ladder, shared by all your characters. Win at your top level and it rises by one, up to 10. A lobby is capped at the lowest ladder among its players.
Drop and rejoinA player who loses the connection can rejoin the run in progress, and a saved co-op run can be continued only by the players who were in it.
First climb?The game itself suggests a solo run before your first lobby, to learn the basics and unlock a few things.
Four badges only a lobby can earn
Purchase today
If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.Get it on Steam