AgenticSTS
Research testbed for long-horizon language-model agents on Slay the Spire 2, built around bounded, typed memory instead of a growing transcript. Reports 3/10 wins at Ascension 0 without learned skills and 6/10 with them.
Mods, game bridges, simulators, bots, seed tools, run data and research for Slay the Spire and Slay the Spire 2, with notes on what each approach takes.
Most Spire tooling needs the same three pieces: a way to read the game, something that decides or analyzes, and a way to test faster than real time. This index collects what people have built for each.
The parts every bot needs, from reading game state to choosing a path, and where each part gets hard.
Read →Rules, search, reinforcement learning, learning from run data and language models, with the projects that tried each.
Read →Headless reimplementations that let a bot try thousands of lines before the real game draws a card.
Read →Public run histories for training, evaluating and checking an idea against how people actually play.
Read →Most tooling starts as a mod. Slay the Spire mods are Java on ModTheSpire and BaseMod; Slay the Spire 2 mods are C# on the game's official mod support. The modding page has a step-by-step path and the templates, tutorials and decompilers for each game.
Start moddingResearch testbed for long-horizon language-model agents on Slay the Spire 2, built around bounded, typed memory instead of a growing transcript. Reports 3/10 wins at Ascension 0 without learned skills and 6/10 with them.
Full-run bot on Communication Mod using hand-built priority lists for choices and a simulated search over hand orderings in combat. The README reports a 52% win rate with its best Watcher strategy.
A ModTheSpire mod that launches an external process and talks to it over stdin/stdout, sending game state as JSON and accepting text commands. Most Slay the Spire bots are built on it.
Database and public API for Slay the Spire 2 (cards, relics, monsters, events and more in 15 languages), built from the game files, plus community run statistics, leaderboards and patch-to-patch diffs.
Python package that wraps Communication Mod's protocol in game-state objects and actions, with a simple example agent.
Standalone C++17 reimplementation of Slay the Spire built for tree search, designed to be RNG-accurate. The README reports 1M random playouts in 5 seconds on 16 threads.
A20 Ironclad bot: one frozen network makes every out-of-combat choice and simulator search plays combat. The README reports a 50.1% Heart win rate over 501 runs in the original game (95% interval 45.7–54.5%).
A0 Ironclad agent: a learned policy handles every out-of-combat choice and sts_lightspeed MCTS plays combat. On 50 held-out seeds it reaches floor 42.5 and wins 14%, against 31.2 and 6% for heuristics.
Runs the real Slay the Spire 2 engine headless in a terminal, so damage, card effects, enemy AI, relics and RNG match the game exactly. It needs a Steam copy of the game, and the README says it was tested on v0.111.0.
Full-run Slay the Spire 2 bot with a deterministic, search-based decision engine, playing through a fork of STS2MCP. The README reports a 20.7% win rate at Ascension 0 over 343 runs and 19.4% at Ascension 1 over 175.
Slay the Spire 2 mod that exposes game state and actions over a localhost REST API, with an optional MCP server so language-model agents can play. Covers single player and co-op (beta).