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You’re not just choosing your next step in the dungeon but also limiting which rooms you can pick from up until the final boss.

The catch is that you don’t know exactly what to expect in each, since everything is random, and picking a room is a daunting decision to make. Question marks are only left for secret rooms there’s a set icon for each room, whether it might be holding regular or elite enemies, treasure, shops, or a bonfire to help you recover or become stronger.

The map in Slay The Spire, on the other hand, streamlines everything that’s ahead of you clearly, without giving away any surprises. A mini-boss might be waiting inside, or maybe that one room that you left unchecked all the way across the map doesn’t have an exciting reward for you after all. Rooms are all different, and visiting them tends to be a seamless experience, though you don’t usually know what to expect. Roguelikes (or roguelites, take your pick) such as Enter The Gungeon and The Binding of Isaac, present procedurally generated levels, but the main structure usually remains the same, you just venture deeper. One of the most intriguing elements it introduced is the map. That being said, its influence has certainly reached other titles in the genre, which is perfect for those looking for something new that’s just as engaging to play. Its ever-changing nature and meticulous design lure you into the “just one more run” loophole almost immediately, and there’s no other game quite like it. Slay The Spire has certainly earned its legacy as one of the best deck-builder roguelikes out there, achieving the landmark of over 1.5 million copies sold around this time last year.
