Slay the Spire is split into 4 acts. Three of them make up the normal run, and the fourth one sits quietly at the end as a hidden final challenge. Most runs go through the first three acts only, where the game gradually ramps up the difficulty.
Every act introduces tougher enemies and nastier elites. What felt manageable earlier suddenly hits harder a few floors later. That’s just how the climb works, the deeper you go, the less forgiving things become.
Moving forward is simple enough: beat the boss at the end of an act and the next area opens. Act 4 works a little differently, though. To unlock it during a run, you need to collect three special keys along the way.
Below is a breakdown of each act in Slay the Spire.
Act 1: The Exordium
You start the game in the Act 1 – the Exordium. It is a dark, mysterious ruin filled with early-game enemies. The enemies in Act 1 are relatively easy compared to later acts. Common enemies include Jaw Worms, Slimes, and Cultists.
The boss for Act 1 is randomly selected from one of three possible bosses:
- The Guardian: A defensive automaton that alternates between offensive and defensive phases.
- Hexaghost: A ghostly entity that grows stronger as its health decreases.
- Slime Boss: A large slime that splits into two smaller slimes when damaged.
Act 2: The City
The City is the next act, which is available after you beat the boss from the first Act. It is a bustling city, that introduces more difficult enemies with varied strategies. You’ll face Snecko (which causes confusion and randomizes card costs), Bandits, and Chosen, among others.
The Act 2 bosses are tougher:
- The Collector: A summoner that calls minions to aid in battle.
- The Bronze Automaton: A mechanical warrior with minions that can steal your buffs.
- The Champ: A gladiator-type enemy that gains strength and adapts throughout the fight.