Branch check: This guide covers the optional v0.108.0 beta branch, released July 2, 2026. The public main branch is still v0.107.1. Do not assume a beta-only card change exists in a main-branch run.
Sources: official v0.108.0 beta patch notes, official Slay the Spire 2 news hub, and the community patch discussion.
Slay the Spire 2 v0.108.0 is not a content expansion disguised as a balance patch. It is a targeted beta update with three different audiences: solo players adjusting to card nerfs, co-op groups experimenting with a large batch of team cards, and mod users testing a safer Workshop flow. Reading the raw change list is easy. Working out which habits must change is the useful part.

v0.108.0 at a glance
| Area | What changed | What it means during a run |
|---|---|---|
| Silent | Outbreak reworked; Tracking nerfed; Anticipate and Flick-Flack buffed | Poison AoE is more consistent, while Weak-based burst is less explosive |
| Defect | Compact loses Fuel draw; Shatter Exhausts; Momentum Strike buffed | Status decks need independent draw and Shatter becomes a one-cycle payoff |
| Ironclad | Colossus and Crimson Mantle lose Block; Howl From Beyond and Setup Strike gain damage/scaling | Passive defense is slightly worse; proactive Strength lines improve |
| Regent | Devastate and Resonance buffed; GUARDS!!! token reduced | Expensive payoff and Star spending improve, but one defensive threshold is tighter |
| Necrobinder | Haunt, Reave, and Soulstorm numbers increased | More damage is available without changing the character's basic sequencing |
| Turn order | Orb passives and Regen Potion resolve before self-Doom | A few end-of-turn wins are no longer recorded as losses |
| Co-op | New character-specific multiplayer cards | Mixed-character teams gain real reasons to build around one another |
| Quality of life | Custom Run randomizer, Bestiary stats, paused run timer | Better practice runs and faster enemy research |
The changes that should affect your next draft
The Tracking nerf is the clearest draft correction. It now makes Weak enemies take 50% more Attack damage instead of doubling that damage. Tracking is still a multiplier, but it no longer turns every reasonable attack hand into a boss-delete button. Silent decks should value Weak application and good attacks on their own merits rather than treating Tracking as permission to ignore a thin damage plan.
Outbreak moved in the opposite direction conceptually. Its damage now happens every time Poison is applied, in smaller packets, rather than after every third application. The total ceiling can be lower in long fights, but the card is easier to use in hallways and against groups because the payoff is immediate. It pairs naturally with repeated Poison sources, especially effects that trigger across several enemies or turns. Read the dedicated Outbreak and Tracking guide before carrying an old v0.107 evaluation into the beta.
Defect players need the largest deckbuilding adjustment. Compact's Fuel token no longer replaces itself with card draw. The upgraded token provides extra energy instead. That means Compact can still clean statuses, including Wither pressure, but it no longer supplies the draw engine that made the package feel self-contained. If you draft Compact, you now need separate draw. Compact's database page shows the current main-branch text; remember that the v0.108 change is beta-only until promotion.
Doom timing is a real rules change
End-of-turn Orb passives now resolve before Doom. Regen Potion healing also resolves before Doom. The practical edge case is simple: if a Lightning Orb kills the final enemy at end of turn, or Regen Potion heals you above lethal self-Doom, you survive. Before v0.108.0, the Doom check could resolve first and end the run.
This is not a reason to treat self-Doom casually. It is a sequencing correction, not broad immunity. Count the actual Orb damage or healing, verify that it resolves at end of turn, and make sure the enemy dies or your HP clears the Doom threshold. The patch removes a frustrating rules trap, but arithmetic still matters.
The two quiet quality-of-life winners
Custom Run now has a Randomize button that selects a character, two positive modifiers, and one negative modifier. This is useful for more than novelty. It creates quick practice runs where you cannot pre-plan the exact modifier package, which is a good way to test whether your deck evaluation survives unfamiliar conditions.
The Bestiary now includes a stats section and event combat encounters. That makes enemy research more valuable, particularly for players learning damage thresholds. Spire Builds' new monster database complements that feature by letting you check HP, intents, moves, and attack patterns outside the game.
Should you move to the beta branch?
Choose beta if you actively want to test balance changes, play the new multiplayer cards, or give feedback. Choose main if you are in the middle of a serious climb, rely on mods that have not confirmed v0.108 compatibility, or play with friends who will not maintain the same branch and mod list.
| Your priority | Better branch |
|---|---|
| Stable solo progression | Main v0.107.1 |
| Testing the latest balance | Beta v0.108.0 |
| New multiplayer-only cards | Beta v0.108.0 |
| Lowest mod compatibility risk | Main v0.107.1 |
| Reporting bugs and balance feedback | Beta v0.108.0 |
The important habit is labeling your advice. A build that works on v0.108 beta may depend on a card that still behaves differently on main. When sharing a run, write the branch first. It saves everyone a pointless argument about numbers that are both correct in different versions.
What to test first
Run one Silent poison deck and watch how often Outbreak creates useful hallway damage. Run one Defect status deck and count how often Compact leaves energy with no cards to spend it on. Then try a mixed-character co-op lobby and draft the new team cards for specific roles rather than taking every novelty card on sight.
Those three tests expose the patch's real questions: whether consistency is worth lower ceilings, whether a formerly self-contained engine now needs support, and whether multiplayer cards create coordination or just flashy overkill. That is more useful than declaring the whole patch a buff or a nerf.
FAQ
Is v0.108.0 on the main branch?
No. It is an optional beta patch. Main remains v0.107.1 until Mega Crit announces a promotion.
What is the biggest solo change?
Tracking, Compact, Outbreak, and Shatter affect common deck decisions. Which matters most depends on your character and archetype.
Should I switch branches?
Switch for testing and new co-op cards. Stay on main for the most stable progression and mod environment.
