Reinforcement learning Β· Search Β· Distillation

Teaching a machine to play Slay the Spire like a top streamer.

Slay the Spire is a deckbuilding roguelike with enormous branching: hundreds of cards and relics, random draws, hidden enemy intents, and a 50+ floor run where one bad fight ends everything. Spire Mind is a from-scratch AI that plays Ascension 20 Ironclad β€” the hardest difficulty β€” aiming to win as reliably as a skilled human. Below is the architecture at a glance, and the live runs page shows every decision it makes, as it makes them.

2
brains: combat & out-of-combat
1200+
MCTS sims per move
57
floors to a full clear (the Heart)
Where it actually stands β€” honest, not hype

This is a research system in active training, not a finished bot. It has no verified A20 win yet. The ~90% figure is the goal β€” roughly a skilled Twitch streamer β€” and every training cycle chips away at the gap. Current, real numbers live on the live runs page β€” watch it play, wins and deaths alike.

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Coming soon β€” join the waitlist

Get your runs reviewed

Upload a run and the A20 bot reviews every decision: which card it would have drafted and why, how much HP each fight should have cost, and β€” for any fight β€” a step-through replay of the bot playing your exact spot. Join the waitlist and be first in when it opens.

Floor 12 Β· card reward example report
Uppercut bot's pick Β· +3.2% win
Anger your pick
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One announcement email when it launches β€” nothing else. Uploads may be used (anonymized) to improve the AI.

How it works β€” architecture at a glance

Two brains, one run

A run splits cleanly into two decision problems, and the AI uses a dedicated model for each. They talk to each other: the map brain asks the combat brain "how much will this fight hurt?"

βš”οΈ

The Combat Brain

Inside a fight, every turn: which cards to play, in what order, on which target. It sees the literal battle state as a set of typed tokens and runs a Monte-Carlo tree search guided by a transformer that predicts the fight's outcome.

  • Input tokenized battle state
  • Model entity-token transformer
  • Decision MCTS + CVaR risk selection
πŸ—ΊοΈ

The Out-of-Combat Brain

Between fights: which path to take on the map, which cards to add or remove, what to buy, how to resolve events. It scores whole run states with a win-probability net that reasons over your owned set of cards and relics.

  • Input deck + relics + run context
  • Model owned-set attention net
  • Decision path planner over win-prob
Combat outcome head β†’ danger estimate β†’ Map path planner