
Way to Crown is a free deckbuilding roguelike, directly inspired by Slay the Spire.
While keeping very similar core gameplay structure, Way to Crown intentionally ignores or reverses many game design decisions of Slay the Spire, with the goal of making much more diverse, unpredictable and high-variance experience.
This inevitably creates much steeper learning curve as well as much higher amount of unexpected losses, especially for beginner players. Potential upside is increased game depth and “positive discovery” moments, where new crazy synergies regularly emerge, surprising even me as the developer. Thus, the cliche “no two runs are the same” motto becomes a bit more realistic, since the number of substantially different deck archetypes is actually higher.
Way to Crown embraces many elements which are considered undesirable by modern roguelike game design, such as stalling / grinding, various infinite loops, arbitrary card modification, complex and precise documentation of every game entity and concept. So, this game is aimed at experienced players, who want deeper and more challenging experience, but also ready to suffer more setbacks and spend more mental effort during the run, especially in learning phase.
Game is fully playable and has lots of content. This post is marked as “50%” since I do not plan to stop development, but instead continue slow and steady stream of updates.
Regular per-release devlogs are published in game-specific forum. The reason for posting here is to share some insights and perspectives which may be of interest to wider audience, who might not like my game but still be amused by some of my ideas and decisions.
Soon, I plan to post some more detailed articles in this topic. Meanwhile, if there are already questions or feedback, I am eager to discuss.

