
Slay the Spire 2's Most Hated Boss Is Actually Its Weakest
Mega Crit has pulled data from millions of Slay the Spire 2 runs and found the Doormaker, the boss players despise most, actually kills fewer runs than any other Act 3 boss.
"Currently, from looking at millions of runs, Doormaker's overall difficulty/winrate is in a good place (slightly weaker than the other Act 3 bosses both in kill rate and damage dealt)." That's Mega Crit, in the latest beta patch notes for Slay the Spire 2, casually dropping the kind of stat that should make a lot of angry Steam reviewers pause for a second. The boss that triggered a wave of negative reviews, the one players have been calling run-ending and build-destroying, is statistically the least dangerous Act 3 boss in the game.
I find this fascinating, because it exposes something that roguelike communities rarely talk about honestly: the gap between how difficult something feels and how difficult it actually is. The Doormaker doesn't kill more runs than The Queen or the other Act 3 encounters. It kills fewer. But the way it kills you feels so much worse that players are convinced it's overtuned. And I think Mega Crit knows the distinction matters, even if the numbers are on their side.
Why It Feels So Much Worse
The Doormaker rotates through phases that Exhaust cards you play, prevent additional card draws, or drain extra mana whenever you play anything. On paper, that's a set of restrictions. In practice, it's a hard counter to specific deck archetypes. If you've spent two acts building a Necrobinder Soul deck that cycles through zero-cost draw Skills, the Doormaker doesn't just challenge your build; it invalidates it. Your combo pieces vanish during the Exhaust phase, and your engine cards become dead weight during the draw and mana phases. The same applies to certain Silent strategies that rely on card generation and cycling.
Other Act 3 bosses punish weak decks. The Doormaker punishes decks that are strong in a specific way, and that's a completely different kind of frustration. Losing to a boss because your damage output was too low feels like a deckbuilding lesson. Losing because the boss's rotating mechanic happened to counter the exact strategy you committed to in Act 1 feels like the game wasted your time. I think that emotional difference is the entire story here, and it's why raw winrate data alone won't settle this.
Mega Crit seems to understand this, at least partially. In the same patch notes, the studio says it wants "to ensure that its mechanics aren't too abrasive against certain playstyles," which reads like an acknowledgment that matchup-specific punishment is the real problem, not overall difficulty. They're also being careful not to knee-jerk. "We want to give players time to adjust a bit, otherwise we'll be balancing around kneejerk reactions," the developer wrote in the Steam post. I respect the restraint, but I'd be surprised if the Doormaker ships to 1.0 in its current form. A boss that's technically balanced but consistently generates this much resentment is still a design problem.
The broader patch also addresses Slay the Spire 2's overall difficulty curve. Mega Crit acknowledged that "the base difficulty is quite hard right now" and said it's adjusting the baseline to be more accessible while keeping the highest Ascension levels as a "monumental achievement for a fraction of players." Several card reworks landed too, including Ironclad's Drum of Battle and Conflagration, plus a buff to Neow's Fury that players on Reddit have been celebrating. The game has faced two separate review-bombing campaigns in the past month, with the most recent dragging its recent Steam score down to Mixed.
I covered the full v0.104.0 patch notes earlier today, and the card changes look solid. But the Doormaker situation is the more interesting story. Mega Crit has the data showing the boss isn't statistically overpowered, and players have the lived experience of watching carefully constructed decks get shredded by a mechanic they couldn't plan around. Both sides are right, which is exactly why this is harder to fix than a simple numbers tweak.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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