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How to Make Your Own Game Like Slay the Spire (No Coding) — With AI on Rosebud

Slay the Spire 2 just broke records on Steam. Here's how to make your own version — turn-based card combat, relics, branching maps, build-snowballing and all — without writing a single line of code.

Why everyone is suddenly making deckbuilders

Slay the Spire 2 hit Steam Early Access on March 5, 2026 and immediately set a genre record: 177,000+ concurrent players on day one, beating Hades 2 and Mewgenics. Indie deckbuilders — Balatro, Wildfrost, Monster Train, Inscryption, Vampire Crawlers — have racked up tens of millions in revenue over the past few years.

The recipe (cards + relics + runs + decisions) is one of the most addictive design loops ever found, and players still can't get enough. If you've ever thought "I have an idea for a deckbuilder," now is the time.

The shortcut: start from a template, not a blank file

Building a deckbuilder from scratch is hard. The card system, energy management, intent telegraphing, deck-shuffling, relic effects, run-based progression — it's a lot. The shortcut: start from a working one.

We built a Slay the Spire-style deckbuilder roguelike on Rosebud AI as a template. It's free to remix, runs in your browser, and is deliberately scoped to be a learning starting point.

👉 Template: https://rosebud.ai/play/roguelike-deckbuilder-example-1

What you get:

  • Turn-based card combat with energy and enemy intent telegraphing
  • Run-based progression with floors, enemies, elites, and bosses
  • A card-picking loop after every fight
  • Relics that modify your build
  • A readable code base you can extend

How to make a Slay the Spire-style game in 5 steps

Step 1: Open the template and play it

Go to https://rosebud.ai/play/roguelike-deckbuilder-example-1 and play a full run. Pay attention to how the game feels: combat rhythm, card pickups, the deck-pruning decisions, boss design. Note what works and what you'd change.

Step 2: Fork it

Click the Rosebud watermark in the bottom-right corner and choose "Remix this game." The game opens in your Rosebud dashboard — you own this copy, and any change you make stays in your project.

Step 3: Decide what you're keeping vs. changing

Some prompts to spark direction:

  • Setting: medieval dungeon, sci-fi space station, deep-sea horror, cozy bakery, Wild West
  • Combat twist: add poker hand mechanics, real-time card cooldowns, dice rolls, deck-stealing
  • Tone: dark and gothic, slapstick, cozy, hyper-stylized
  • Genre blend: add visual novel scenes, base-building, romance, deck-trading with NPCs

A great deckbuilder usually keeps the loop (build a deck, fight, reward, decide) and changes the fiction and texture. Don't try to invent a new combat system on day one — fork first, swap the skin, see how it feels.

Step 4: Talk to Rosie

Rosie is Rosebud's AI assistant. You change the game by chatting. Plain English works. Examples:

  • "Reskin every card with a sci-fi virus theme. Replace the swords with code injections and the shields with firewalls."
  • "Add a new card type called 'Curse' that does 5 damage to me but draws 3 cards."
  • "Make the Act 1 boss a giant clock that ages cards in my hand each turn."
  • "Add a second character — a Mage with stance mechanics like the Watcher in Slay the Spire."
  • "Add a tip jar so players can support me."

She writes the code. You play-test. Iterate.

Step 5: Publish and share

Hit Publish in your project. You get a shareable link anyone can play in their browser — no downloads, no installs. You can also let other people remix yours. (And if you ever want a desktop build for Steam, Rosebud's paid plans support exporting to a Windows .exe.)

Where most people get stuck (and how to avoid it)

A few traps that catch new creators:

  • Trying to design everything before you ship anything. Don't. Fork the template, change one thing, play. Repeat. Small loops beat big plans.
  • Describing things in vague language. "Make combat more interesting" won't work. "Add an enemy that gains 2 strength every time I play a Curse card" will. Specifics get better code.
  • Forgetting to use Screenshots. Rosebud lets you screenshot the game and feed it back to Rosie when you're describing a visual change. Way more accurate than text alone.
  • Not saving Checkpoints. Save often. If a change breaks the game, you want a rollback target.
  • Fighting Rosie when something weird looks cool. Sometimes an AI mistake creates a mechanic you wouldn't have invented. Lean in.

The case for building now

The deckbuilder genre is exploding. Slay the Spire 2 is bringing millions of new players into the format. The best time to ship a deckbuilder of your own — even a small, niche, weird one — is right now, while attention is high.

The hard part used to be the engineering. With Rosebud plus this template, that part is largely done. Your job is the idea.

👉 Start from the template: https://rosebud.ai/play/roguelike-deckbuilder-example-1

👉 Or build from scratch at rosebud.ai

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