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How to Make a Deckbuilder Like Slay the Spire (With AI)

A step-by-step guide to building your own roguelike deckbuilder with AI. The exact systems to recreate, which template to start from, and how to ship it on Summer Engine.

Slay the Spire looks deep and intimidating, and the surprising part is how little of that depth lives in the engine. You start a fight, draw five cards, spend three energy, and the enemy does exactly what its intent icon promised. Everything interesting happens in the cards you drafted and the relics you picked up. The combat itself is a small, deterministic system that the same five or six rules run every turn.

That split is why a roguelike deckbuilder is a great genre to make yourself. The hard-to-build part, the turn-based combat engine, is finite and well understood. The part that makes the game good, the card pool and the synergies between cards and relics, is pure design work you do in plain English. This guide covers the six systems that make a deckbuilder work and how to build each one with AI by starting from a template instead of a blank project.

{/* IMAGE: Hero graphic showing a deckbuilder combat scene, a hand of cards at the bottom, an enemy with an intent icon above it, and an energy counter. 1200x675, illustration. */}

The six systems that make a deckbuilder

Strip Slay the Spire down and you are left with six systems. Get these working together and you have the genre. Everything past this point is cards, relics, and theme.

SystemWhat it doesWhy it matters
Energy and card costsEach turn gives a fixed energy budget; cards cost energy to playThe constraint every turn-by-turn decision pushes against
Draw, discard, shuffleHand is drawn from a deck, played cards go to discard, discard reshufflesThe deck-as-engine loop that makes thinning and adding cards matter
Card reward screenAfter each fight, pick one card to add (or skip)The drafting decision that builds your deck over a run
Branching mapA node map with combat, elites, shops, and events to route throughThe risk-reward pathing that gives a run its arc
RelicsPassive effects that change the rules of the gameThe strategy-warping pickups that make two runs feel different
Enemy intentA telegraph of what each enemy will do next turnThe information that turns combat from luck into planning

The trap when building this from scratch is the combat engine. You can spend your first two weeks getting the energy economy, draw pile, and intent system to behave, and never reach the fun part: writing cards that combo. That is what a template solves.

Start from the deckbuilder template, not a blank project

The single biggest time saver is starting from a template that already has the combat loop running. On Summer Engine, the roguelike deckbuilder template ships with the energy economy, the draw-discard-shuffle pile, a card reward screen, enemy intent telegraphs, a branching map, and a relic system already wired together. You open it and you have a playable run on the first launch.

That changes how you work. Instead of building the combat engine, you change one thing at a time and play the result. Add a card. Design a relic. Add an enemy. Re-route the map. Each change is a short conversation, and you play a run after every one.

Start from the roguelike deckbuilder template here.

The full template library covers RPGs, platformers, survivors-likes, and more, but for this genre the roguelike deckbuilder template is the right launch point.

Step 1: Play the base run and reskin it

Open the template and play a full run before you change anything. You want to feel the baseline: the energy budget, the starting hand size, how the intent system reads, how the map branches. That baseline is your reference point for every balance decision later.

Now make it yours with the theme first, because theme is the cheapest change and makes the project feel like a real game immediately. Describe the world you want:

Reskin this as a deckbuilder set in a haunted clocktower. The player is a clockmaker, the enemies are broken automatons and ghosts, and the cards are themed around time: rewinds, freezes, and overwound attacks that hit harder but cost health.

The AI swaps the art, renames the starter cards, and adjusts the framing. You play again. The combat is identical, but now it is your game. This is the rhythm for the whole build: small change, play, decide, repeat.

{/* IMAGE: Before and after of a reskin, default fantasy card frames on the left, haunted-clocktower theme on the right. 1200x675, illustration. */}

Step 2: Design your starter deck and core card pool

A deckbuilder lives or dies on its cards, so this is where you spend most of your time. Start small. Slay the Spire's Ironclad opens with basic strikes and defends plus one signature card, and the whole game grows out of that simple base.

Define your starter deck first:

The starting deck is five Wind cards that deal two damage, four Brace cards that give five block, and one signature card called Overwind that deals eight damage but costs two health to play.

Then build the pool you draft from. Cards are just rules, so you describe each one in plain English:

Add a card called Rewind that costs one energy and returns the last card you played from the discard pile to your hand. Add a card called Tick that costs zero energy, deals one damage, and draws a card. Add a card called Mainspring that gives you one extra energy next turn.

The design work here is yours and it is the heart of the genre: which cards combo, and which would be broken together. A zero-cost card that draws a card is a known engine piece, so pair it carefully. Aim for a pool where two or three cards together do far more than each one alone. That moment of discovery is what makes players start another run.

Step 3: Build the relic system

Relics are what make two runs of the same character feel different. A relic does not cost energy and it does not sit in your deck. It changes a rule of the game for the rest of the run, and the best ones rewrite your whole strategy around them.

A relic is just a passive rule. You describe the trigger and the effect:

Add a relic called Cracked Hourglass: the first time you play a zero-cost card each turn, draw a card. Add a relic called Lead Weights: you start each combat with one less energy but draw two extra cards. Add a relic called Echo Gear: every third card you play repeats its effect.

The AI wires the trigger and effect for each. The creative job is yours: which relics push players toward a build, and which combine with specific cards into a run-defining engine. A relic that rewards zero-cost cards plus a pool full of them is the kind of synergy players screenshot. Design relics that make a card archetype suddenly worth chasing.

{/* IMAGE: Three relic cards with icon, name, and a one-line rule each, showing how a relic changes a game rule. 1200x675, illustration. */}

Step 4: Tune the map and the run arc

The branching map is what turns a series of fights into a run with shape. Players choose a path through combats, elites, shops, rest sites, and events, weighing a safer route against a greedier one with better rewards. That single decision, safe line or greedy line, is the question Slay the Spire asks over and over.

You tune the map in plain English:

Make the map three acts long. Each act ends in a boss. Put one elite fight on most paths in the second half of each act, give elites a guaranteed relic reward, and add a shop and a rest site to every act so players have to choose between healing, upgrading a card, and buying.

The reason to do this through conversation is speed. Run pacing is iterative: you play a full run, feel that act two has no tension, and adjust the elite placement or reward curve in a short prompt. That loop is far faster than hunting through values in code, and you can still open the editor to edit the map generation by hand when you want exact control. Both paths edit the same project.

Step 5: Get enemy intent and encounter design right

Enemy intent is what makes a deckbuilder a game of planning instead of luck. Before your turn, each enemy shows what it will do: a number for an attack, a shield for a block, an icon for a buff or debuff. You play around that telegraph, and removing it turns the genre into guessing. The template handles the intent display, so your work here is encounter design. Describe enemies as a set of behaviors:

Add an enemy called Stuck Gear that alternates between a six-damage attack and applying two Rust, which makes the player's next card cost one more. Add an elite called The Conductor that summons two automatons and buffs them every turn, so the player must choose between clearing the adds and racing the elite.

Good encounters are puzzles the player's deck has to answer. An enemy that punishes a full hand rewards a thin deck. An elite that scales every turn rewards a fast, aggressive build. Design fights that ask different questions, so the same deck cannot autopilot the whole run.

Step 6: Find your one twist

A baseline roguelike deckbuilder is fun, but the genre is crowded with strong games. What carries yours is one idea the standard does not have. Because the combat engine is finite, you can build the baseline fast and spend your real effort on the twist.

Pick one and lean into it:

  • A second resource alongside energy, like a momentum meter that builds across turns and unlocks your strongest cards
  • A deck you shape on a grid, where card adjacency creates bonuses
  • A real-time pressure layer where the enemy acts on a timer, blending the deckbuilder with action pacing
  • Meta-progression where cards you discard at the end of a run join a town deck for future runs
  • Two players sharing one deck in co-op, drawing in turn from the same pile

You build the twist the same way you built everything else: describe it, play it, tune it. Because the foundation is solid, the twist is where most of your design energy can go.

What you get for free, and what costs money

Summer Engine is free to use. The roguelike deckbuilder template, 2D, the conversational build flow, the editor, and export to a real desktop build you can put on Steam or itch.io are all on the free tier. You can build and ship a complete deckbuilder without paying.

Paid plans exist for heavier AI usage and faster turnaround when you iterate a lot, which a deckbuilder encourages because so much of the work is writing and rebalancing cards. None of the core systems in this guide are behind a paywall, so the free tier is the right place to build your prototype and your first release.

Build it

The roguelike deckbuilder is one of the most rewarding genres to make because the engine work is finite and the design space on top of it is enormous. Once the energy-and-draw loop runs, every card, relic, and enemy is a small addition that can spark a combination you did not plan. Start from the template, get one character running, then add cards one at a time until the synergies surprise you.

Start from the roguelike deckbuilder template or open the AI game maker and describe the deckbuilder in your head. If you want to play the genre before you build it, our roundup of games like Slay the Spire is a good place to find card and relic ideas worth stealing.

Frequently asked questions

How hard is it to make a deckbuilder like Slay the Spire?

The systems are harder than a survivors-like but still well understood. The combat is turn-based and deterministic, so there is no physics or netcode to fight. The real difficulty is content and balance: writing enough cards and relics that synergies emerge, then tuning the numbers so no single combo trivializes the game. Starting from a template removes the engine work so you spend your time on card design, which is the part that actually makes the genre good.

Which template should I start from?

Use the roguelike deckbuilder template directly. It ships with the energy economy, the draw-discard-shuffle pile, a card reward screen, enemy intent telegraphs, a branching map, and a relic system already wired together. You start with a playable run on the first launch, then add cards, design relics, and tune the map through conversation. Starting from a blank project means rebuilding the entire combat loop by hand first.

Can AI design the cards and relics for me?

AI wires up any card or relic you describe, and it can suggest synergies, but the design decisions are yours. A card is a set of rules: cost, target, effect, and any condition. You describe the rule in plain English and the AI implements it. The creative work, deciding which combos are worth chasing and which would break the game, is the part that makes your deckbuilder distinct, and that judgment is yours to make.

Do I need to know how to code?

No. You build by describing what you want in plain English, and the engine writes and edits the underlying Godot code for you. You can open the editor and tune card values or combat math by hand if you want finer control, but you never have to write a script from scratch to get a working deckbuilder.

Is it free to make a deckbuilder like Slay the Spire?

Yes. Summer Engine is free to use, including the roguelike deckbuilder template, 2D, and export to a real desktop build you can put on Steam or itch.io. Paid plans exist for heavier AI usage and faster turnaround, but the free tier is enough to build, balance, and ship a complete deckbuilder.

Can I sell my deckbuilder on Steam?

Yes, as long as your art, card text, and music are your own or properly licensed. You cannot copyright a game mechanic, so the genre is legally fine to make your own version of, but you cannot copy Slay the Spire's specific card names, relic names, or art. Summer Engine exports a native desktop build, so the same project that runs in the editor is the one you publish. The full process is covered in How to Publish a Game on Steam.

How long does it take to build a prototype?

A playable single-character run from the template takes an afternoon. You get one character, a starter deck, and a few enemies running first, then iterate: add cards, design relics, build a second character, tune the map. The genre rewards a deep card pool, so most of your time goes into writing and balancing cards rather than building systems, which is exactly the part AI speeds up the most.

What makes a deckbuilder fun to build on top of?

The combat engine is fixed but the design space on top of it is enormous. Once the energy-and-draw loop works, every new card, relic, and enemy is a small self-contained addition that can create surprising combinations. You can ship a tight single-character game fast, then keep adding cards and characters for as long as the synergies stay interesting, which is why the genre has such long tails.