Slay the Spire 2 Sells 4.6 Million Copies in Two Weeks, Outpacing Hades 2 and Hollow Knight Silksong on Steam
- Sagar Mankar
- 6 minutes ago
- 3 min read
Slay the Spire 2 has had one of the strongest indie game launches in Steam history, selling an estimated 4.6 million copies in just two weeks.
According to estimates by Alinea Analytics, the game generated over $92 million in Steam revenue in that short window.
To put that in perspective, that figure already surpasses the "lifetime" Steam earnings of two of the most anticipated indie titles in recent memory. Both Hollow Knight: Silksong and Hades 2 have earned an estimated $83 million and $82 million respectively on the platform. Slay the Spire 2 blew past both of those numbers in a matter of days.

The game launched into Steam Early Access on March 5, 2026, priced at $25. The only official sales figure confirmed so far is 3 million copies, which was announced after the first week. Alinea's estimate of 4.6 million covers the two-week mark, making an additional 1.6 million sales entirely plausible.
How It Performed on Steam
The numbers across the board have been impressive:
Slay the Spire 2 held fourth place on Steam's Most Played list consistently throughout March
Daily peak concurrent players crossed 400,000
Steam DAUs peaked at 2.2 million over the weekend of March 14 and 15
The game sat at sixth on Steam's Top Sellers list as of mid-March, down from third the week before
Retention numbers are just as striking as the sales figures. Of the 4.6 million players on Steam:
Over half have already crossed the 20-hour mark
Around 14% have logged more than 50 hours
A dedicated 1% have hit 100 hours or more, and all of this within two weeks of launch
The game currently holds a 94% positive review rating from buyers on Steam. Reviews in Simplified Chinese average slightly lower at 87%, which, as per Alinea's analysis, is fairly common on Steam.
China Was a Major Factor
One of the bigger stories behind Slay the Spire 2's launch success is its performance in China. Chinese players account for over a third of the game's Steam audience. This mirrors what happened with Palworld, where Chinese players made up over a quarter of its Steam player base.
Interestingly, China played a key role in the original Slay the Spire's rise as well. As per Mega Crit co-founder Anthony Giovannetti, a Chinese streamer was one of the reasons the first game blew up in the way it did.
Wishlist Conversion Was Off the Charts
Alinea estimates that just under two million people had the game on their Steam wishlists before launch. What followed was a conversion rate that analysts were not expecting. Typically, a successful launch sees around a 7% conversion in the first week, maybe 10% if things go really well. Slay the Spire 2 hit 31% in the first week, climbing to 34% by the two-week mark.
The standout figure is from February, when Mega Crit announced the release date. Of the 161,000 users who wishlisted the game that month, nearly half went on to buy it.
The developer had been ramping up promotion across Twitter, other social platforms, and its own newsletter called the Neowsletter, drip-feeding cards and mechanics to its community for two years leading up to launch.
Co-op Mode Is a Big Part of the Appeal
One of the most talked-about additions in Slay the Spire 2 is the official co-op mode, which supports 2 to 4 players. The mode allows players to share a map and coordinate strategies together. Enemies scale their health accordingly and launch coordinated attacks on the full party, adding a layer of tactical depth that feels genuinely new.
Features like Mending, which lets players heal a teammate at a campfire, and multiplayer-exclusive card synergies have drawn praise. There is also a map-drawing tool for route planning and a Rock-Paper-Scissors system to settle reward disputes, small touches that make the mode feel built-in rather than added on.
According to Alinea, 39% of Slay the Spire 2 players on Steam never played the original game on the platform, which suggests the co-op mode and streaming coverage have successfully brought in a fresh audience.
A Small Team Behind a Massive Launch
Mega Crit was founded by just two people, Casey Yano and Anthony Giovannetti, and currently has around 10 staff members plus a few contributors. The fact that a team of that size produced one of the best-performing indie Steam launches of all time is worth noting.
Roguelikes as a genre generated around $400 million in Steam revenue in 2025, which was already an 80% jump over the previous year.
With Slay the Spire 2 still in Early Access, a 1.0 launch still to come, and no console or mobile release yet, there is a lot of runway left for this one.