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Slay the Spire 2 mods


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Posted (edited)
On 9/19/2026 at 2:10 PM, Quibsss said:

There wasn't much futa content so I tried making a mod for the first time. It currently replaces the ancients and one event image.
It's all AI generated, though I did some editing in MS Paint.

FUTA CONTENT:

  Reveal hidden contents

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FutaMod.zip 28.41 MB · 5 downloads


Added 18 event image replacements and also custom text.
 

Spoiler

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FutaMod.zip

Edited by Quibsss
Fixed in-game typo
Posted

Does anyone have some original monsters mods made by non-Chinese authors that make monsters prettier? Even if it's in a modpack, that's fine.

because I have almost every original monsters mods made by chinese authors that make monsters prettier,I want to collect more mods like this 

 

Posted
8 hours ago, pao_paopao said:

Does anyone have some original monsters mods made by non-Chinese authors that make monsters prettier? Even if it's in a modpack, that's fine.

because I have almost every original monsters mods made by chinese authors that make monsters prettier,I want to collect more mods like this 

 

Can you show the Chinese ones you have?


otherwise here's what i have
mods.rar
There is this one on workshop https://steamcommunity.com/sharedfiles/filedetails/?id=3795439955

Posted

I'm really wishing there was some animated male mods. 
Like just gimme someone stroking their meat , or like hot regent dudes sob BUT LIKE, SEX, NSFW, LEWD. NOT JUST A HOT MAN. 

Posted
Mod Conflict Report: xueli vs. Regent FX Omnistar / LustTravel2
It seems that Regent FX Omnistar and LustTravel2 conflict with the xueli mod.
The Hypnosis in xueli wasn't working properly, but after removing these two mods, it started working normally again.
Just sharing this here in case it helps anyone running into the same issue.

 

Posted
18 hours ago, brown75 said:
Mod Conflict Report: xueli vs. Regent FX Omnistar / LustTravel2
It seems that Regent FX Omnistar and LustTravel2 conflict with the xueli mod.
The Hypnosis in xueli wasn't working properly, but after removing these two mods, it started working normally again.
Just sharing this here in case it helps anyone running into the same issue.

 

LustTravel is only for the beta version as the mod developer moved to only work on the beta. So it will cause issues if you run it on base game.

Posted
39 minutes ago, AromaticTealeaf said:

LustTravel is only for the beta version as the mod developer moved to only work on the beta. So it will cause issues if you run it on base game.

steam page mentions it works for latest version as well, and tbf the mod does work fine on regular branch. Unfort tho I think it just clashes with xueli probably

Posted
2 hours ago, Bout1 said:

steam page mentions it works for latest version as well, and tbf the mod does work fine on regular branch. Unfort tho I think it just clashes with xueli probably

Ah that makes sense the steam version must still be behind the nexus one then. As the nexus one lists 0.111.0(beta) as required for use. Figured the steam one was the same but must be still an older build that's running on 0.107.0(base)

Posted
On 9/24/2026 at 4:21 PM, UnderRabi said:

1. First, you need a tool to extract the PCK file.

I use a tool called GDRE.

Simply drag and drop the mod's .pck file into GDRE.

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Set the destination folder using Extract To, then click the Extract button.

 

2. After extraction is complete, the folder should look something like this.
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From here, open the folder named after the mod itself.

For the example mod, the folder is:

FootFetishOtakuAdventure

Inside it, there should be a localization folder.

The localization folder contains separate folders for each language supported by the mod.

In this case, the mod only supports Chinese, so there is only one language folder.

 

3. Create a new language folder.

Create a new folder inside the localization folder and name it according to your language.

For example, if you are making an English translation, eng should probably work.

Then copy all of the .json files from the original language folder into your new language folder.

 

4. Translate the JSON files.

You can translate them manually, use machine translation, or use AI.

The important part is to keep all of the string keys exactly the same and only translate the text values.

 

5. Now you need the Godot Engine.

You need Godot version 4.5.

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Import the .godot project file marked by the red box, or drag and drop it into Godot.

 

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The project should then appear in the project list like this.

Open it by double-clicking it or clicking Edit on the right.

 

6. You do not need to modify anything else in the project.

At the top-left of the editor, go to:

Project → Export

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A window like this should appear.

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I have already exported mods several times, so Windows already appears in my list.

For a first-time user, it is normal if nothing is listed there.

Click Add at the top and add Windows Desktop.

Godot will probably tell you that the required export templates are not installed.

It should provide instructions for installing them directly from that screen, so just follow those instructions.

If the process is unclear, I recommend searching for something like:

Godot install export templates

or

Godot export PCK

 

I already have the export templates installed, so unfortunately I cannot show the installation process myself.

 

7. Export the new PCK file.

Once the export templates are installed, Windows Desktop should appear in the export window, similar to the screenshot shown in Step 6.

You do not need to change any other settings.

Click Export PCK/ZIP at the bottom.

Choose the location and filename you want.

Make sure the filename ends in:

.pck

If you leave out the extension, Godot seems to export it as a .zip file instead, so I strongly recommend manually adding .pck to the filename.

Then export the file.

Once the new .pck file has been created, replace the original mod's .pck file with your newly exported one.

That should apply your translated localization files.

Does it have to be Godot version 4.5? Would version 4.7 or similar not work?

Posted
On 9/14/2026 at 2:13 PM, 燚焱叒叕 said:

对之前我发过的二创mod的原作者表示抱歉,我之前没有关注过mod作者发表的声明,不了解该mod不可以进行二创传播。侵犯了原作者的权益,造成社区混乱,也对原作者的粉丝道歉,慷他人之慨,未经原作者允许发二创mod

 

 

RIP((,至少你为别人带来了一点快乐

Posted
16 hours ago, sasoso said:

Does it have to be Godot version 4.5? Would version 4.7 or similar not work?

That's because the game was developed using the Godot engine version 4.5.1.
Therefore, the modes are also based on 4.5.

 

Other versions may affect not only the mod but also the game itself.
You have no idea which features were removed, added, or changed with the version update, nor do you know how those changes affect the base game or the mod.

 

Just use 4.5. If you use a different version and encounter an error, there's nothing I can do other than tell you to fix it yourself.

Posted
15 minutes ago, TesloStep said:

Any news about beta compatibility for this one?

possible it doesnt receive it as xueli's mod has no beta compatibility and both mods are primarily shared from the same location. would be up to the mod developer and if they feel like adding that. But I imagine new content and bug fixing will take priority for most people

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