Vibeleaderboard
← All Intel
Intel / article

Ai Systems Are Improving Rapidly At Slay The Spire And Its Sequel

Source
epoch.ai
Author
Epoch AI publications
Date
Why it matters

Documents rapid gains in long-horizon game play via computer use, a proxy for sequential decision-making by agents, along with caveats about remaining elicitation gaps.

Key takeaways · AI-distilled
  • In Epoch's SpireClimb , GPT-6.1 Sol won 20% and GPT-6 Astra 17% of Slay the Spire 1 runs at maximum difficulty (Ascension 20 Heart); Epoch says top human players regularly win at least 80% at maximum difficulty in both games.
  • In June 2025 the Orak paper found Gemini 2.5 Pro with a text could 'defeat the second boss in two out of three runs', which Epoch says likely corresponds to a 0% overall win rate.
  • Anthropic said in June 2026 that Claude Fable 5 reached Slay the Spire's final act three times more often than Claude Opus 4.8; Epoch reads that phrasing as indicating the model still could not reliably win games.
  • Frontier models exceeded 25% win rates at Slay the Spire 2's hardest setting, Ascension 10, doing better than at comparable tiers of the original; Epoch says this reflects the early-access sequel's lower overall difficulty.
  • Epoch calls earlier attempts to benchmark Slay the Spire with LLMs scattershot, with substantial variation among the harnesses used, affordances allowed and models tested.
Terms in this piece · Glossary
  • benchmark — A standard public test set for comparing AI models — the shared scoreboards behind every "model X beats model Y" claim.
  • agent harness — The scaffolding around a model that turns it into a working agent — the loop, the tools it can call, and the rules for when to stop.
More from Epoch AI publications
Recommended reads
Comments

Checking sign-in…

Loading comments…