STS2 v0.107.1 Major Update #2: The Complete Strategy Breakdown

~14 min read · Every change analyzed, every number crunched, every strategy updated

📅 Published: June 22, 2026 · v0.107.1 released June 19 (Main Branch)

Patch at a Glance — What Changed:
▲ Aeonglass → Main Branch — Replaces Doormaker as Act 4 boss
▲ Steam Workshop Live — Full mod support, 136K concurrent on launch weekend
▲ RNG Rewrite — xoshiro256** replaces Java Random, draws more uniform
▲ 3 New Neow Relics — New early-game blessing options
▲ Regent 9-Card Buff — Ritual synergy package introduced
▲ Bestiary Added — In-game enemy/summon documentation
▲ Infested Prism Rework — Second rework, patterns now documented
▼ Doormaker Removed — Boss fight deleted from the game

The Big One: Aeonglass Replaces Doormaker

This is the single most impactful change in v0.107.1. Doormaker has been removed from the game entirely, and Aeonglass is now the permanent Act 4 boss on the main branch. This fundamentally changes how you should prepare for the endgame.

Why This Matters

Doormaker was a burst-damage check — if you could kill the doors fast enough, the fight was trivial. Aeonglass is a sustained-threat boss with Wither mechanics that punish long fights and scaling that demands both block and damage output. Every deck that was optimized for Doormaker needs re-evaluation.

Which Characters Win (and Lose) from This Switch

▲ Silent — Big Winner: Sly Discard out-scales Wither naturally. Weak application (Leg Sweep, Scare) neuters multi-hit attacks. Draw-heavy engines find answers to every Aeonglass phase.

▲ Necrobinder — Winner: Summon armies provide chump-blockers against Aeonglass's targeted attacks. Sic 'Em scaling keeps pace with Wither stacks.

▼ Ironclad — Neutral/Slight Loser: Block Ramp struggles against Wither's max HP reduction. Exhaust builds fare better by cycling to key block cards faster.

▲ Defect — Neutral/Slight Winner: Plasma cycling generates energy to play around Wither. Focus-scaling is slower but more reliable post-RNG rework.

▲ Regent — Winner: New Ritual cards provide scaling that ignores Wither. Sly stacking still works but Ritual is now the preferred line against Aeonglass.

RNG Rework: xoshiro256** Replaces Java Random

The switch from Java's legacy java.util.Random to xoshiro256** is the most "invisible but massive" change in STS2 history. It doesn't touch card balance, relic stats, or enemy numbers — but it changes how runs feel.

What xoshiro256** Does Better

  • No outcome clustering: Java Random can produce streaks of 10+ "bad" draws. xoshiro256** is mathematically more uniform — you still get variance, but extreme streaks are less common.
  • Faster: xoshiro256** is ~3x faster per call. On runs with thousands of RNG calls (shuffles, loot, enemy intents), this adds up to smoother gameplay.
  • More state: 256 bits of state (vs Java Random's 48 bits) means the seed space is astronomically larger — no two runs will ever feel "samey" due to seed collision.
Strategic Impact: Draw-heavy characters (Silent, Defect) benefit most — fewer "dead" turns where you draw all skills into an attacking boss. Orb generation (Defect) and summon draws (Necrobinder) feel more consistent. This is a hidden buff to consistency-reliant archetypes.

3 New Neow Relics: Early Game Reshaped

Three new starting blessings join Neow's offering pool. Each rewards a different playstyle and adds meaningful new choices to the "pick your blessing" screen.

Relic #1: Shifting Idol NEW

Start each combat with 1 temporary Strength. Lose 1 max HP per floor. High-risk, high-reward — the Strength is excellent for Act 1 elites, but 1 max HP per floor adds up to ~50 lost max HP over a full run. Ironclad can offset this with healing; Silent struggles.

Relic #2: Echoing Prism NEW

The first 3 times you would shuffle your draw pile each combat, draw 1 card instead. Incredible for small-deck builds. Silent and Defect benefit most. This relic effectively gives you 3 free draw triggers per fight — it's particularly strong in Act 1 where fights are short.

Relic #3: Cursed Figurine NEW

Gain 1 energy at the start of each turn. Gain a random Curse. The Bell Curve with less downside. 1 extra energy is game-changing, but a random Curse in your deck can brick draws. Necrobinder and Ironclad (who can exhaust curses) handle this best.

Regent's 9-Card Buff: Ritual Enters the Meta

Regent received the largest buff package of any character in a single patch. The theme is Ritual synergy — these cards now form a coherent second archetype alongside Sly stacking.

CardChangeImpact
Ritual DaggerDamage 8→12, Ritual bonus doubledNow a legitimate scaling engine, not a meme pick
Ritual PotionCost 1→0, gain 1 Ritual stack0-cost Ritual enabler — auto-include in Ritual decks
ProphesizeDraw 2→3, costs Ritual stacksMore card draw, better late-game cycling
GlimmerBlock 5→7, Ritual bonus adds WeakNow provides both block AND debuff in Ritual builds
Cursed OfferingEnergy 1→2, costs 3 HPDouble energy for 3 HP is premium — Ironclad-tier value
Dark PactBlock 6→9Solid defensive card even without Ritual synergy
Blood RiteHeal 3→5Better sustain, helps offset Ritual self-damage effects
Soul BindExhaust 1→0 cardsNo longer forced exhaust — flexible for any build
Shadow MendBlock 4→6, upgraded: draws 1From filler to solid pick — block + draw is always good
New Regent Priority: Ritual Dagger + Ritual Potion + any Ritual enabler forms the core. Sealed Throne (lost Innate in v0.106.0 but still powerful) remains the best relic target. The Ritual build is slower but scales harder than Sly — ideal for Aeonglass and longer boss fights.

Bestiary: Knowledge Is Power

The new Bestiary feature provides in-game documentation of enemy patterns, summon stats, and boss abilities. It's not just a lore feature — it's a strategic tool.

The Bestiary is most impactful for new and intermediate players who haven't memorized every enemy pattern. Veterans will appreciate the completion tracking and summon documentation.

Infested Prism Rework (v2)

After the v0.106.0 rework didn't hit the mark, Mega Crit has given Infested Prism a second rework in v0.107.1. The new patterns are more intuitive and the fight is now fairer — but it's still a dangerous encounter.

Updated Strategy: The reworked Prism cycles through 4 distinct phases instead of 3. Phase 2 (the "swarm" phase) is the most dangerous — bring AoE or multi-hit attacks. Phase 4 is a damage race — save your potions for it. Block requirements: 15+ per turn average, 25+ for Phase 2.

How to Adapt Your Runs for v0.107.1

  1. Re-evaluate your Act 4 plan. Doormaker strategies are dead. Build for sustained scaling, not burst.
  2. Pick a Neow relic that matches your character. Shifting Idol for Ironclad, Echoing Prism for Silent/Defect, Cursed Figurine for Necrobinder.
  3. Try Ritual Regent. The 9-card buff package is the biggest single-character change. Ritual builds are now genuinely competitive.
  4. Trust the RNG (more). xoshiro256** reduces feast-or-famine draw patterns. Aggressive pathing is slightly safer now.
  5. Install a QoL mod. Relic Stats Tracker and Run History Plus provide data that will make you a better player.
  6. Use the Bestiary. Stop memorizing enemy patterns from wiki pages — the in-game Bestiary has everything.
  7. Respect Aeonglass. Bring Weak, scaling damage, and at least one cleanse/answer for Wither. The fight is harder than Doormaker.