Version-aware documentation for building local C# and Godot content mods for Slay the Spire 2 Early Access.
Published version: GitHub Pages
- current game layout, loader behavior, and version checks
net9.0projects referencing the assemblies shipped with the game- the external mod manifest, dependencies, staging, and installation
- decompiling
sts2.dlland inspectingSlayTheSpire2.pck [ModInitializer], semantic hooks, and Harmony patches- model discovery, pools, unlock visibility, and localization
- detailed custom card, potion, relic, act event, and GUI examples
- Godot
.pckresources and native UI integration - logs, save-state troubleshooting, packaging, and release verification
- STS2:
v0.103.3 - game commit:
460a0ece - release metadata date:
2026-05-29T13:36:05-07:00 - target framework:
net9.0 - bundled .NET runtime:
9.0.7 - main PCK format: Godot
4.5.1
Early Access updates can change signatures and loader contracts. Re-check release_info.json, sts2.runtimeconfig.json, and sts2.dll before maintaining a released mod.
- Environment setup
- Game layout and loader surface
- Project structure, build, and manifest
- Reverse-engineering workflow
- Entry points, Harmony, and hooks
- Content infrastructure, assets, and localization
- Native UI and runtime inspection
- Debugging and iteration
- Packaging and verification
- Custom cards
- Custom potions
- Custom relics
- Custom act events
- Custom GUI
Use docs/handbook-overview.md as the handbook table of contents. The appendices contain compact API and package references.
Pushes to main that change docs/, README.md, mkdocs.yml, the documentation dependencies, or the deployment workflow automatically:
- run
mkdocs build --strict - publish the generated site to
gh-pages - trigger GitHub Pages deployment from the
gh-pagesbranch root
No local MkDocs deployment command is required for a normal release.
This tutorial does not teach C#, Harmony, Godot, illustration, or game design from first principles. It documents how those tools connect to the current STS2 runtime.
