An unofficial character mod for Slay the Spire 2

The Dreamer

He doesn’t discard a card. He puts it to sleep — and it wakes up cheaper.

Early release · v0.3.1 · built for Slay the Spire 2 v0.107.1 · requires BaseLib 3.3.8

DREAM

Set a card aside, face up. It leaves your hand, your draw pile, your discard, your exhaust — everything — and waits.

AWAKEN

Next turn it comes back with Retain, and it costs 1 less for that turn. Your setup turn buys the one after it.

LUCID

True for the rest of any turn in which a card woke up. A third of the pool reads it and pays you more.

FRIGHT

An Unplayable, Ethereal Status. The Nightmare cards hit above rate and leave these behind for you to deal with.

One slot, and the whole turn changes

Dreaming a card costs you the turn you are in. Everything the character does is an argument about whether that trade was worth it.

TURN 1

Play Tuck Away. Gain Block, and put the expensive card you can’t afford yet to sleep.

ENEMY TURN

The sleeping card sits outside the deck. Nothing can discard it, exhaust it, or shuffle it away.

TURN 2

The nightlight pays 3 Block. The card wakes with Retain, one Energy cheaper, and you are Lucid.

THE DECISION

Spend it now, hold it with Retain, or fill the slot again and keep the light on.

92cards, every one with its own art
20 / 35 / 25the game’s own reward-pool split
70 HP3 Energy, one Dream slot to start
8character relics in the official rarity shape

Starting relic

The Last Nightlight

At the start of your turn, if a card is Dreaming, gain 3 Block.

Rules clarifications

  • Start-of-turn order: effects that check whether a slot is occupied resolve before that slot’s card automatically Awakens. This is why The Last Nightlight and Nightlight Glow pay out on the return turn.
  • Lucid is a turn condition, not a stack: it is true from the first time a card Awakens until the end of that turn.
  • Temporary cost changes do not cross zones: the Awaken discount expires at end of turn or when the card leaves your hand, unless a card explicitly says otherwise.
  • Extra delay stacks: “waits one extra turn” postpones that card’s automatic Awaken by one start-of-turn check and grants the stated extra discount.
  • Fright is a Status everywhere: it can be removed or transformed by effects that target Status cards.
  • Status and Curse cards cannot Dream: Dream slots only accept Attack, Skill, and Power cards.
  • Dreaming Powers is allowed: the delay and discount are useful, but a Power leaves the deck after it is eventually played as normal.

Dream Journal progression

Five milestones · nine cards · six gated relics

A real unlock screen, in the Dreamer’s language

When a milestone is reached, the main menu opens a custom midnight-and-brass reveal screen. It follows the official three-item layout, lets you inspect every card or relic, and queues multiple unlocks safely behind other game popups.

Why it is not a native Epoch

The game’s Timeline is hardcoded to its built-in Epoch types. The Dream Journal stores profile-safe milestones through the game’s save system and freezes them into each run, including co-op sync, without patching that brittle table.

First Light

Defeat an Act I boss

Candle Jab
Wake-Up Call
Wakeful

Bad Dream

Win 15 Elite combats

Underbed Swipe
Shadow Parade
Nightmare Fuel

Morning

Win on Ascension 1

Peek Ahead
Two More Minutes
Second Sleep

Safe Sleep

Defeat an Act II boss

Threadbare Blanket
Brass Alarm
Porcelain Moon

Deeper Dark

Win 15 Boss combats

Charred Wick
Silver Mobile
Nightmare Jar

Relic collection

The Last Nightlight

The Last Nightlight

Starter

If a card is Dreaming at the start of your turn, gain 3 Block.

Spare Pillow

Spare Pillow

Shop · Always available

Gain 1 Dream slot.

Threadbare Blanket

Threadbare Blanket

Common · Safe Sleep

The first time you Dream a card each turn, gain 2 Block.

Brass Alarm

Brass Alarm

Uncommon · Safe Sleep

Your first Awaken each combat gives 1 Energy and draws 1.

Porcelain Moon

Porcelain Moon

Rare · Safe Sleep

After your opening hand, Dream the top card beyond the slot limit.

Charred Wick

Charred Wick

Uncommon · Deeper Dark

Your first exhausted Fright each turn deals 4 to all enemies.

Silver Mobile

Silver Mobile

Rare · Deeper Dark

Every third Dream adds 2 cards to your next hand draw.

Nightmare Jar

Nightmare Jar

Rare · Deeper Dark

Your first exhausted Fright each turn gives 1 Energy next turn.

How it plays

The packages are intentionally porous. A good run takes immediate answers first, then commits to whichever scaling the rewards and relics actually support.

Lucid planning

Core: Count Sheep, Stay Up Late, Sleep Cycle, Storybook, Blue Hour, REM Sleep.

Schedule expensive or situational cards one turn early, trigger Lucid, then chain discounted cards. Strongest when the deck has draw and a few high-impact 2–3 cost cards — not when every pick merely says Dream.

Nightlight defense

Core: Blanket Fort, Night Watch, Safe Corner, Nightlight Glow, Nightlight Eternal.

Keep at least one slot occupied to collect steady Block and turn setup turns into safety. Two More Minutes is the signature tempo choice: delay a payoff to survive now, and make the later card cheaper.

Nightmare aggression

Core: Shadow Kick, Bogeyman’s Claw, Toss and Turn, Stuffed Guardian, Nightmare Fuel.

Take above-rate damage and draw that seed Fright, then draft enough exhaust outlets to stop the deck choking. Early on Fright is a real cost; later, each copy becomes Block, damage or Strength.

Act-by-act priorities

StageTake firstDo not overvalueDeck check
Early Act 1Direct damage: Bedside Bonk, Half Awake, Monster Check, Drowsy SwingPure slot scaling before the deck can kill an EliteCan this deck deal 35–50 damage quickly?
Late Act 1One Fright outlet, one reliable Weak source, and AoEMultiple Fright generators without cleanupCan it survive a bad draw while a key card is Dreaming?
Act 2Scaling Power plus draw or targeted Dream accessMore low-impact Commons that dilute Awaken turnsDoes the scaling package work with only two pieces?
Act 3+Redundancy, deck thinning, and a long-fight engineSlow setup that duplicates an engine already solvedCan it block, scale, and handle Status-heavy fights on its own?

Three representative turns

  • Tempo: Count Sheep draws into Moonlit Lunge, then Dreams it. Next turn it Awakens, becomes Lucid, and costs 0 because its own Lucid discount stacks with the Awaken discount.
  • Defense: Two More Minutes keeps a key Power Dreaming, gains 6 Block now, triggers The Last Nightlight again next turn, and eventually returns the Power with a 2-Energy total discount.
  • Nightmare conversion: Toss and Turn draws three and seeds a Fright into discard. When that Fright later costs a draw, Shadow Parade can Exhaust it for two extra hits while Stuffed Guardian and Nightmare Fuel convert the same cleanup into Block and damage.

Balance notes

Everything here is implemented and playable; the numbers are not final. The first five completed Ascension 0 runs now give us a live baseline alongside the official-card comparison.

First A0 baseline: finishing speed

Five completed runs, 52 fights, 319 turns. The median final floor is 22 and the sample has no win yet. At 6.13 turns per fight—with several 10–19 turn bosses—the early warning is slow closing damage or scaling access, not an overpowered defensive shell.

The Last Nightlight triggered 150 times, worth 8.65 Block per fight. That sits exactly in its intended starter-relic band, so it stays at 3. This pre-fix batch is archived; each installed build now starts a clean telemetry file so later runs are never mixed into it.

Main exploit watch

Cost reduction plus repeated Awaken can create infinites. Temporary discounts expire when a card leaves the hand, and the “first time each turn” gates on Blue Hour, False Dawn, Storybook and Wakeful are intentional rather than oversights.

Upgrade and compatibility corrections

Wakeful and Blue Hour now receive their intended Innate upgrade through the same keyword-upgrade path used by official cards. The shared correction also covers Storybook, Waking Dream, and Morning Comes. Dreamer Strike and Defend now carry the engine’s official tags, so tag-based relics such as Large Capsule recognize them.

Main feel risk

Dreaming a card is card disadvantage until next turn. If a turn feels passive, the fix is the starter relic or Common damage — not making Dream draw a replacement, which would erase the central tradeoff.

Main complexity risk

Dream slots carry a lot of state. The HUD shows each slot face up with its countdown and predicted return cost, and illegal Dream actions are refused before you spend Energy. If any of that ever goes quiet, the mechanic stops being readable.

Getting it running

Three minutes, and one dependency. If the character doesn’t appear on the select screen, BaseLib is the usual culprit.

1

Install BaseLib 3.3.8 or newer

The Dreamer is built on it and will not load without it.

2

Subscribe on the Workshop

Or drop the TheDreamer folder into the game’s mods/ directory yourself, next to BaseLib.

3

Restart, and pick him

He sits with the other characters on the select screen, lantern already lit.

Ninety-two cards, and three ways to build

Take the discount and chain expensive turns together. Keep a card asleep and let the nightlight pay you Block for it. Or hit above rate and live with the Fright it leaves in your deck. Most runs end up somewhere between two of them.

Shadow Kick, a Common Attack. Blanket Fort, a Common Skill. Moonlit Lunge, a Common Attack. Master of Dreams, a Rare Power in the full-art layout.

Card catalogue

No cards match those filters.

Put a card to sleep. See what it’s worth in the morning.

Get it on the Steam Workshop