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Nightreign
작성자: TonsDiwangv0.1
Imitate the shrinking circle system of nightreign, modifying the map and gameplay.
생성일
2026년 5월 13일
업데이트
2026년 6월 19일
설명
이 모드 설명은 제작자가 Nexus Mods에 영어로 작성한 내용입니다.
🌙 Nightreign
Nightreign is a comprehensive gameplay overhaul mod for Slay the Spire 2. It completely reworks the vanilla linear map progression into an open-grid, free-roam battle royale experience with a shrinking circle, time pressure, and per-node content pre-generation. Full multiplayer co-op is also supported.
1. 🗺️ Open Grid Map
The game introduces a time system with shrinking circle mechanics:
7. 🔍 Enhanced Map Viewport
Full multiplayer support (2–4 players):
The mod uses hand-written JSON map configurations (no procedural generation). Currently includes 2 map variants.
A visual map editor 🛠️ (
map_editor.py) is included for creating and editing maps. See the Map JSON & Editor Guide for details.
🌅 Game Start → Random starting node (Ancient/Neow)
→ 🗺️ Map opens, "Day 1" banner displayed
→ ⚔️ Free exploration, time accumulates through combat/movement
→ ⏱️ Time reaches threshold → ⭕ Circle starts shrinking
→ ⭕ Shrink complete → 👑 Boss spawns
→ 👑 Boss defeated → 🌀 Node becomes Ancient → 🚶 Enter Ancient → 🔄 Next phase
→ 🔁 Repeat ×3
→ 👑👑 Phase 3 Boss defeated → 🏆 Victory🌙 Nightreign(黑夜统治)
Nightreign(黑夜统治)是 Slay the Spire 2 的一款大型玩法改造 Mod。它将原版的线性推进地图彻底重做为开放网格自由探索 + 缩圈生存的大逃杀风格体验,并支持完整的多人联机合作。
1. 🗺️ 开放网格地图
游戏引入了时间系统和缩圈机制:
7. 🔍 地图视口增强
完整支持多人联机(2-4 人),所有功能均已适配:
Mod 使用手写 JSON 地图配置,不自带随机生成。目前包含 2 张地图变体:
可以使用附带的地图编辑器 🛠️(
map_editor.py)创建和编辑地图,详见**《地图 JSON 与编辑器使用说明》**。
🌅 开局 → 随机选择起始节点(先古节点/尼奥)
→ 🗺️ 地图打开,显示"初始日"Banner
→ ⚔️ 自由探索,战斗/事件积累时间
→ ⏱️ 时间达阈值 → ⭕ 缩圈开始
→ ⭕ 缩圈完成 → 👑 Boss 生成
→ 👑 击败 Boss → 🌀 节点变为先古节点 → 🚶 进入先古节点 → 🔄 下一阶段
→ 🔁 重复 ×3
→ 👑👑 阶段 3 Boss 被击败 → 🏆 游戏胜利
🔥 Open Grid · ⭕ Shrinking Circle · 👥 Multiplayer Co-op · 🗺️ Free Roam —— A battle royale overhaul for Slay the Spire 2
📖 Overview
Nightreign is a comprehensive gameplay overhaul mod for Slay the Spire 2. It completely reworks the vanilla linear map progression into an open-grid, free-roam battle royale experience with a shrinking circle, time pressure, and per-node content pre-generation. Full multiplayer co-op is also supported.
⚡ Core Features
1. 🗺️ Open Grid Map
- The map is no longer a linear upward path. It is an N×M 2D grid.
- Nodes are connected by explicit edges defined in hand-written JSON configuration files. Movement is allowed in all directions.
- Supports multiple node types: Monster 👹, Elite 💀, Boss 👑, Shop 🛒, Treasure 📦, Rest Site 🏕️, Event ❓, Ancient 🌀, Empty ⬜, and more.
- Map size, node layout, and connections are entirely JSON-driven with unlimited extensibility.
The game introduces a time system with shrinking circle mechanics:
- ⏱️ Time counts upward: +1T per combat round, +move_cost T per map move.
- 🔵 Three-phase shrinking: When accumulated time reaches the threshold, the circle shrinks from full-map coverage toward a randomly-selected safe zone center.
- 💀 Circle damage: Players outside the circle take damage periodically. Higher phases deal more damage.
- 👑 Shrink complete → Boss spawns: The safe zone center becomes a Boss node. Defeat it to progress to the next phase.
- Upon game start, all node content (encounters, events, etc.) is determined at once, using the run's RNG seed for determinism.
- stage=-1 nodes are randomly resolved to stage 1/2/3 at game start, drawing the appropriate stage's encounters.
- Supports monster pools (Weak 🐣 / Strong 💪) and biomes (Overgrowth 🌳 / Underdocks 🏭).
- Move backward 🔄 and revisit nodes freely.
- During combat, press M to open the map 🗺️. Click another reachable node to escape (with a chance of taking damage 🤕).
- Re-entering an escaped combat: enemy HP is preserved, combat resumes where you left off ⚔️.
- ❌ Cleared nodes: After winning combat or completing an event, nodes display a red ✕ overlay. Re-entry shows an empty room.
- ⬜ Empty nodes: Passable but non-interactive, shown with semi-transparent icons and white outlines.
- 🏕️ 🛒 Rest Sites and Shops preserve their state on re-entry (no option/inventory reset).
- Monster/Elite nodes display colored outlines by stage:
- Stage 1: ⚪ White
- Stage 2: 🔵 Blue
- Stage 3: 🟣 Purple
7. 🔍 Enhanced Map Viewport
- Node horizontal spacing: 250px. Supports horizontal drag ↔️ and Ctrl+scroll wheel zoom 🔎 (0.5x–2.0x).
- Map auto-scrolls to center on the current node when opened 📍.
- Phase transition banners (🌅 Day 1 / ☀️ Day 2 / 🌇 Day 3) on map open.
- A (default): Vertical time bar on the left side of the map 📊, showing current time/threshold, phase, and distance to circle center.
Full multiplayer support (2–4 players):
- 🚶 Independent movement (not yet implemented): Each player has their own map coordinates, independent of teammates.
- ⚔️ Independent combat (not yet implemented): Players can join/leave combat independently.
- 🎁 Per-player instances (not yet implemented): Events, treasures, shops, and rest sites are instanced per player.
- 💀→❤️ Death/Revive (not yet implemented): Team wipe in non-boss combat → revive at 1 HP at previous position. Boss team wipe → game over.
- 🚧 Boss gating (not yet implemented): All alive players must lock in to the same boss node to begin the fight.
- 📐 Time parameters scale dynamically with player count.
- 🗳️ Vanilla movement: Vote-based movement like the original game.
- 💀→❤️ Death/Revive (not yet implemented): If you die to the circle but teammates survive, revive at 1 HP at the next room.
📥 Installation
- Ensure Slay the Spire 2 is installed with mod support enabled.
- Place the nightreign folder into the game's mods/ directory.
- Launch the game. The mod loads automatically via ModManager scanning and PatchAll().
🗺️ Map System
The mod uses hand-written JSON map configurations (no procedural generation). Currently includes 2 map variants.
A visual map editor 🛠️ (
map_editor.py) is included for creating and editing maps. See the Map JSON & Editor Guide for details.
🎮 Game Flow
🌅 Game Start → Random starting node (Ancient/Neow)
→ 🗺️ Map opens, "Day 1" banner displayed
→ ⚔️ Free exploration, time accumulates through combat/movement
→ ⏱️ Time reaches threshold → ⭕ Circle starts shrinking
→ ⭕ Shrink complete → 👑 Boss spawns
→ 👑 Boss defeated → 🌀 Node becomes Ancient → 🚶 Enter Ancient → 🔄 Next phase
→ 🔁 Repeat ×3
→ 👑👑 Phase 3 Boss defeated → 🏆 Victory🌙 Nightreign(黑夜统治)
🔥 开放网格 · ⭕ 缩圈生存 · 👥 多人联机 · 🗺️ 自由探索 —— Slay the Spire 2 大逃杀玩法改造
📖 概述
Nightreign(黑夜统治)是 Slay the Spire 2 的一款大型玩法改造 Mod。它将原版的线性推进地图彻底重做为开放网格自由探索 + 缩圈生存的大逃杀风格体验,并支持完整的多人联机合作。
⚡ 核心特性
1. 🗺️ 开放网格地图
- 地图不再是一条直线向上走,而是一个 N×M 的二维网格。
- 节点之间通过手写的 JSON 配置文件定义显式连接关系,任意方向均可移动。
- 支持多种节点类型:普通怪物 👹、精英 💀、Boss 👑、营地 🏕️、商店 🛒、宝箱 📦、事件 ❓、先古节点 🌀、空节点 ⬜ 等。
- 地图大小、节点布局、连接关系全部由 JSON 决定,支持无限扩展。
游戏引入了时间系统和缩圈机制:
- ⏱️ 时间向上计数:每次战斗回合 +1T,每次移动 +move_cost T。
- 🔵 三个阶段缩圈:时间达到阈值后,毒圈从全地图向随机选取的安全区中心收缩。
- 💀 毒圈伤害:圈外玩家每隔一定时间受到伤害,阶段越高伤害越大。
- 👑 缩圈完成 → Boss 出现:圈缩到安全区后,中心节点变为 Boss 节点,击败 Boss 才能进入下一阶段。
- 进入游戏时,地图上所有节点的具体内容(怪物组合、事件等)一次性确定,由游戏种子的 RNG 保证确定性。
- stage=-1 的节点会在开局时随机确定阶段(1/2/3),并抽取对应阶段的怪物/事件。
- 支持怪物池(弱 🐣 / 强 💪)和场景地貌(密林 🌳 / 暗港 🏭)的随机分配。
- 可以走回头路 🔄,可以重入已访问过的节点。
- 战斗中按 M 键打开地图 🗺️,点击其他可达节点即可逃跑(有概率受伤 🤕)。
- 逃跑后重新进入该战斗:怪物血量保留,战斗状态恢复,可以接着打 ⚔️。
- ❌ 已清空节点:战斗胜利或事件完成后,节点显示红色 ✕ 标记。重入为空房间。
- ⬜ 空节点:可经过/停留但无可交互内容,显示为半透明图标 + 白色描边。
- 🏕️ 🛒 营地/商店重入时保持状态,不会重置选项或库存。
- Monster/Elite 节点根据阶段显示不同颜色的外描边:
- 阶段 1:⚪ 白色
- 阶段 2:🔵 蓝色
- 阶段 3:🟣 紫色
7. 🔍 地图视口增强
- 节点水平间距 250px,支持水平拖动 ↔️ 和 Ctrl+滚轮缩放 🔎(0.5x~2.0x)。
- 打开地图自动滚动到当前节点居中 📍。
- 每日开始显示阶段 Banner(🌅 初始日 / ☀️ 中间日 / 🌇 最终日)。
- A(默认):地图左侧竖条时间栏 📊,显示当前时间/阈值、阶段、距离毒圈中心距离。
完整支持多人联机(2-4 人),所有功能均已适配:
- 🚶 独立移动(未实现):每个玩家拥有自己的地图坐标,不受队友位置限制。
- ⚔️ 独立战斗(未实现):每个玩家可以独立进入/离开战斗,互不干扰。
- 🎁 独立节点(未实现):事件、宝箱、商店、营地均为每个玩家独立实例。
- 💀→❤️ 死亡/复活(未实现):非 Boss 战斗团灭 → 1 血复活到上一个位置。Boss 战团灭 → 游戏结束。
- 🚧 Boss 门禁(未实现):所有存活玩家必须锁定到同一 Boss 节点才能开战。
- 📐 时间参数根据玩家数量动态缩放。
- 原版移动:和原版一样的投票移动方式
- 💀→❤️ 死亡/复活(未实现):如果被毒死了,但是队友还活着,到下一个房间可以1血复活
📥 安装方法
- 确保已安装 Slay the Spire 2 并具备 Mod 支持。
- 将 nightreign 文件夹放入游戏的 mods/ 目录。
- 启动游戏,Mod 会自动加载(由 ModManager 扫描并 PatchAll())。
🗺️ 地图系统
Mod 使用手写 JSON 地图配置,不自带随机生成。目前包含 2 张地图变体:
可以使用附带的地图编辑器 🛠️(
map_editor.py)创建和编辑地图,详见**《地图 JSON 与编辑器使用说明》**。
🎮 游戏流程
🌅 开局 → 随机选择起始节点(先古节点/尼奥)
→ 🗺️ 地图打开,显示"初始日"Banner
→ ⚔️ 自由探索,战斗/事件积累时间
→ ⏱️ 时间达阈值 → ⭕ 缩圈开始
→ ⭕ 缩圈完成 → 👑 Boss 生成
→ 👑 击败 Boss → 🌀 节点变为先古节点 → 🚶 进入先古节点 → 🔄 下一阶段
→ 🔁 重复 ×3
→ 👑👑 阶段 3 Boss 被击败 → 🏆 游戏胜利