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Spike Storms, a Retrospective

2 replies [Last post]
Sat, 09/05/2026 - 01:03
Fangel's picture
Fangel

I've been wanting to write this since the spike storm event started, but wanted to wait for the event to play out in full before I gave my thoughts on it. This post is not going to be addressing the server or inventory issues, I want it to be more of a look into the core of the event for what it was.

The Spike Storm event did many things right:

  • It added onto existing gameplay, requiring players to actually play the game instead of only speedrunning levels for special rooms/spawns.
  • It added tradable materials, allowing players to directly help each other farm or sell rewards to players who may have missed the event.
  • The tradable materials also can be exchanged for fire crystals, meaning for the first time we can directly help our friends grind for crystals to level up their gear.
  • The farmed materials were shared loot, meaning players were not forced to backtrack to enjoy the event.
  • Each tier is required, meaning all players can engage with the event, no matter their star level.
  • The actual gameplay loop is of the event is fun - taking enemies considered rather easy and making them mini-bosses was fun.
  • The event made Compounds - one of the most hated level types in the game - actually have a gameplay-related purpose (hordes of minis made spikes spawn more often).
  • The event had the Arcade change to allow easier farming of the event. As a side effect, we got our first-ever multi-boss Arcade gate, which was an excellent treat for long-time players!

However, the event also did some things wrong:

  • The singular reward worth playing for required far too much effort to farm.
  • The Arcade did not adapt to the event fast enough, burning players out well before the actual event gates came around.
  • Limited level types (Arenas, Clockwork Tunnels, Compounds, Jigsaw Valley) quickly became stale, especially since only one monster family was being highlighted.
  • No unique rooms to be discovered for bonus lore and rewards, adding to the staleness of running the same 4 level types back to back.
  • No way to exchange spikes for higher/lower star levels made seeking certain star levels (specifically, 1*, 3*, and 5*) spikes a drag.

Ultimately, I'd say that the event was a success from a design perspective. That being said, the event absolutely needs some work to feel better next time, technical issues non-withstanding.

The event needs to feel more fleshed out, more alive, more special. The Spike Storm event needs to have more unique set pieces. For example, March of the Tortodrones has special rooms in Devilish Drudgeries, Clockwork Tunnels, and Arenas. Spike Storm should absolutely get this treatment, especially since it's shown the storms are directly affecting the gates in the Clockworks. Additionally, it may be worthwhile to consider creating brand new level types for Constructs. This is no easy task, but with the crucible level editor in the community's hands, this would be an excellent event to harbor community submitted levels for this event.

Next, more rewards are needed. I don't believe we should focus on additional slicer-styled weapons quite yet - new, unique rewards should be the focus. A new weapon, armor, or shield would be appreciated. A new lockbox, much like the slime lockbox, with old construct-themed cosmetics (and maybe some new ones tossed in) would be a great way to give players a use for lower level spikes. Additionally, a way to exchange spikes of one star level for another star level is important - whether it be trading up or trading down, it isn't too important which way it goes.

I'm excited for the future of the Spike Storm event. There's a lot of potential - both from a gameplay perspective, but also a story writing one! This is the first true story we're getting from Grey Havens since they took the reigns in 2015, and I look forward to seeing how it's handled going forward.

Sat, 09/05/2026 - 03:08
#1
Vyre-Acidlashed's picture
Vyre-Acidlashed
+2

Fangel puts this way better than I could; I agree with pretty much everything here. I was especially delighted with the multi-boss gate but because of what I was up to during the event I didn't get to run through it as many times as I wanted to. (I'd LOVE to see more boss-rush gates! Maybe with miniboss stages on Odd strata, but I digress)

There was one spike-related event room, and that was a nice surprise, but Torch's only purpose really is to provide a slight discount to the recipes. Not a complaint, so much as a sign that more can be done.

I also wholeheartedly support Fangel's idea of a set of community authoring tools for contributing PvE levels, but that's got its own obstacles - I hope it happens, but know the timeline on that puts it squarely in the "maybe one day" box.

Sat, 09/05/2026 - 05:58
#2
Franexator
Difficulty has to matter

I agree with everything Fangel mentiioned, really good points. There is however one very important thing to add: the difficulty we choose HAS TO matter in regards of spike spawn/drop rate.

- The whole idea of the event was increasing the difficulty of the gameplay which I really enjoyed on Elite, but farming wise there was really no point in playing on a level higher than normal since it spawned the same amount of spikes while being faster and easier to clear. It really defeats the purpose in my opinion.

Additionally:

- The strength of spiked monsters on tiers 1 and 2 also should be slightly lowered since they've proven quite a bit too beefy for lower tier players.

- In regards to the altered arcade gates I think it was a very good idea but as Fangel mentions spreading them across different gates with different tiers adjusted in each of them takes 6 days which did lead to people burning out and overall it's not a good approach when the event time is that limited.
A fully adjusted gate across all stratums going live with the event is the play I think and giving variety on each floor instead of the same ones with different status conditions would go a long way in terms of replayability.

- The scenario room with discounted recipes should offer a higher discount given the rarity of it's spawnrate.

Overall I still see the event as a success and I am excited for future iterations but the difficulty thing especially has to be adjusted.

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