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Spike Storms, a Retrospective

6 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's picture
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.

Sun, 09/06/2026 - 20:00
#3
Pdtopgun's picture
Pdtopgun
+1

Agree with most of what Fangel said. I had a lot of fun (and okay, maybe the occasional bit of sheer rage) with the combat side of the event. Having enemy types like Scuttlebots of all things constitute a significant threat made me have to completely reconsider how to approach certain situations. (For instance, I figured out pretty early that my usual Brandish smack-and-charge strategy was a great way to get myself murdered by multi-spiked enemies.) That was a lot of fun after having put so many hours into this game. On the downside, the spike requirements for each crafting level were somewhat overtuned, especially for the 4* material. I resigned myself pretty quickly to the fact that I'd only be able to craft as far as the Twicer Slicer this time around. It's not a huge deal if the event will repeat as frequently as GH seems to be indicating, but even then it'll require some hefty work to get the Mandolin fully crafted the next time around, and that's assuming there aren't any new rewards added next time.

Mon, 09/07/2026 - 11:58
#4
Bopp's picture
Bopp
advantage, not disadvantage

Having enemy types like Scuttlebots of all things constitute a significant threat made me have to completely reconsider how to approach certain situations.

For me, this was a massive upside of the event. I liked that I had to invent new tactics, such as zooming around and grabbing spikes before some mecha knight got all bloated and crazy on them.

But I do agree that the shallower strata were probably overly difficult for inexperienced knights (if any). And I do generally agree with Fangel's critique.

Wed, 09/09/2026 - 11:12
#5
Sorenkair's picture
Sorenkair
Stacked enemies should drop extra spikes

After they patched the spike duping bug theres no point in letting enemies stack spikes anymore.

Now at worst it punishes slow players and newbies, and at best is a challenge for masochistic players.

Killing an enemy with 3 spikes could drop 4 spikes, one with 4 could drop 6.

This also creates a little more incentive to farm in groups so as to take down these mini bosses more easily instead of alt farming.

Fri, 09/11/2026 - 00:21
#6
Fangel's picture
Fangel
one additional thing

Something I forgot to add in my original post - I think we could easily see a full "event" gate at some point. Something where we add a mission-menu-exclusive arcade gate taking up the 5th slot on the missions page. That would be a great way to give us an initial, completely custom gate without requiring the gates to slowly cycle over the course of the event (and clean things up at the end). I still think the regular gates should be affected, but this would fix the event warmup from being as frustrating while the other gates cycle.

This could also be a fun way to add unique gates, like a boss rush gate, periodically, with or without the spike event.

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