How well can AI play Slay the Spire? Frontier AI models can now beat Slay the Spire 1 at its base Ascension 0 difficulty at least 90% of the time, according to a new Epoch AI benchmark called SpireClimb, up from struggling to win at that level six months earlier. On Slay the Spire 1's maximum difficulty, Ascension 20 Heart, GPT-6 Astra achieved a 17% win rate and GPT-6.1 Sol achieved a 20% win rate, while frontier models exceeded 25% win rates on Slay the Spire 2's Ascension 10. Those results remain far below top human players, who regularly achieve at least 80% win rates at maximum difficulty in both games. Overview Slay the Spire StS1 and its recent sequel, Slay the Spire 2 StS2 , are difficult games. Since the original’s release in 2017, the game has attracted a dedicated community of players. Top-tier players play the games on their maximum difficulty settings and chase “win streaks” that require high win rates to sustain consecutive victories. Slay the Spire’s difficulty and popularity have more recently drawn attention from AI researchers. In its release of Claude Fable 5 https://www.anthropic.com/news/claude-fable-5-mythos-5 in June 2026, Anthropic noted that Fable 5 “reached the game’s final act three times more often” than Claude Opus 4.8, a phrasing that indicated the model still could not reliably win games. METR researcher Ajeya Cotra used win rates for Slay the Spire 2 as part of her forecasts for AI capabilities in 2026 https://www.planned-obsolescence.org/p/hurtling-through-2026 . As a single-player game with randomness, hidden information, and a huge decision tree, Slay the Spire has long remained resistant to being conquered by both classic machine learning techniques and large language models LLMs . Here, we present findings from our new benchmark, SpireClimb https://epoch.ai/benchmarks/spireclimb , that show this is rapidly changing. Key takeaways - Frontier models can now beat Slay the Spire 1 at base difficulty “Ascension 0” at least 90% of the time. Just six months ago, they struggled to beat the game at Ascension 0 at all. - They can also beat Slay the Spire 1’s maximum difficulty “Ascension 20 Heart” , with GPT-6 Astra achieving a 17% win rate and GPT-6.1 Sol achieving a 20% win rate. - Models also perform better at StS2’s hardest setting Ascension 10 than at comparable difficulty tiers in the original. Frontier models reached win rates above 25%, reflecting StS2’s lower overall difficulty https://www.reddit.com/r/slaythespire/comments/1wx82cl/is slay the spire harder than slay the spire 2/ in its early-access version. - These win rates remain far below those of top human players , who regularly achieve at least 80% win rates at maximum difficulty in both games. LLMs have rapidly improved at Slay the Spire 1’s base difficulty Prior efforts at using Slay the Spire as an LLM benchmark have been scattershot, with substantial variation among harnesses used, affordances allowed, and models tested. The Orak https://arxiv.org/html/2506.03610v1 paper in June 2025 found that Gemini 2.5 Pro with a text harness could “defeat the second boss in two out of three runs”, which likely corresponds to a 0% overall win rate. Results from StSBench https://alavico.github.io/sts-bench-results/ , which also uses a text harness, show that by June 2026, frontier model win rates had become high enough at Ascension 0 to score wins given only a single attempt. More recently, Epoch’s own informal experiments https://x.com/EpochAIResearch/status/2093079297724735906 with the Codex Desktop computer-use harness found GPT-5.6 was able to beat the moderate difficulty level Ascension 8 in August 2026, which likely corresponds to an Ascension 0 win rate well above 50%. Given this state, we believe there’s value in a consistent framework for evaluating current and future models’ performance at both StS1 and StS2. Additionally, we’re interested in evaluating models’ computer use abilities, which are also rapidly improving. Our goal is to roughly measure the performance an unskilled user could achieve by opening an LLM desktop app on their computer, typing in “play Slay the Spire for me”, and letting it run. To that end, we present our findings here as part of a new Epoch benchmark, SpireClimb. We aim to evaluate models on both games at maximum difficulty in a single-agent visual computer-use harness based on Inspect ReAct https://inspect.aisi.org.uk/react-agent.html .