upvote
The comment you linked to doesn't know what they are talking. (Edit: given the context, they know what they're talking about, but you don't)

A game having random mechanisms has absolutely nothing to do with whether it's deterministic.

Slay the spire is 100% deterministic, gameplay-wise. All the online poker games too.

reply
That's not the kind of nondeterminism that would cause replay divergence. The PRNG seed is stored in the replay (if it wasn't, almost every game would diverge very quickly. And since the multiplayer works the same basic way, the game would basically not function at all).
reply
The way I remember it was that replay playback would only break if you played a replay with a different game version than it was recorded with.
reply
There was definitely sync bugs with replays at various points.

There was even desync bugs even in live multiplayer games; there was detection that it desynced which would end the game, which in turn meant exploits that would intentionally cause a desync (which would typically involve cancelled zerg buildings for some reason).

reply
or, if you are replaying a single-player game that you saved+loaded (i.e. the replay only worked if the full game happened in one go without any loads).
reply
You misinterpreted the comment you are citing.

This non-determinism would not and did not cause replays to diverge (the PRNG seed was most likely stored and would reproduce exactly the same results).

reply