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Vampire Clans Demo Update

Greetings, Vampires!

Thank you for the numerous surveys you sent us after playing the Vampire Clans Demo. Based on your feedback, we've created a list of improvements that will enhance your gameplay experience. Some of them are ready and available to play now!


[h3]Combat[/h3]
We polished combat; now basic attacks have more range and are faster. Their sounds are better synced, and animations are way smoother than before. We also improved skills animations, reducing casting time.
Armor is no longer overcomplicated, so your attack won't do zero damage while attacking a stronger enemy. Now armor works as additional rechargeable HP, which can absorb damage up to the Defense stat value.




[h3]Stealth[/h3]
We added a visible stealth mode. When the enemies are nearby and your Vampire is undetected, it will crouch, reducing movement noise (but also reducing its movement speed). Stealth kills are generating less noise than before, so it is easier now to silently take down enemy groups.


Also, the stealth kill/feed animation is repaired, and there is no remote killing anymore.

We saw several gameplay examples where it wasn't clear that to stealth-kill the enemy, you need to point your cursor at it and then press [ F ]. Now your Vampire will detect enemies and other possible interactions on its own; all you have to do is get close enough.


An additional stealth improvement is the ability to check an enemy's detection area from a distance by simply hovering the mouse cursor over it.

[h3]Interactions[/h3]
As we mentioned in the Stealth section, the Vampire will detect possible interaction on its own when it's nearby. You can make a priority by moving the mouse cursor near an interactable object or an enemy.
When you hover over a distant enemy, you will see its name, HP bar, armor bar, and detection area (human only).

[h3]Camera[/h3]
As many of you asked in surveys, we widened the camera rotation angles, so you can now look almost straight forward.
Because of this, we had to hide the enemy's nameplates by default; they are now shown when hovering over the enemy or when the enemy has less than full HP.



[h3]Movement[/h3]
There was a problem with the Vampire getting stuck on obstacles; now it can detect them more reliably and avoid them. Also, we added new movement animations (work in progress), and we increased Vampire's basic movement speed.

[h3]Settings[/h3]
There is an unlocked Controls Tab in the Settings panel so that you can adjust your key bindings now. You can also change the camera rotation sensitivity in the Gameplay Tab.





[h3]Share Your Feedback![/h3]
Join us on our Discord Channel and build a community that influences Vampire Clans' development. Discuss the game's mechanics, strategies, and related topics with players and developers.

Vampire Clans Demo is live now!

Greetings, Vampires!

We're thrilled to announce that the Vampire Clans Demo is live now! Prepare for a dark hunt and join the fight for power and influence, crushing your enemies with your supernatural powers. Create your own Vampire Lord and develop abilities, get equipment, and rebuild your Clan.

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[h3]Empower your Vampires[/h3]
Crush your enemies with your inhuman strength, agility, and Blood Powers. Develop attributes, acquire equipment, and learn fighting techniques that change the rules of combat.






[h3]Expand your Castle[/h3]
Send your Ghouls to work rebuilding your Castle, and research technologies to unlock additional rooms that strengthen your Clan and Vampires.




[h3]Drink your enemies' blood[/h3]
Strike fear into mortals by crushing their protectors and drinking the blood of their fellows. Become a terrifying predator feared by all.




[h3]Explore the World[/h3]
Explore an open world full of possibilities. Hunt humans, animals, and foul creatures. Forge connections with other clans or fight with them. Rule the world where the most significant threat is you.





[h3]Share Your Feedback![/h3]
Join us on our Discord Channel and build a community that influences Vampire Clans' development. Discuss with players and developers about the game's mechanics, strategies, and all things related to the game.




Thank you for being part of our community and helping us make Vampire Clans the best it can be. We’re looking forward to your feedback, and we can’t wait to see the stories you create within the game.

Happy hunting,
The Vampire Clans Team

Devlog #17

Hello Vampires!

There are very few mechanics left to finish. We are currently working on an introductory level to the story that includes tutorial elements, and we are finishing work on blood management, which will be introduced in the next devlog.

[h3]Equipping items[/h3]
We've expanded character stats and the ways to influence them. While we could previously assign stat points, we've now added the ability to equip items that affect stats. Characters can currently equip armor, boots, a headpiece, an amulet, and two rings, with each item affecting different stats.



[h3]Dungeons and catacombs[/h3]
We've introduced the ability to explore dungeons and catacombs, where you can loot unique items protected by beasts that dwell in the darkness. The challenges waiting underground will be much more demanding than those above ground, but the rewards will be worth it.



[h3]More and more enemies[/h3]
The game world is seeing an increasing variety of enemy types, with more animals, humans, and creatures like ghouls added. Each enemy has its own evolution stages, depending on the difficulty of the area in which it appears.



[h3]Prologue of the story[/h3]
We're finalizing a level introducing the player to the game's story and mechanics. This will be the only scripted level designed to teach the game's mechanics. After completing this introduction, you will be free to explore the world, uncovering its secrets.




If you have any questions or ideas, please let us know in the comments or on our Discord Channel.

Devlog #16

Hello Vampires!

Most of the mechanics are behind us; we are currently polishing and adding content to the world. This month, we focus on implementing two character classes, including their skills. We are also working on the final UI, some of which can already be seen in the GIFs.

[h3]Animals and creatures[/h3]
Vampires won’t be fighting just humanoid characters anymore. We’ve added animals and other creatures to engage the player’s vampires when alerted. Most of these beings will try to scare the vampires off, but if approached too closely, they’ll strike. Defeated animals drop special alchemical ingredients essential for crafting potions that make gameplay easier.



[h3]Combat movement[/h3]
We’ve improved hitbox detection, making combat more intuitive. Vampires can avoid enemy attacks through precise movement alone, without relying on the dodge mechanic. This makes combat even more engaging.



[h3]Quests [/h3]
We have placed many story quests in the game world, allowing you to gain experience and valuable items. Quests also make it easier to explore the game world, but they are still optional, and almost any story character can be killed by the player's vampires.



[h3]Land takeover[/h3]
The player's clan can now take over areas belonging to enemy clans, which provides a steady inflow of resources. Taking over the enemy area is preceded by an optional series of quests to create a resistance movement to facilitate the clash with the enemy clan. The takeover ends with a fight with the area's overseer, a high-ranked vampire.



[h3]Travel and checkpoints[/h3]
Vampires can now travel using crypts, which are secret entrances to the catacombs. Once unlocked, the passage allows for fast travel between areas of the world and the castle. In addition, they also serve as checkpoints. Additional checkpoints are coffins, which allow vampires to be resurrected in the event of their defeat.




If you have any questions or ideas, please let us know in the comments or on our Discord Channel.

Devlog #15

Hello Vampires!

In the last devlog, we announced planned changes in the game mechanics based on your surveys. Since then, we have managed to implement most of them.

[h3]World[/h3]
The world is open; the player is limited only by the enemies in a given area, but they are not artificially strengthened when the player's level is too low. The enemies' power increases with the player's actions. When the player kills people in an area, the area is fortified, bringing in more substantial defenders. After a few such strengthenings, vampire hunters appear in the area, who roam the area in search of vampires.



[h3]Movement[/h3]
The controls are now WASD-based, and the player can freely rotate the camera and zoom in and out. The controls in Chronostasis remain unchanged. We are still working on improving the animations.
We added a dash ability, which allows us to dodge incoming attacks; when the player dodges the attack at the perfect moment, a speed buff is applied.



[h3]Combat[/h3]
We've made some huge changes to the combat system. Chronostasis is now a powerful secondary mode, but fighting without it will still be possible and satisfying.
We've changed the basic attack. Now, attacking doesn't block the character; instead, the movement of the controlled vampire slows down, but it can still be controlled while attacking. Some other skills can also be used while the character is moving.


Aiming some skills, mainly projectiles (e.g., Blood Ball), ends when the skill starts flying toward the enemy (previously, the possibility of aiming ended when the casting started).


We implemented more complex statistics to balance the fights better. There are different damage types, defenses, and resistances. Enemies are more vulnerable to some damage types than others; for example, heavily armored vampire hunters will block much physical damage but will be susceptible to mind control. The player can now prepare the vampires' team for different journeys based on the enemies in the given area.

Also, there is more damage feedback, including new sounds, physics, blood, VFX, and animations.



[h3]Stealth[/h3]
Aggressive enemies have dynamic detection cones. When the vampire is in the detection range, the cone fills. If the fill field reaches the vampire, detection is finished, and the enemies start fighting. The detection speed depends on the enemy's statistics (better-trained enemies such as Gendarmes detect faster), the vampire's current behavior (destroying things and using skills attracts more attention), and the crimes that vampires have committed before in the given area.



[h3]Story[/h3]
We deleted unnecessary story parts from the game to allow the player to make his own story. There will be no more walking with NPCs or too-long dialogues. We deleted the mechanics' limitations based on the story's progress. There will be hints in the Castle instead of the quests, and quests in the World won't be mandatory. You will be able to choose which quest you are willing to accomplish.
The dialogues are no longer linear. The player can now choose the answers and thus influence the game world.






If you have any questions or ideas, please let us know in the comments or on our Discord Channel.