1. Vampire Survivors
  2. News

Vampire Survivors News

Vampire Survivors will get 9 more characters, 5 new stages, and 16 new weapons before release




Vampire Survivors, a game we called "the best pocket change you can spend on Steam", has a proper development roadmap now. In a post on Steam, game creators poncle have outlined what they want to do with the game moving forward. It's pretty exciting if, like me, you're mesmerized by the $3 game about killing skeletons and ghosts with weapons you can't really control very well...
Read more.

Vampire Survivors roadmap has "expanded significantly"

The Vampire Survivors roadmap to release date has arrived, revealing all the additions planned for the roguelike game between now and its final version 1.0. Developer Poncle says that Vampire Survivors is currently at "70% content completion" but has "expanded significantly" from its original plans.


It's already one of the best vampire games on PC and it's technically not even come out yet, as Vampire Survivors is still in Steam Early Access. Thanks to its addictive gameplay and low price point, it quickly became a massive success on Steam. Poncle confirms that the DLC they'd envisioned is releasing at "a much faster pace than anticipated" thanks to players' support, and consequently "the roadmap has also been expanded significantly".


In a new blog post, Poncle runs down all the new features planned for the game between now and its 1.0 release. This includes the "major new mechanic" promised for next month, Arcanas, and the developer aims to add a second equally big game-changing mechanic in the future - possibly "some kind of Endless mode".


Read the rest of the story...


RELATED LINKS:

Vampire Survivors weapon evolution guide

How to unlock secret characters in Vampire Survivors

Vampire Survivors gets a "new major mechanic" next month

Patch 0.3.2

New Content


Contains 5 new achievements and:
- Mad Forest Coffin
- 3 weapons (more like 2.5)
- 1 new unlockable power up
- 1 new music track that plays when...

[previewyoutube][/previewyoutube]

Tweaks:
- Added stage modifiers information on the Stage Selection screen
- Added info for discovered evolutions on Level Up panels
- Changed treasure chests in Il Molise
- Changed Il Molise unlock condition to "Unlock Hyper mode for any normal stage"
- Updated sprites for some items

- New save data system that uses a much simpler file format and should prevent issues like unlocks getting out of sync.
It has the drawback that the game won't be saving your coins as soon as you pick them up anymore, but will only save at the end of a run, or when opening a treasure chest.

Save data will be converted automatically on launching the game. The new location of the save file is %appdata%/Vampire_Survivors/saves


What's next


We have a fresh, yet already outdated with this patch, roadmap infographic here: https://store.steampowered.com/news/app/1794680/view/3131696199131643254

Arcanas are coming sometime in April, but before they do we'll be getting a new super-chill stage


Development Roadmap Overview

[h3]This is going to be akin to a blog post, so here's right away a TLDR:
[/h3]


[h2]Overview of the Roadmap to 1.0[/h2]
When Vampire Survivors first released on Steam in Early Access, it was estimated to be at 60% content completion. The game had 7 playable characters, 22 weapons, 12 power-ups, 1 stage, and 23 achievements.

Thanks to the overwhelming success and support from the players, new content has started to come out at a much faster pace than anticipated and the roadmap has also been expanded significantly. The amount of playable characters planned for version 1.0 of the game has been doubled and so has the number of stages with the introduction of bonus/challenge ones. A dozen new weapons have been designed and a handful of new power-ups thrown into the mix.

This is where we're at now (patch 0.3.1) :
  • Playable characters: 15 / 24
  • Weapons and evolutions: 32 / 48
  • Power-ups: 18 / 20
  • Normal Stages: 3 / 5
  • Special Stages: 2 / 5

That is about 70% content completion for the new roadmap to 1.0, but it doesn't even include the content that two new major game mechanics will bring to the game.
The first one, Arcanas, will arrive in April and will unlock a whole new level of viable builds and power creep.

Instead of the Story mode mentioned in the Early Access notes, we'll be implementing a new major gameplay mechanic, but which one is yet to be decided, with some kind of Endless mode being the main candidate.

This doesn't necessarily mean that Story mode is gone forever, but the deep lore of Vampire Survivors requires a solid grasp of theoretical physics to be fully appreciated, so maybe environmental storytelling and subtle hints are the way to go. Please don't take anything from this last paragraph seriously.



[h2]New engine, performance issues, and promised features pushed back[/h2]
When I first launched Vampire Survivors, all I wanted was to have a little game that would allow me to have fun making new game content in my spare time. Thanks to your incredible support and a once-in-a-lifetime surge of luck, the game turned out to be an incredible success instead.
Getting help from some friends to try fix all the issues deriving from such a huge player base got very soon unsustainable, so I've also started a parallel project to port VS to an industry-standard game engine with the help of trusted freelancers.

The port to the new engine is going smoothly and the game is already fully playable, lacking mostly in polish and content, but we also ran benchmarks that show a tenfold increase in performance (and so in framerate).

The port going well is the reason why a few features promised back in January haven't been developed on the current version yet, like key-remapping, increase responsiveness when switching screens, localised text that fits the available space etc...
It's just more time effective to implement those things directly in the new engine, and the same goes for worrying about game performance and hardware compatibility.

While there could be a lot of stuff getting drawn on screen in VS, the real bottleneck are the physics calculations that are stuck on using only a single CPU core, which is why not even having powerful modern hardware guarantees a smooth gameplay. That list of hardware includes the Steam Deck unfortunately, with the game's performance dipping to an embarassing slideshow near the end of a run, while other graphics-intensive games run at a buttery 60fps.
The new engine will ensure VS runs like butter too.

We're aiming to release the version on the new engine in the summer. The executable will be completely different, but Savedata will be moved over of course.



[h2]Mobile version and other games[/h2]
Vampire Survivors originally released on Android, in just a couple of test markets, and it ran terribly. It was so bad in fact that I'd just decided to stop developing it and move it to PC instead. With the new engine, the game is perfectly playable even on mobile, so hopefully we should see a proper version hitting the stores soon!

In the meantime, if you want to play on the go there is the Steam Deck option of course, but I'd also recommend once again to play Magic Survival on Android, which is the game that inspired the original prototype of Vampire Survivors. I doubt I'd have started developing VS if I hadn't played something as good as Magic Survival, as other mobile games in the same genre tend be the usual Ads & Microtransaction machines with a bit of gameplay attached.

Speaking of other games, there's another one I'd like to mention and that is Serenade of Chaos, an actual roguelike, for which the original asset pack used by Vampire Survivors was commissioned for. Here are some words from the developer, Slashie :

Originally posted by Slashie

CastlevaniaRL is a completely traditional, turn-based roguelike that was originally created for the very first 7DRL challenge back in 2005. A lot of things were planned but this version only managed to have a "survival" mode in which you had to stay at the entrance of the castle, fighting round after round of enemies, getting upgrades for your whip and your mystic weapons. After some months of development, many things were added including different character classes and a full story mode, but the game remained using a traditional, character-based display. I was then contacted by the artist who would later be known as Oryx; he was looking for interesting roguelike projects to support with graphics and he created an awesome tileset for it. Amidst some more popular "xRLs" like DoomRL, CastlevaniaRL never became popular, probably due to being super difficult and somewhat hard to get into; Oryx then decided to release the tileset as his higher-res "Gothic" tileset and some other variants, available with a non-exclusive license on his website. Also, somewhere down its development, I added back the "survival mode" to it, just for nostalgia about its original roots. The game was recently added to itch.io for easier access and preservation, although it hasn't seen any update in ages.
I also made this vid some time ago: https://youtu.be/Fe3lGEqw99k


When developing VS I wanted to focus exclusively on gameplay and having fun, which is why I'd let the available sprites or just about the first thing that comes to mind to influence any aspect of the game. With playing games being my main hobby, that "first thing that comes to mind" very often turned into a reference to some other game I love, either consciously or not.

For example I've realised only recently that the no-nonsense approach of "mash a button to start playing immediately" of the main menu came from playing One Step From Eden a few months before starting to develop VS. Or that there's a cheat code that gives you exactly 2800 gold coins because that's the same amount you get by cheating in Kagero Deception 2.

The list of influences goes on and on, but I'm pretty sure it's safe to say that without Magic Survival and Serenade of Chaos there wouldn't be a Vampire Survivors today, so please check them out!


Thank you once again to the awesome community, see you on the update thread for patch 0.3.2 in a couple of days! 🙏🏻




[h2]A quick message from Beth, our community manager[/h2]
Want to see what's going on behind the scenes? We have launched a Public Issue Tracker on Trello so you can see the progress of the most common bugs and suggestions currently being worked on by the team.
https://trello.com/b/jWAoN59o/vampire-survivors-public-issue-tracker

These issues have been brought to us by the brilliant members of our Discord server, so join the community to chat to other survivors and let us know your thoughts to help improve the game.


We are loving hanging out with you all on the Vampire Survivors Twitter and other socials! Come find us for updates, polls, memes and all the good stuff.
Vampire Survivors Twitter: https://twitter.com/poncle_vampire
Poncle Twitter: https://twitter.com/poncle_games

Find the links to all our social media accounts here:
https://linktr.ee/vampiresurvivors

Vampire Survivors gets a "new major mechanic" next month

While developer Poncle regularly updates Vampire Survivors with new weapons, characters, and stages, it looks like something a tad bigger is on the horizon. Poncle teases that the indie game is getting "a new major game mechanic" in April.


Part of the appeal of Vampire Survivors is how runs can chop and change as you go. Something gets introduced like a new weapon or hero when you unlock a new achievement in the Early Access game. More recently, the developer added a dairy factory level that tasks you with completing an objective rather than simply killing oodles of foes. It remains to be seen how this "new major game mechanic" will affect the game, though we're sure it'll be wild.


The developer also reveals that we're getting a big ol' blog post soon that'll delve into the overall roadmap, game difficulty, power creep, and performance optimisation. The teases come from a more extensive blog post about Vampire Survivors' 0.3.1 patch. The update came out over the weekend, adding a bonus stage, weapon evolution, and new character to the indie game. As always, you've got a bevy of bug fixes, too.


Read the rest of the story...


RELATED LINKS:

How to unlock secret characters in Vampire Survivors

Vampire Survivors weapon evolution guide

Vampire Survivors gets a new level and a new weapon