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Vampire Survivors News

Vampire Survivors is a pure hit of dopamine

Vampire Survivors is an action RPG boiled down to its core. You walk around, you kill monsters, you level up, you get stronger, you kill more monsters. In place of story, an inventory, or even the need to fire and aim your own weapons, there is pixel art spectacle.


On my last life, I killed around 24,000 monsters in 30 minutes. I am hooked.


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35th Anniversary Patch

New content in patch 0.2.9

- the NFT (for those out of the loop, it's a joke, please read below)
- Garlic evolution
- 1 new "evolution"
- 2 new achievements for finding the above two



- Graphics: idle animation for headless skeletons, ectoplasms, giant bats, medusa heads
- Tweak: capped Garlic's maximum knocback debuff for bosses
- Bugfix: projectiles should now despawn correctly (fixes pauses in Thousand Edge)
- Bugfix: gems sometimes not merging if the player stands still for a long time
- Bugfix: Inlaid Library boss collision box fixed


What's next

Next week will be focused on bug fixing and having a major review of all the recent feedback and suggestions about quality of life features.
Localisation in 5 languages is almost done, key rebinding and a review of the input system to address issues like the interruptions when leveling up is on the way. We're aiming for Mac and Linux builds by the end of the month too.
An engine-port project is running in parallel with the development of the current Steam version of the game, so to ease porting to other platforms and ensuring maximum compatibility with the Steam Deck.


The NFT

In commemoration of the 35th (day) anniversary of the Vampire Survivors release on Steam,
we decided to jump on the hottest trends in gaming and release our own NFT.

From game patch 0.2.9, the Nduja Fritta Tanto can randomly drop from candles/braziers to add 10 spicy seconds to your runs. Terrible pun, great item. We're against nft practices if that wasn't clear.


Rendering issues at startup and during Treasures or Level Up

We've made some progress on finding a workaround for these blockers, and while we might not be able to get rid of them altogether until the port to the new engine is done, next week we should be able to start testing some of these workarounds in the public-beta branch.

Community

A huge thank you once again to the outstanding community, today we've hit a new peak of more than 10.000 concurrent players! Thank you also for being patient about bug fixes and missing features, we're working as fast as possible to keep up with the sudden growth 🙏🏻

The latest Steam hit is a $3 indie game where you are the bullet hell

If you keep an eye on the Steam charts or any number of YouTubers focused on highlighting indie games, you might've seen a little thing called Vampire Survivors. Billed as a "gothic horror casual game" that lets you "be the bullet hell", the simplistic charms of Vampire Survivors is quickly propelling it to breakout hit status.


Vampire Survivors is a run-based twin-stick shooter that, effectively, has only one stick. You move your character manually, but your attacks are all automatic. Each character has their own starting ability, like a whip that swipes in the direction you're facing, or a magic projectile that fires in the direction of nearby enemies.


Each enemy drops an experience gem when they die, so you've got to make your way through the hordes while picking through their remains. Each time you level up - a process that takes mere seconds to start - you get a new weapon or upgrade. Maybe your whip can fire in both directions now, or you shoot multiple magic bullets at once.


Read the rest of the story...

Patch 0.2.8 - Cloud Saves, Volume Sliders, Stats Display

The new patch is being rolled out and contains:

- QOL: Steam Cloud Saves
- QOL: Volume sliders
- QOL: after unlocking a couple of characters, a stats panel becomes visible on the character selection screen
- QOL: after unlocking a handful of weapons, current stats and weapon levels will be displayed when leveling up and on the pause screen



- Tweak: Garlic hits reduce knockback and freeze resistance
- Tweak: Orologion doesn't prevent enemies from spawning anymore
- Tweak: increased birds's level up area bonus
- Bugfix: Axes won't despawn anymore if sent too high
- Bugfix: unlocks from Achievements are reactivated on launching the game
- Bugfix: corrected movemenet of a few projectiles to be independent from frame rate. They used to go insanely fast if the game was running above 60fps
- Bugfix: corrected Garlic description: ignores amount, duration, speed
- Added additional logs for people experiencing crashes, can be found in %APPDATA%\Vampire_Survivors\logs


What's next

While January is still about QOL improvements like localisation, key re-binding, Mac/Linux builds, etc, next week we'll be getting a few more bits of content too.

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Rendering issues at startup and during Treasures

The Steam version of the game is built using Electron and Chromium, that might have rendering issues on certain hardware, regardless of how powerful it is. This could lead to black screens, heavy slowdowns when the there are a lot of semi-transparent pixels on screen, and high CPU usage.
We don't have direct control over those issues, so we're currently looking for short terms workarounds, but also starting a parallel rework, in a different engine, for the long term.

Community

The Discord server just reached 1000 members, the all-time concurrent players peak is above 6000 and the positive reviews are well beyond 2000 at the time of writing: once again, a huge thank you to everyone for the incredible feedback 🙏🏻

Patch 0.2.7 - small update & a lot of text

Version 0.2.7 is available now and contains:


- Content: 1 new character and 1 new achievement
- Graphics: added idle animations to zombies, flowers, mantises, mummies, werewolves, ghosts
- Tweak: minor clarifications and changes to some descriptions
- Tweak: treasure chests can now only level up existing weapons (or give extra coins if no weapons can be leveled up)
- Bugfix: corrected the DPS stats numbers (could have shown up as 10 times smaller than they are)
- Bugfix: Axe's bonus area scaling fixed and specified in description
- Bugfix: fireworks now shouldn't linger on screen anymore when triggering a beeg shiny



What's next

Just a reminder that Cloud Saves, volume sliders, and in-game stats display are on the way and that the goal of the month is to deal with all kind of QOL improvements, bug fixing, troubleshooting etc.


About the changes to Treasure Chests

Treasure Chests are supposed to be a purely positive thing, which is why the fact that they could potentially give you unwanted items had to be corrected. For the players who were using the chests to have fun "glitching" their way to extra passive weapons, don't worry, there will be new ways to go beyond the soft limit and get extra stats :)


About technical issues with Treasure animations

The game engine is a bit unusal, it runs on Electron which is something we don't have full control over. Electron can behave widly differently on different machines, which makes some issues, like "Black Screen when skipping a treausre animation using a controller", or even something straightforward like "big slowdowns when opening any chests", very difficult to replicate.
To help with the investigation, we're adding more ways to log errors and give us an idea on what kind of workaround we can put together. Thank you for your patience while we try to fix crashes and slowdowns!


About the dev team

I can't thank enough my friends who jumped on board immediately to help managing the game!
Things that were just unthinkable to tackle at the moment, like localisation or Mac and Linux builds, are now instead an upcoming possibility :)
We need some help to pick a name for the "Moderators" role on Discord, please suggest something cool or I'll end up typing in something stupid as usual, like Candelabradoors or something.


About suggestions from the community

I cannot possibly reply to everyone, but I'm reading all the suggestions! A lot of fun ideas have come up in the past few days and please know that yes, despite having already a lot of scheduled content to finish, your discourse is influencing design and roadmap. An apology for shattering Mister Big Cat's dream, who proposed a "stiking rich character that starts with garlic", and got instead a poor stinking old man taking that starter weapon slot.
Finally, huge thanks once again to you all for the incredible support! 🙏🏻