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Vampire Survivors News

Road to v1.0: Day 1

[h3][SPOILERS][/h3]
Welcome to day 1 of our "advent calendar" for version 1.0 of the game!

Starting today we will be posting little teasers and spoilers about new content for v1.0 on Steam, the usual social channels, and Discord. We'll reveal something new every day. Sometimes just a little detail, sometimes something slightly bigger :)



Let's start the reveals with something big: a new relic, Seventh Trumpet !

A few people had already noticed there was something about it hidden in the old roadmap graphics, but what does it do?

It allows you to doot at The Reaper and send it away /j. It enables the Endless stage modifier, effectively allowing you to play any stage for as long as you want, without having to worry about The Reaper.
The enemy waves will start over from the first one, but enemies will also grow stronger and more resistant with each cycle.
Luckily, enemies aren't the only thing that will re-appear with each cycle, but the merchant too. What, it doesn't really help you say? Well... let's talk about that again in a few days :)


[previewyoutube][/previewyoutube]






Vampire Survivors will hit 1.0 on October 20th, move to new engine by end of year

Vampire Survivors will hit version 1.0 on October 20th. Developer poncle announced the release date today as planned, but didn't say what new features the full release would contain so that its additions remain a surprise.


Although reaching 1.0 means leaving early access, it's also not the end of Vampire Survivors development. Work on porting the game to a new engine continues with the aim to "release it by the end of the year."


Read more

Vampire Survivors was such a big hit it's getting a whole new engine




One of this year's breakout indie hits is Vampire Survivors, which not only met with wide success but responded to it: Developer Poncle quickly made ambitious plans to expand the game. Ever since launch it's seen a string of major and minor updates, and is now ready to throw off the early access label for good with its biggest change yet...
Read more.

Vampire Survivors release date announced for v1.0 update

We finally have a Vampire Survivors release date. After nine months on Steam Early Access and much teasing and updates, the vampire game is preparing to release its version 1.0 update, with developer Poncle announcing that this final major content update "completes the game." However, it promises "plenty of post-launch support" is still planned to come for one of the best roguelite games on PC this year.


Read the rest of the story...


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v1.0 Release Date & Information



[h3]What to expect from v1.0[/h3]
v1.0 will mark the completion of the main content for the game! The v1.0 update will land on 20th October.

Since the Roadmap has been completed with patch 0.11.3, all the content that will be added in v1.0 is a surprise and should hopefully offer a little something for everyone.

What I can reveal already is that there will also be minor tweaks in balancing items to try make them more useful, with Santa Water/La Borra being the only one candidate for a slight nerf, as they tend to surpass almost everything else by an order of magnitude with little to no effort.

There will be a handful of new achievements, and a couple of the existing achievements will receive different unlock conditions (you won't have to get them again, they'll stay unlocked if you've already got them).
This is because during EA the Moongolow/Cappella incident had to be split over different patches, breaking the natural Stage progression. That will be reviewed and streamlined like for the other achievements.

Save Data will of course be left intact. We had to go through several iterations in the past months to make sure things work between PC, Mac, and Steam Deck, but, if anything goes wrong, please always remember that there's a Data Recovery system in the Options menu!

The game will still run in Electron, so aside from the new content there won't be much else particularly relevant (more on this, and on the new engine, in the paragraphs below).


[h3]New official languages coming[/h3]
With 1.0 the game will officially support the following languages: English, French, Italian, German, Spanish, Polish, Portuguese, Turkish, Russian, Simplified Chinese, Korean, and Japanese!
You'll still be able to use custom language patches of course, but we won't be able to use fan-translations once the game is in 1.0. A huge thank you to everyone who contributed to the Public localisation sheet, and while some of your lines might be gone, your names will stay in the credits and in our hearts of course ✨


[h3]New engine port[/h3]
The port to a new engine is still ongoing and we're aiming to release it by the end of the year. We're at the last pass at optimization and polish (plus adding the final bits of content that still have to be seen on the current version too). Once it's out, Save Data will carry over.

The goal of the new engine is to have the exact same game, with increased performance and compatibility for more machines, and like most new things in VS it will remain optional. So if you're happy with the current Electron version, nobody will force you to move to the new one :)

The major problems that the new engine will fix are:
- Work on machines that get the webGL not supported error, get a white screen of death, get a black screen with a sad face, or have the game installed on a non-standard path.
- Fix input issues or the game straight up crashing when multiple controllers are attached to the machine.
- Remapping input.
- Cloud Save conflicts due to non-useful files.
- Use more than 1 CPU core :) Let those FPS fly high
- Native support for Linux

What the new engine won't fix because it's a feature:
- Passing through walls


[h3]Post v1.0 support[/h3]
While the game might be content complete, Vampire Survivors doesn't end here and a lot more surprises are in the works. A LOT.
We're working on the new engine and will have the usual tweaks/bug fixes of course, but also in the past months there have been a few unscheduled, niche gameplay additions to VS, like Golden Eggs and Limit Breaks, that are used so much that they need some QOL improvements.
On top of this, there will be no public-beta for v1.0, so player feedback will be even more important than usual after release!


[h3]More info on v1.0[/h3]
We need plenty of time and focus to wrap up the content for v1.0, but starting from the 7th October we will also be posting little teasers and spoilers about it on the usual socials and Discord. We'll start exactly 14 days before release, by revealing something new every day. Sometimes just a little detail, sometimes something slightly bigger :)