What’s New

Vampire Survivors

Games

Mow down thousands of night creatures and survive until dawn!

Latest · by poncleWebsite

Changelog

Vampire Survivors: Legacy of the Bloodmoon is coming this summer!

Added
  • Multiple save slots
  • Character setup panel for skins and egg selection
  • Content filters in Character Selection and Unlocks menu
  • New stage The Lycaeum
  • 2 new characters
  • 2 or 10 new weapons
  • 3 new Darkanas
  • 1 new music track
  • 3 new relics, including 1 secret relic
  • Option to unbanish a weapon when picking it up from the stage
  • Vampire Survivors subtitled First Survivaton
  • Legacy of the Bloodmoon expansion pack with 12 new characters, 16+ new weapons and evolutions, 8 music tracks, 1 new adventure, and 1 new large stage
  • Legacy of the Moonspell receives 7 new unlocks
  • poncle Japan studio opening by end of 2026 headed by Sawaki Takeyasu
Changed
  • Random LevelUp can now be toggled during a run if already unlocked on the Stage menu
  • Reduced loading times
  • Buffed weapons including Magi-Stone and Mille Bolle Blu
  • Legacy of the Moonspell price reduced to approximately 0.99 USD
  • Nintendo Switch 2 version with better performance and mouse support
Fixed
  • Stability improvements for late game and low-end platforms
  • Rendering fixes for weapons including birds, Prismatic Missile, and Runetracer

Hi everyone! As anticipated several months ago, we’ve been working on several core systems of VS to be able to keep making more content, increase stability, and improve performance. It’s been a while so we have quite a few things to cover today:

  • a new expansion for VS
  • a new update
  • a new poncle team in Japan
  • the very sensible reason why Vampire Survivors has a sub-title now 🤷‍♂️
Vampire Survivors Update 1.15 (The Wet One) is out now on Steam!

You can find all details about 1.15 below, now here’s a stupid summer trailer about it:

Major QOL improvements
  • Multiple Save Slots (about time!)

  • Character Setup panel for skins, egg selection, etc…

  • Content filters in Character Selection and Unlocks menu

  • Stability improvements for late game and low-end platforms

  • Reduced loading times (more noticeable on other platforms than PC)

New content
  • 1 New Stage: The Lycaeum

  • 2 New Characters

  • either 2 or 10 new weapons 🤷‍♂️

  • 3 New Darkanas

  • 1 New Music Track

  • 3 new Relics, of which 1 Secret rather than Unlockable

Other tweaks and features
  • "Random LevelUp" can now be toggled during a run if it is already unlocked on the Stage menu

  • Added option to Unbanish a weapon when picking it up from the stage

  • Buffed a few weapons like Magi-Stone and Mille Bolle Blu

  • Rendering fixes for a few weapons, including birds, Prismatic Missile, Runetracer…

Patch 1.15 will be released on all other platforms a bit later, by the end of the month, due to platform-specific optimizations and differences in save slots management. On the bright side, we will also be releasing a Nintendo Switch 2 version, with better performance and mouse support!

Vampire Survivors: Legacy of the Bloodmoon is coming Summer 2026

https://store.steampowered.com/app/4781330/Vampire_Survivors_Legacy_of_the_Bloodmoon/ Vampire Survivors: Legacy of the Bloodmoon is our “accidental” next expansion and the evil twin to Legacy of the Moonspell.

The original plan was just to make a little content update to Legacy of the Moonspell. Since it’s the first and smallest VS expansion, it felt right to try to balance its value a little. Needless to say, ideas started to flow and everything spiraled into a much bigger project. I’m not sure I’ll ever learn at this stage.

In the end, Legacy of the Moonspell will be getting its content buff (7 new unlocks) and Legacy of the Bloodmoon will live a life of its own.

This expansion pack follows Clan Bloodmoon as they retrace the pilgrimage of Saint Baal’Thasar, in search of a paradise lit by (you guessed it) a bright red moon. There is also an ancient manor that may or may not hide the secret of immortality.

Legacy of the Bloodmoon will contain:

  • 12 new villains friendly characters

  • 16+ new weapons and evolutions, including a FireBall

  • 8 savage new music tracks

  • 1 new adventure

  • 1 new very large stage

  • Interesting bits and bobs I won’t spoil at this time

But there’s more. Legacy of the Bloodmoon will cost approximately 1 money (0.99 USD), and Legacy of the Moonspell will receive a price cut and also be priced 1 money :)

You can find all details about Legacy of the Bloodmoon below, now here’s a villainous trailer about it:

Vampire Survivors - First Survivaton

Among the many projects we’re working on (approximately 15 projects, not 15 games, please don’t panic) there is also a lineup of Survivaton games. It’s definitely a meaningful word that means “survive a ton” and nothing else.

These are games like Vampire Survivors, developed internally at poncle, tied to IPs that might need unique game mechanics, a different graphic style, or are so expansive that ultimately deserve their own standalone game (compared to making a DLC for VS). I’d love to make examples, but I’d have to spoil way too much.

Being developed internally, we’ll be able to guarantee affordability and worthwhile titles.

Since a good 90% of global VS players aren’t reached by the Steam news (or are not interested in gaming news in general), the best way to also let them know that the Survivatons are tied directly to VS is to also call VS a Survivaton, hence the new sub-title.

Please note there’s a dash before First Survivaton instead of a semi-colon, because DLCs exist... The next time I name a game I’ll remember to not use something as generic as “Monster Hunter” as inspiration please know I love Monster Hunter 💌

poncle Japan

We can finally say we are building poncle Japan! It will be poncle, but in Japan.

The new studio is headed by Sawaki Takeyasu, known for his work on Devil May Cry, Ōkami, and El Shaddai: Ascension of the Metatron.

Having a studio in Japan will simplify and speed up the work we do with all our Japanese partners, and also bring new opportunities for collabs.

It’s too soon to say what the team will be working on; we are planning to fully open the studio by the end of 2026.

Now it's time for all the FAQs and info blocks, thanks for reading and waiting patiently for this update!

  • Luca

`

Legacy of the Bloodmoon FAQs

When does it release? Summer 2026.

**What do you define as summer? **Not winter.

**How much does it cost? **Around £0.95, with regional pricing varying by platform and country.

**Why will Legacy of the Moonspell’s price change too? **It felt right to adjust the price so that it’s more balanced compared to the amount of content of the other expansions. Please note that some stores have minimum prices in certain countries. In some places, Moonspell was already too cheap to make it cheaper.

**What about Tides of the Foscari then? **Please at least wait for Moonspell and Bloodmoon before asking for more, we know we know 😭

**Will Moonspell get new content too? **Yes, 7 new unlocks for a few more weapons and characters.

**Is Vampire Survivors still getting free updates? **Yes of course, there’s still plenty on the roadmap.`

`

Update 1.15 Full spoilers

♫ Murder on the Seafloor Composed and arranged by Filippo Vicarelli.

Quick content guide:
  • Collect a total of 50 Vacuums to unlock The Lycaeum stage

  • Find the Penshin Fatcha in The Lycaeum and see all its evolutions to unlock it permanently

  • Survive 20 minutes in The Lycaeum to unlock Para Kooleo

  • Trigger a Lavatrix Machina with Para Kooleo to unlock Darkana VIII - Edge of the Earth

  • Buy the Survarocchi at the top of The Lycaeum to unlock them for any character

  • Buy the Green Eyes Vizard at the top of The Lycaeum to be able to find Bat Dragons in other stages

  • Defeat any Bat Dragon (Currently available in Mad Forest and Il Molise) to unlock the Unearthly Bolt wea;on

  • Evolve the Unearthly Bolt with a maxed Tirajisú to unlock Big Troubler

  • Defeat any Bat Dragon with Big Troubler and Arcana 0 - Game Killer to unlock Darkana 0 - Stake to your Heart

  • Survive 15 minutes in Inverse Boss Rash with Random Events and Random Level Ups to unlock Darkana XIX - Heir of Fate

  • Defeat 2 unique Bat Dragons to unlock a new set of Survarots to purchase from Big Troubler

Detailed info

New stage: The Lycaeum An underwater-themed stage where you press some buttons, beat some crabs, run to the center, kill more things, press more buttons, don’t die. The Drowner can only be defeated via raw damage or by reaching the top of the stage. Hidden treasures can be collected only using Mad Groove or Lavatrix Machina. Teleporters become active after reaching the top once.

New character: Para Kooleo Starts with a Move Speed and Duration bonus. When his HP drops below a certain threshold it triggers a Vacuum. He also likes to evolve weapons. He has an abundance of skins.

New character: Big Troubler Loves gold and gets trigger happy when he gets gold. The gold also loves him and will protect him at all costs.

New weapon: Penshin Fatcha & Tonno Subito / Tonnado / Tonn’omoto / Tonn’oddeeo / Tonne / Unsurpassed / Miracle of Multiplication. Starting weapon for Para Kooleo. Select one of six tuna forms. Evolve it from one to another, stacking stats as you go. Evolve at least once to transform all the Vacuums pickup into "Lavatrix Machina". Then, if you choose to, evolve into the secret evolution, Miracle of Multiplication where everything happens at once. Does not require any items to evolve, but many, many treasure chests.

New weapon: Unearthly Bolt & Spirit Disturbance Starting weapon of Big Troubler. Spawns green bolts that attack the closest enemy. It deals increasingly high damage if it Crits in rapid succession. The cap for this damage bonus is determined by Revivals. Evolve with a maxed out Tirajisú. The evolution spawns a green dragon that always deals critical hits.

New relic: Green Eyes Vizard Bat Dragons will appear on the Stage Selection menu until they have been defeated at least once. They will appear on the map during a run, and they have to be activated by getting hit. Once active, time stops and enemy waves are changed until they are killed. You can fight them again in new runs, they simply won't be signaled in Stage Selection anymore after getting killed once.

New Darkanas: 0 - Stake to your Heart Unlocked by defeating a Bat Dragon with Big Troubler while using the Game Killer Arcana. You will no longer be able to level up using experience gems. Instead, when defeating an enemy, they will also drop a Gold Coin, that you’ll be able to spend at a special merchant to buy weapons. Gold coins will also become your health: don't reach 0 (and quit before Red Death deals the usual 65535 damage per hit to you)

New Darkanas: VIII - Edge of the Earth Unlocked by triggering a Lavatrix Machina with Para Kooleo. Gain Thorns and Move Speed locked at 200%, ignore walls, destroy light sources upon contact, and attract things that normally aren’t attracted by a Magnet, like treasure chests.

New Darkanas: XIX - Heir of Fate Unlocked by surviving 15 minutes in inverse Boss Rash with Random Events and Random Level Ups enabled. While active, defeating enemies with Fire damage causes them to drop Scorched Souls. Additionally, a Nduja Fritta Tanto will trigger when the character's Health dips to a certain point.

New Relics: Survarocchi Unlocked by purchasing it from the Big Troubler merchant in The Lycaeum. Allows Survarot cards to spawn from light sources. Previously available only via the Ante Chamber dlc and a secret character, Survarots

Enemahs (Secret rather than Unlockable) Unlocked by purchasing it from the Big Troubler merchant in The Lycaeum after defeating any two unique Bat Dragons. Adds an extra 18 cards based on various enemies to drafts of Survarot.

For the full list of bugfixes, please see here: https://store.steampowered.com/news/app/1794680/view/693137145499484509

1.15 FAQs

How much is 1.15? It’s a free update.

**Can I now share DLCs when playing online? **Not yet, in this patch we managed to do the groundwork to allow for DLC sharing, but we still have to complete the feature.

**Can I now use Cross-save on PS and Apple+? **Not yet. We still don’t have the right policies in place to do that.

**What platforms is update 1.15 available on? **Update 1.15 is launching on Steam first. Other platforms are planned to follow by the end of the month, including Xbox, PlayStation 4/5, Nintendo Switch, Android, iOS, and Epic Games Store.

**Is update 1.15 coming to Nintendo Switch 2? **Yes! Update 1.15 will bring Vampire Survivors to Nintendo Switch 2 for the first time. It won’t arrive at the exact same time as the other platforms, but the current plan is for Nintendo Switch 2 support to follow around two weeks after update 1.15 (but don’t hold us to that).

**Where are the new achievements? **We will sort out the new Steam achievements in the next patch (they will pop automatically).

Hey are you still updating Vampire Crawlers? Yes of course, it’s taking longer than expected to release the first QOL improvements patch and a cute looking roadmap because we got stuck for days trying to exit the game. `

Update 1.15 - list of fixes

Changed
  • Reverted previous change so that Heart of Fire always deals retaliation damage
  • Increased disk size of the game to enable future DLC sharing in multiplayer
  • Restored original Lightning Ring projectile behavior
  • Restored original rendering of bird weapons, Prismatic Missile, Runetracer, and a few other weapons
Fixed
  • Memory usage optimization for low-end devices
  • Improved audio system to stop music cutting out
  • Improved startup speed when having many DLCs
  • Major optimization to enemy spawning
  • General memory and performance optimizations
  • Arch Angle not being able to crit by default
  • Spells for Gracia's Mirror + Seventh Trumpet that could leave the unlocks incompletable
  • Astarte's follower limit, now capped at 10 as intended (previously 4)
  • Sonia not unlocking
  • Dies Irae not firing correctly with Sapphire Mist
  • Moonspell achievements being duplicated in the unlocks screen
  • Neo Galuga stage lagging when alien centipede spawns
  • Darkasso XIII not unlocked after reaching +999% luck with Chula-Reh
  • Death boss fight issues in online multiplayer
  • Chests not spawning where bosses are killed in Westwoods

For the list of new content, please see here: https://store.steampowered.com/news/app/1794680/view/693137145499484494

`

  • Memory usage optimization for low-end devices

  • Improved audio system to stop music cutting out

  • Reverted previous change so that Heart of Fire always deals retaliation damage

  • Improved startup speed when having many DLCs

  • Major optimization to enemy spawning

  • General memory and performance optimizations

  • Done some ground work to be able to share DLC in multiplayer in future patches (increased disk size of the game)

  • Restored original Lightning Ring projectile behavior

  • Restored original rendering of bird weapons, Prismatic Missile, Runetracer, and a few other

  • Minor Bestiary updates

  • Fixed Arch Angle not being able to crit by default

  • Fixed spells for Gracia's Mirror + Seventh Trumpet that could leave the unlocks incompletable

  • Fixed Astarte's follower limit, now capped at 10 as intended (previously 4)

  • Fixed Sonia not unlocking

  • Fixed Dies Irae not firing correctly with Sapphire Mist

  • Fixed Moonspell achievements being duplicated in the unlocks screen

  • Fixed Neo Galuga stage lagging when alien centipede spawns

  • Fixed Darkasso XIII is not unlocked after reaching +999% luck with Chula-Reh

  • Fixed death boss fight issues in online multiplayer

  • Fixed Sammy unlock text in Adventures

  • Fixed chests may not spawn where bosses are killed in Westwoods

  • Fixed the “Fully Evolve the Super Missile” and “Get the twin dragon to level 6” unlocks not unlocking properly in the menu

  • Fixed Diva No.5 achievements not unlocking in online multiplayer

  • Fixed secrets for OTC Megalo characters show up before getting the Pile of Secrets

  • Fixed typo in unlock code for Charlotte & Jonathan

  • Fixed host exiting adventure mode after choosing an adventure to play when playing online

  • Fixed Share Passives Not Functioning Properly

  • Fixed Diva No.5 - Virginia Skin Won't Unlock

  • Fixed uppercut a Red Reaper secret doesn't function in online

  • Fixed 'Skip' button is not present in Portrait mode when using followers with level-up functionality

  • Fixed Arcana select only shows weapon highlights for P1 weapons for all players, doesn't show highlights for any additional characters

  • Fixed Party Mode issues with certain bot characters

  • Fixed first player character spawns out of map bounds on Party Mode in Astral Stairs

  • Fixed options button not working in online stage selection

  • Fixed Chula Reh's unlucky effect lasting longer than intended

  • Fixed DLC weapon sprites not appearing overhead for random level ups and limit breaks

  • Fixed merchant sprite in Emergancy Meeting - Suspect Security

  • Fixed Stanley achievement text

  • Fixed an issue where clients could get stuck in the online character select UI if the host backed out while the client was on the unlock screen

  • Fixed the Collection, Power Up, and Unlocks buttons on the online Adventure character select screen not opening their respective menus

  • Fixed an issue where adventures where not working in online

  • Fixed Song of Mana, Vento Sacro, and Victory Sword not being fully affected by Divine Bloodline arcana

  • Fixed base game music unlocks

  • Fixed Jimbo character vertical alignment

  • Fixed Fever text in suvarot info ui

  • Fixed broken material on Crimson Shroud

  • Fixed Master Librarian unlock conditions

  • Fixed some enemies ignoring FIRE damage type when diying (eg. Room 1665)

  • Fixed submit button input being blocked on character select screen

  • Fixed Suvarot card desciptions

  • Fixed description text for foscari adventure unlocks

  • Fixed invisible Flood weapon for Ferryman and Atlantis Shrine Wizard

  • Fixed Juste's passive ability not applying to Summon Spirit Tornado and Anura spells

  • Fixed character filter toggles on the character select screen and unlock groups on the unlocks screen not showing in release order

  • Fixed local coop character selection showing incosistent unlock states for characters

  • Fixed "Adept" interval bonus to apply correctly to all weapon levels

  • Fixed softlock for online merchants when players have diffrent weapons unlocked

  • Fixed some of Divine Bloodline's damage bonuses

  • Fixed Siugnas breaking in online

  • Fixed some regular enemies not dropping scorched souls from Heir of Fate

  • Fixed not being able to interact with scrollbar on secrets page with the mouse

  • Fixed Emerald Diorama missing enemies

  • Fixed issue with Outer Sabouter causing all Ante Chamber characters to break in online

  • Fixed error firing entering online character select if last played as character isn't available due to DLC mismatch or DLC for that character being disabled

  • Fixed loading issues when DLC availablity does not match the users current installed DLC

  • Fixed certain enemies failing to load on a second run through of a stage

  • Fixed character select filters button being disabled on non-adventure character select after going into an adventure mode

  • Fixed Gunastrophe projectiles not pausing when the game is paused

  • Fixed Emerald Diorama music unlock

  • Fixed the Ferryman secret unlock

  • Fixed the Arcana info display being overlapped by the Arcana select panel when collecting an Arcana chest

  • Fixed the Library locking up when loading in with an Ante Chamber character

  • Fixed the Librarian merchant in Adventures so that they are correctly positioned and sell the correct items

  • Fixed oversized icons in treasure chest reels

  • Fixed the animation sprite cache not clearing properly at the end of a run, causing bad texture loading in subsequent runs

  • Fixed texture loading issues that sometimes caused crashes during the Je-Ne-Viv fight

  • Fixed an error firing and the game getting stuck on the loading screen when entering a stage as Canio while playing offline

  • Added page up and page down navigation on unlocks screen

  • Greatest Jubilee firework fix at high game speed

  • Allow Ameya to pick up cats when they're a follower

  • Followers can now pickup little hearts from arcanas

  • Ensure UI updates after overwriting a local save with cloud data

  • Synced merchant rerolls in online mode

  • Genya's unlock now works when killing any of the Trickster variants

  • Prevented visual inversion on the OtC Death Fight Adventure stage

  • Stopped errors from occurring when closing merchant pages immediately after they open

`

1.14.105 - hotfixes

1.14.105 - hotfixes

We really appreciate everyone being so patient with the team while we work on 1.14 updates, thank you from everyone here at poncle

If you have any bugs to report, please send them to support@poncle.co.uk or in our Steam Disussions bugs forum

  • Fixed game crashes

  • Fixed bad animation/collision handling on OtC giantbat

  • Stopped DLC info title font getting too large

  • Checked all the characters for the achievement unlock conditions

  • Checking arcana count to make sure arcana selection screen doesn't open at the start of the game if there are no available arcana to choose (e.g if you're playing as Chaos without darkana or arcana 0 unlocked)

  • Made DLC disks visible on unlock

  • Stopped enemies trying to target deactivated followers (outer sabourter crash on console)

  • Fixed Darkasso related null ref

  • Fixed crash from Negative Space evolving twice

  • Fixed survarots card background in pause menu

  • Fix for overly reduced weapon slot count in local co-op

  • Fixed missing reference to DLC selector popup

  • Fix to stop text overflowing for online dlc title

  • Optimisation for Magistone weapons

  • Fixed Dance of Gold to use the correct loop.

  • Fixed incorrect strings in Foscari adventure

  • Fix max area cap for Inferno weapons

  • Fix for TP_FAKE_TRIO unlock check

  • Fixed in EN, other Tr and Ja updates

  • Fix description for subcard + update I2L asset

  • Removed rogue evo weapon from Pale Diamond Incursion's description

  • Secret check for unlocking TP_ASTARTE

  • Bestiary updates and fixes

  • Ante Chamber Bestiary switched on

  • Translation updates to correct Claimh solais and JiangShi

  • OtC sprite updates

  • Updating OtC Annette, correct sprite and portrait

  • Removed golden finger from the list of pickups GreedyForPickups AI characters want to chase after, as they can't pick them up

  • Fixed recently played players list

  • Saboteur only levels up their weapon if it's enabled and they're not dead, fixes Saboteur starting to fire coins when it shouldn't during Dracula and Death cutscenes

1.13.112 - hotfixes

1.13.112 - hotfixes
  • Fixed Sanguine star flickering with low amount of enemies

  • Fixed Splasher weapon hitbox

  • Fixed error selecting Beginning arcana with Mr S

  • Fixed collecting a vacuum as Genevieve dies on first stage of Foscari Adventure causes them to stop gaining XP

  • Added DLC loading translations, general Loc improvements

  • Fixed Falcon Fire firing rapidly if it started firing while no enemies were in range of primary fire

  • Fixed error selecting Beginning Arcana with Shanoa

  • Fixed missing Nathan description

  • Blocking speed toggle button when Alt is being pressed so people don't speed up when they Alt+Tab

  • Translation fixes

  • Fixed third evolution Emerald DLC weapons not effected by Arcana X - Beginning

  • Fixed Adventure Foscari : Arcana XX not working (level : tides of the foscari)

  • Set up navigation between OK button and button to help link on accounts error pop-up

  • Fixed Hyperion Bazooka Chinese loc issue

  • Fixed inconsistent name for Report! in French

  • Fixed uncapitalized Tiny Bridge in Portuguese (BR) and Turkish

  • Fixed when unlocking Tech during gameplay, its name does not fit the screen in portrait orientation

  • Fixed closing the pause menu with hidden pickup icons resets the setting to 'Show Pickups'

  • Fixed Megalo Dracula not receiving stats on levelup

  • Fixed clovers and frozen souls never being picked up by main character followers if sent to them or vacuumed by them

  • Fixed John Morris selection screen sprites

  • Fixed chests with dual characters at some points only awards chests to the secondary character

  • Fixed Emerald Diorama secrets icons

  • Fixed missing text on unlocks menu

  • Added attack animations to all versions of Jonathan

  • Fixed Maruto can get Eskiziburr again after evolving it

  • Fixed Gekkabijin translation issues

  • Added EME weapons to Super Candybox Turbo II

  • Fixed enemy speed scaling on Ice Age Adventure

  • Fixed Imakoo gains bonus recovery instead of bonus might when triggering showstopper

A big thank you to our Release, QA and Community teams

If you appreciate all the updates we're making for Vampire Survivors and would like to somewhat "pay" for the free updates, please just consider sending a thank you note specifically to our Release, QA and marketing teams.

We usually just want to deliver fun stuff to you and don't want to bother you with technical stuff or the bumps in the road we hit to get there, but I feel like there is this invisible but fundamental part of making a game that deserves to be mentioned and praised more often.

We're still a very small team, a lot of us still at our first experience with this level of success and game distribution. But while we have great support from the account managers and support staff from the different platforms, we have to deal with the same systems and release pipelines that are usually meant for much bigger publishers.

When making any release, even for a small hotfix patch like this one, our release team actually has to test the game across 15 different platforms, prepare a grand total of 78 Release packages (every DLC counts as a separate package), deal with different policies on every platform and ever-changing requirements about game engines and platforms SDKs.

And so, while everyone at poncle is doing outstanding work, I wanted to take the opportunity to put the spotlight on Izzi, Guru, Hazel, Kerri and Lucy for their continued hard work behind the scenes. Without Izzi, Guru and Hazel ensuring our updates are to a high standard and roll out smoothly, and Kerri and Lucy making sure our community feels listened to and have the latest info, we wouldn't have been able to keep Vampire Survivors alive for so long.

Patch 1.11: The Darkasso

After the cryptic nonsense from yesterday, it's time for some proper patch notes! It's been a while since we added a new major feature, so we tried not to spoil the contents of this patch immediately. Hope it worked to keep the contents a bit of a surprise ːdireyesː

New Content:
  • 9 new EXTRA achievements
  • 1 new challenge stage
  • 1 new relic
  • 2 new special character skins
  • 5 new Arcanas
  • 🦇🦇🦇

Just like the original 22 Arcanas, the new ones introduced in this patch are to be considered experimental and subject to change. Please post your feedback and comments on the effects of the new 5 cards so that we can keep improving them over time and also influence the design of the future ones.

There isn't a real "quick walkthrough" this time, most of the unlocks require very specific conditions:
  • Go to the "Secrets" menu and type "forbiddenbox" in the text field to unlock the new stage.
  • Reach the bottom of the new stage to unlock the new relic.
  • Go to the "Unlocks" menu to see unlock instructions for the new arcanas.
  • Complete the available base game Adventures to unlock character skins.
Full spoilers:

New Arcana cards There are currently 5 unlockable Darkanas in the game. You can access Darkanas by pressing the new button on the usual Randomazzo screen. The only difference between Arcanas and Darkanas is their theme, functionally they are exactly the same. Due to the increased amount of arcana cards, once you have 23 or more cards, every draft will come with a free Reroll and will allow you to pick between 6 cards instead of 4.

New special skins This is a new game mechanic that allow characters to have special skins that alter them not only visually, but also in terms of stats and weapons. There are currently 2 special skins and they are both rewards for completing the current 2 base game Adventures once. If you have already completed the 2 base game Adventures, just open the Adventure menu to receive the unlocks. These two unlocks requries quite a bit of effort, so if that's not your thing please remember that the Secrets-Cast Spell menu (and some googling) are there to help you ;)

New special skin for Imelda Belpaese: Unblinded Imelda She starts with a level 5 Empty Tome and gets the following bonuses: +40% projectile Speed, +40% MoveSpeed, -10% Cooldown. Complete "World of Light and Dark" Adventure once to unlock.

New special skin for Poe Ratcho: Retired Poe Ratcho He starts with a level 5 Pummarola and gets the following bonuses: +30 MaxHealth, 5hp/s Recovery. Complete "A Garlic Paradise" Adventure once to unlock.

New stage: Room 1665 Unlocked by casting the spells "forbiddenbox" in the Secrets menu. A serious challenge stage that strips you of the power of most relics. Enemies grow stronger as you do. You need to defeat around 100 enemies to clear a room and proceed to the next one. Standard light sources are rare, but they are also rewarded after clearing every room.

Relic: Darkasso Allows to activate Darkanas. It comes with Darkana VI - Moonlight Bolero. Unlocked by reaching the bottom of Room 1665.

Darkana: VI - Moonlight Bolero Unlocked by default when obtaining the Darkasso. It spawns an additional stage boss every minute. These bosses might carry special treasure chests, including Arcana Treasure chests that will let you get extra arcanas even if you have reached the standard limit. There are also Black Treasure chests, that have a chance to hold a new passive weapon that you aren't already carrying.

Darkana: I - Sapphire Mist Unlocked by finishing a run when Space Dude has a cooldown bonus of -85%. Every time any equipped weapon fires, it has a Luck-based chance to activate again. This affects is augmented on certain weapons, that will activate 2-3 times instead of just once.

Darkana: X - Hail From The Future Unlocked by triggering a Weird Souls Purifier with Santa Ladonna. Every time you level up, a Luck-and-Level-based amount of pickups appears on the stage. The possible pickups include Gold Fingers, Gilded Clovers, Candyboxes, and Arma Dios among others.

Darkana: XII - Crystal Cries Unlocked by triggering a Starry Heavens with She-Moon Eeta. When the character's health drops below 20%, an Orologion is triggered. This ability recharges when reaching full Health. Defeating frozen enemies generates Crystallized Souls, that when picked up restore a bit of Health and provide little bonuses to Growth, MaxHealth, and Recovery.

Darkana: XXI - Wandering the Jet Black Unlocked by reaching 665 MaxHealth with Bat Robbert. Losing Health generates exploding projectiles. The amount of Health recovered during the run contributes to the damage inflicted by the explosions. Magnet affects the area and damage of the explosions too.

General FAQs

When is the game relasing on PlayStation?

  • August 29. We finally made it ☠️

Does the PlayStation version include the Darkasso patch?

  • Yes, it will launch at version 1.11

Does the PlayStation version have a Platinum Trophy?

  • Yes. There are in fact 2 PlayStation versions, one for PS4 and one for PS5, and they have separate trophy lists, with a Platinum Trophy each (you receive both the PS4 and PS5 versions, regardless of which one you buy). All of the achievements available on other platforms will have their trophy counterpart, but due to technical limitations you'll need less trophies than you'd expect to obtain the Platinum. Every new content update patch will come with a new Trophy Group, just like other platform achievements. Collab DLCs will not have Trophies for the usual reasons.

Cross-save beta

  • Cross save is available on the beta branches on Steam, Android, and iOS too. We have tested cross-save on all other platforms and it's working fine, but we still have to submit the feature for approval to all of those platforms to be able to fully release it.
  • FAQ here: https://poncle.games/account-help

Other projects

  • Online co-op for Vampire Survivors: the technical work is going well, still too early for more details!
  • VS-EXPERIMENTS: we have put one on hold, subtituted another one, two are still ongoing, and finally we have greenlit 2 of them! We'll probably have to wait 2025 to reveal more info.

Where are we on the Extra-content roadmap? Right here: If this makes you think we pick future updates by throwing a dart at the roadmap, you're.. ehm... partially correct 🤡 Other than new content, we are also working on some QOL improvements for the next patch, namely seeing Arcana effects on the pause menu, a new music selection menu, and a MEGA SEAL.

1.11.0 Bugfixes and improvements

  • Obtaining the Yellow Sign also allows to see if a treasure chest has the potential to contain an evolution (Silver Chests)
  • Carréllo projectiles won't be destroyed anymore when they hit the top or bottom edge of the screen
  • GoldFingers are now pulled into Mad Groove, unless spawned directly on the map (e.g. Astral Stair ones are ignored)
  • Fix for negative coin values (added correction on save data load)
  • Fixed dodgy price formatting on powerups
  • Fix for controller navigation on long lists on the recap page
  • Fix for displaying over 5 arcanas in pause page
  • Fix inversion of trigger zones in stages with visual inversion not allowed
  • Fixed bestiary text overflow
  • Fix for Pentagram scaring the rising water but not the Drowner
  • Various fixes to Arcana selection and draft screens
  • Various fixes to cursor navigation when playing co-op
  • Stacking multiples of the same added weapons in recap screen (eg candy box)
  • Nightsword and Muramasa deal bonus damage depending on Greed
  • Fixed collision shape and stats scaling of SpellStream
  • Fixed Insatiable by making magnet values match original intended JS version
  • [Emergency Meeting] Fixed mini-crewmates not being available in Adventures
  • [Operation Guns] Fixed Inverse stage modifiers being non-standard
  • [Operation Guns] Fixed issue with infinite Weapon Power-Up on level up in rare cases

Patch 1.11: Bug fixes and improvements

Bug fixes and improvements:
  • Bug fixes and improvements.

Bug fixes and improvements.

Bug fixes and improvements:
  • Bug fixes and improvements.
  • Bug fixes and improvements.
  • Bug fixes and improvements.
  • Bug fixes and improvements.
  • Bug fixes and improvements.
Bug fixes and improvements:

Bug fixes and improvements.

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v1.10.105 - hotfixes

Operation Guns

**

  • Increased frequency of Weapon Power-Up appearing as a level up option

  • Improvement for Hectic Highway pickups not always looping

  • Fixed Carlo Cart and Hectic Highway moving too quickly on high-refresh-rate monitors

  • Fixed a bug with the Firearm weapon not firing for long periods of time

  • Fix to Proton Beams infinite split causing screen flashes and crashes**

  • Diver Mines fly in the direction faced by the player before falling down (really noticeable only with the weapon from level 3 onwards)

  • Atmo-Torpedoe and Prism Lass can be spammed a lot more than before with low cooldown

  • Increased damage of Wave Cannon's charged projectiles

  • "Zephyr" track fixed with the proper music

  • Tweaked treasure chests in Neo Galuga

  • Fixed Lance's bonuses glitchy display

  • Fix for Ariana's hidden Cooldown bonus not working properly

  • Fix to hide floating Morphed Mortaccio head when entering a boss battle

Main Game

**

  • Fixed shared evolutions when using "Shared Passives" option in co-op**

  • Fix for arcana re-roll button displaying even if there were not enough arcanas left

  • Fixed Laborratory doors being incorrectly ventable

  • Fixed stage completion scroll bar navigation bug

  • Fixed word wrapping in stage selection

  • Fix for level up being empty/going straight to limit break in cases where everything else that would be available is sealed

  • Fix for missing translations showing in some treasure chests

Patch 1.10: Laborratory

New Content:
  • 7 new EXTRA achievements
  • 1 new challenge stage
  • 1 new bonus stage
  • 1 new character
  • 1 new weapon with its evolution
  • 1 new passive weapon
  • 1 new power-up, Seal III

Since the early days of VS, people have been asking important questions like "Why is it called Santa Water?" and this patch is finally here to answer that; but what other dark mysteries will surface while looking for answers in the Laborratory?

Quick walkthrough to unlock all the new content:
  • Pick up a total of 33 Rosaries to unlock the Laborratory stage. If you've been playing for long you'll most likely already have enough; if so, enter and exit a run to get the unlock.
  • Use the levers in the larger rooms of the stage until you get the Santa Javelin and Arma Dio.
  • Evolve the Santa Javelin with a maxed out Clover
  • Use the levers at the bottom of the new stage to defeat a lot of enemies and unlock a bonus stage
  • Survive 20 minutes to unlock Santa Ladonna.
  • Seal/Banish 40 items in a run to unlock the Seal III power-up.
Full spoilers:

New stage: Laborratory A challenge stage where everything is trying to kill you, including the narrow corridors. There are special levers you can pull to trigger mostly positive effects (depending on Luck) that could also spawn weapons and passives, depending on which room they're from.

New weapon: Santa Javelin & Seraphic Cry Though starting weapon as it aims for random enemies, can critically hit and it turns the Duration stat into additional Amount for itself. Compatible with special arcanas (Gemini, Twilight Requiem, Tragic Princess). Requires a maxed out Clover to be evolved. The evolution uses Luck to deal additional damage. Picking up Rosaries while it is equipped turns them into a quadruple screen clearing explosion that turns enemies into XP gems.

New passive: Arma Dio Allows you to choose any base-game passive. It actually counts as a weapon, so can also be chosen from a Candybox.

New character: Santa Ladonna Starts with a temporary cooldown bonus and automatically triggers a Rosary when reaching critically low HP (recover hp to full to recharge the ability). Absolutely nothing else 👀

New stage: Carlo Cart A silly little bonus stage where you cannot fully stop moving. It plays very differently compared to the average stage, so there are no extra **unlocks **tied to playing it, it's just for fun.

New power-up: Seal III As the name suggests, it's a more convenient Seal power-up that allows you to seal 3 items per rank. This brings the total number of sealable items to 60!

General FAQs

Cross-save beta

Other projects

  • Online co-op for Vampire Survivors: the technical work is going well, still too early for more details!
  • EXPERIMENTS: going well, a lot of fun, I'm putting this here and planning to copy-paste this line for many future updates though, this stuff takes time! [this was copy pasted from previous news as expected :p]

Will you make more Adventures? Yes! We had planned to make new Adventures more often, but then realised that while they work very well to isolate new DLC content, the base-game ones are missing something. So we've been working on adding a new feature to the game (that will remain a little secret for now) after which we'll be back releasing new adventures.

The Tides of the Foscari one is an exception. Instead of just retelling the story of the DLC, we decided to do something different with it, but that requires yet another feature that still isn't in the base game. Hopefully we'll see it happen sometime during the summer!

It's worth noting that in the meantime nothing has stopped us from writing the deepest lore to accompany new future adventures, that, as we all know, together with environmental storytelling, is at the core of the VS experience /s

Where are we on the Extra-content roadmap? Right here obviously:

Operation Guns DLC

Our next Collab DLC releases in a few days, on May 9th, for $2.49 / €2.49 / £1.99 ! Read everything about it on the store page and here: https://steamcommunity.com/games/1794680/announcements/detail/4104540932629701544

1.10.0 tweaks and fixes

  • You can now PET the dog by pressing both triggers on a controller.

  • When playing co-op, added the option to Share Passive among players for evolution purposes.

  • Stage Selection is now split into two steps for ease of navigation if you're playing with a controller

  • Updated pre-spawned arcana treasures so they get pulled in by VIII - Mad Groove.

  • Improved loader to provide more information about the current DLC loading progress.

  • Added missing retaliation damage to Pako Battiliar and its evo.

  • Fix for tips not showing in the Treasure Chest info panel of evolutions.

  • Fix for Bestiary mobile portrait info masking issue.

  • Pickups group in recap page now generates a new row when exceeding max width.

  • Fix for the game over red background overlay to use correct sizing after White Hand.

  • Fix for Sole Solution causing tile map issues during the fight with The Ender.

  • Fixed audio playback error in fight with The Ender.

  • Fix for "new content available in store" button showing up incorrectly.

  • Fixed character reveal so the characters are the correct scale.

  • Hyper mode toggle is now correctly shown.

  • Fix for text overlap/sizing in treasure chest info panel.

  • Updated pause menu map to match old-engine implementation.

  • Fixes for various weapons to hide them correctly when dying in co-op.

  • Fix for errors with random arcana selection being triggerable before the animation is complete.

  • Fixes for various stage collisions when playing in inverse mode.

  • Updated the player stats panel (pause menu) to handle displaying the Recovery value to 2 decimal places, so small increments are shown.

  • Fix for DLC ordering so that DLCs will now be loaded in a consistent order.

  • Fixed cosmic egg in bestiary.

  • Updated the Item Found page to check whether the item you are picking up allows duplicates, and if so displays the base level data.

  • Fixed an issue where if you manually changed the window size the current resolution would not display correctly inside the options page.

  • Fix for camera zoom issues when playing on displays less than the target 16:10 aspect ratio (both portrait and landscape).

  • Fixed selection arrows sometimes showing on mobile when they should not.

  • Fix to make drop downs hide when clicking anywhere outside of them.

  • Fixed an issue with allowing player 1 to reassign controllers when toggling in options.

  • Fix for Gatti chicken eating power and chance upgrades being reset on level up.

  • Fix for drowner's spawned via trisection events after 30 minutes being invulnerable.

  • Fix for disable moving background not being applied on stage start (only when toggled).

  • Fixed formatting / centering issues with secrets page on mobile.

  • Added a loader between menu and gameplay to show that the game is loading a stage.

  • Fix for Moongolow secret check in co-op.

  • Added scrolling to character selection progress panel.

  • Fix for hyper (and inverse) mode creeping to stages without hyper (or inverse) unlocked.

  • Added in missing scene fade transition between Moongolow and Holy Forbidden.

  • Fixed hellfire rotation on world bounce.

  • Various portrait UI scaling fixes.

  • Fix for error with coin spawn in Poe's Adventure Chapter 3.

  • Improved back button navigation on bestiary to be more accurate to JS.

  • Fix for cut off character found animation on mobile portrait.

[LEGACY OF THE MOONSPELL]

  • Evolving Four Seasons now only requires a maxed out Candelabrador

[TIDES OF THE FOSCARI]

  • Evolving the Flash Arrow now only requires a maxed out Bracer
  • Fixed a sprite error in Foscari Abyss' background.
  • Fixed animation timing of World Eater.
  • Fix for World Eater offsets.

[EMERGENCY MEETING]

  • Fix Impostongue firing assassination when disabled.
  • Updated the body part pickups that Shapeshifter spawns to allow them to be attracted by the magnet.
  • Updated the font used for the Vent2Weapon when enemies are ejected.
  • Fix for reactor engine sprite not filling in the black bars in portrait leaving visible gaps for the flames.

Content Patch 1.9.0: Space 54

New Content:
  • 7 new EXTRA achievements
  • 1 new bonus stage
  • 2 new characters
  • 4 new weapons (of which 2 evos)
  • 1 new relic

In this patch there are a lot of fixes too, including some optimisations that will let you play a run with Sammy for at least 2 more seconds than before!

Steam Achievements notes: this patch actually adds 8 platform Achievements, because it includes the Atlas Gate from the Adventures update!

Quick content walkthrough:

THE BAT STUFF

  • Defeat a total of 161616 bats, from any stage, to unlock the Pako Battiliar weapon
  • Evolve Pako Battiliar using Max level Hollow Heart to unlock the Bat Robbert character

THE SPACE STUFF

  • Collect 5 Gold Fingers to unlock Space 54 (enter and exit a run if you've already got enough)
  • Pickup the Phas3r weapon in Space 54, get it to level 7, and evovle it using Max level Empty Tome.
  • At minute 18 in Space 54, locate and collect the Brave Story relic.
  • Survive 20 minutes in Space 54 to unlock the Space Dude character.
Cross-Save now in public-beta

Available on the Steam public-beta branch and on Android public beta! Please send us any feedback about the feature, it's very delicate since we're talking about save-data, so we'll take all the help we can get to make sure it's solid. Please also let us know if there's any other service you could find useful. We've been investigating cross-platform-dlc (so buy in one place, play anywhere) but it's the biggest bureaucratic can of worms ever; so, not being a technical problem, I'm honestly not too hopeful we'll be able to get it done (if you follow gaming news then you probably know very well how protective certain platforms are of any paid content).

We have put together a FAQ here: https://poncle.games/account-help

Full spoilers:

Stage: Space 54 Plain bonus stage with plenty of items and odd enemies. Walls stop blocking movement at minute 11:00 Might be a bit strong visually, so if it's bothering you please make sure to see if checking the "Disable Moving Background" makes it better!

Relic: Brave Story Allows to choose Random Level Up choices in Stage Selection. Currently selectable only before starting a run. This will let you try do to runs in which the RNG picks weapons for you when levelling up, good luck!

Weapon: Phas3r & Photonstorm Can be picked up in Space 54, and unlocked for every other run by levelling it up to Level 7. For the base version, Area only affects size horizontally. The evolution fires at least x2 projectiles than the base version, occasionally x5 when dealing a critical hit.

Weapon: Pako Battiliar & Mazo Familiar Can be unlocked anytime just by killing A LOT of bats, across any amount of runs. It fires additional times when the owner receives damage or loses a shield. The evolution fires more projectiles and deals bonus damage depending on the current Max Health bonus of the owner.

**NewCharacter: **Space Dude Fast character that starts with Phas3r. Has a special ability that fires all weapons regardless of their Cooldown every few seconds. The cooldown of this ability is affected by the Cooldown stat.

**NewCharacter: **Bat Robbert Slightly tanky character that starts with Pako Battiliar. Has a special ability: when falling below 20% health, he gains +16 MaxHP (max +400) and recovers 30% health. This ability recharges every time the character is fully healed.

What's next?

Well, I know the next 3 steps/updates we'll take on our Chaos Roadmap, but if I say anything I'm going to spoil the surprise effect (and probably find myself face to face with a hitman hired by the marketing team). A lot of players have been asking for more dark/serious settings, so I can at least tell you that 1 of those 3 steps has been cherry picked because it's probably the darkest one we have on the roadmap 👀 It won't be the next one, but should arrive soon enough!

We're also working on new Adventures for the main game of course, together with the "missing piece" of the Adventures mechanics, that once again I won't spoil until we have something concrete to show.

Flash updates on other projects:

  • Online co-op: the technical work is going well, still too early for more details!
  • EXPERIMENTS: going well, a lot of fun, I'm putting this here and planning to copy-paste this line for many future updates though, this stuff takes time!
The Phaser Framework

I don't usually reveal details about the DEEP LORE of VS, but this time it's worth making an exception, because part of this update is dedicated to... a game framework, Phaser! Weirder than usual, I know, but Phaser was the original framework I used to make VS, is an absolute joy to use, and if I hadn't loved working with it to begin with, I would have probably never made VS, so I thought it deserved a bit more than just a line in the credits.

I've noticed a few players asking for more info about Phaser the previous times I've mentioned it, so I asked Richard, its developer, to write a few lines for you!

quote=Richard:

I can still remember when Luca came to the Phaser Discord and showed off the first public version of Vampire Survivors, which he had created using our game framework. As the developer of Phaser, I'm always interested in seeing what people make with it, no matter what it may be like visually or how complete it is, so I had a look.

Seeing the screenshots on the Itch page, my immediate thought was, "What a strange mish-mash of sprites!" It was almost as if someone had thrown together a bundle of OpenGameArt and hoped for the best. As we all know, looks can be deceiving. Because then I played it. You don't need me to tell you just how sublimely addictive Vampire Survivors is. The Steam score and play time stats are a testament to this. Yet even in that very early stage, it sunk its gameplay hooks deep into me and never let up.

Because each run-through was relatively quick, you felt compelled to give it just one more go to see how you could improve. It didn't matter how insane and chaotic the visuals were. It didn't matter that the game was made in JavaScript and running in the browser. Because as thousands of creatures mobbed you and you swung that King Bible desperately, all of that just blended away as you fixated on the zone you were in.

It's the perfect example of a compelling gameplay loop. Demonstrating clearly that it doesn't matter one bit what tech you choose. You can still make an outstanding game. We've had many people come to Phaser since the release of Vampire Survivors, some looking to make similar games. For those who are curious, Phaser is a fully open-source game framework that allows you to make web-based games. All you need to know is a little JavaScript, and you can get started within minutes. There are built-in features for physics, animation, audio, and plenty more, and it has been in active development for the past decade. If that appeals to you, then we'll be more than happy to welcome you into our community. While we cannot guarantee you'll achieve the same level of success, after all, that would be like capturing lightning in a bottle; you'll at least have fun trying.

Richard's too kind and is advertising VS more than Phaser, so let me put my two cents and say that Phaser offers incredible support, with dozens of clear examples you can access and edit on the fly directly from your browser window; it allows you to go straight to the fun part of game development. Everyone is different and therefore has different preferences for coding and development; I love the freedom of creativity and speed that a language as chaotic as Javascript provides, and the empowerment I got from Phaser is something I've never seen any other framework to match. If you're curious just click on one of the examples from the website and fiddle with it in real time!

Thank you for being patient to get updates on other platforms

Not really a Steam problem, but there are a lot of players who have the game on multiple platforms, so just wanted to thank you for waiting that long to get the content that Steam got in December 🙏 We managed to do a global release with this patch today at least, I hope we'll be able to keep it up!


1.9.0 tweaks and fixes:

  • Optimisation for spawning of gems and coins
  • Optimisation for weapons that interact with pickups (Gatti Amari, Vicious Hunger, etc.)
  • Fixed red XP gems sometimes flying away and taking forever to come back
  • Fixed Coffins not spawning if the corresponding character had been unlocked via a spell
  • Fixed Crimson Shroud not triggering retaliation damage
  • Fixed a layering issue with CosmicEgg enemy
  • Fixed merchant alignment upon multiple opens
  • Fixed some particle emitters leaving gaps
  • Fixed collision shape of Valkyrie Turner
  • Fixed bought weapons in Adventures that wouldn't always level up in the same run they had been bought
  • Fixed multiple evos of the same weapon appearing in treasure chests when only one should be present
  • Fixed some animations going at insane speed on certain monitors
  • Fixed Victory Sword not instant-killing some reapers that should have been weak to it
  • Fixed text scaling sometime being off in Stage Selection
  • Fixed display of secret characters sometime showing question marks when they shouldn't
  • Fixed timing of events tied to music in Gallo Tower, Astral Stair, Eudamonia Machine
  • Fixed "Show Guides" option resetting after every run
  • Fixed The Directer sometime not getting counted as defeated in the Bestiary
  • Tentative fix for Linux launch issue and missing Steam Overlay
  • Fixed time limit in Adventure Chapter 5
  • Fixed Arcana XIX - Heart of Fire sometimes not applying to Prismatic Missile
  • Optimisation for Shadow Servant at high Amount
  • Fixed Je-Ne-Viv's World Eater's offset
  • Fixed Mini Impostor and Impostongue appearing as level up options when they shouldn't anymore
  • Fixed the medical scan not clearing its projectiles when the character dies
  • Fixed interaction between Just Vent and Pentagram triggering errors
  • Fixed Magnet bonus from Paranormal Scan being 10 times smaller than it should have been
  • Fixed white box shown on some maps while in Adventures
  • text sizes on portrait when opening grimoire adjusted
  • fix missing options button on fresh save in portrait
  • fix jumping characters on ascension mobile window
  • fix for merchant screen layout on some screen resolutions
  • fix for Ascension animation moving parts of the UI
  • fix an issue for spells sometimes not working on Android
  • Other minor bugfixes, tweaks, memory optimisations
  • A lot of background work for accounts management and Cross-Save
  • (x18) Pushing this change so [new game engine] stops bugging me
  • (x6) Pushing this change because [new game engine] decided a feature was a bug

DLC & Patch 1.8.206

v1.8.206 Tweaks
Emergency Meeting DLC info

Content:

  • 9 playable characters

  • 15 new weapons (of which 7 evolutions)

  • A new large stage

  • A new Adventure

  • 6 brand new music tracks

  • 20 in-game-only achievements

Out now

https://store.steampowered.com/app/2690330/Vampire_Survivors_Emergency_Meeting/

FAQs

Main FAQs: https://poncle.games/emergency-meeting.html

How to start the DLC? The new stage will appear right away at the bottom of the Stage Selection menu. You'll see 20 new entries in the Unlocks menu to guide you through the rest of the content. Otherwise, if you've played the Dairy Plant at least once, you'll also be able to play the "Emergency Meeting" Adventure from the adventures menu.

Will the main game keep receiving free updates and content? Yes, DLCs will always be purely extra content in terms of Stages, Monsters, Weapons, Characters etc. Items, Power-ups, game mechanics and more will continue to be added to the base game, so if you don't pick up the DLC you don't have to fear missing out. We'll keep having free updates like the recent Whiteout for example, including new base-game Adventures. The vast majority of planned updates for 2023 will be free.

Does the DLC have achievements? No, there are no platform-level achievements for Vampire Survivors: Emergency Meeting. There are in-game achievements to unlock (in the Unlocks menu as usual), but no Xbox/Steam achievements. More info on this here: https://poncle.games/emergency-meeting.html

Will you only do collabs going forward? No, we're indeed talking to a few people to make other collabs happen, but we also have our own content updates in the works, as usual.

Hope you have fun with the DLC, and if not, please send us some feedback, thank you! 🙏

New Content Patch 1.7.0: Whiteout

Ready for the October patch? 👻🎃🦇🕸️

It's snow themed.

New Content:
  • 6 new EXTRA achievements
  • 1 new bonus stage
  • 2 new relics to get a new PowerUp and morph an existing character
  • 1 new weapon with its evolution
  • 1 new playable character
  • 1 new music track
Quick content walkthrough:
  • Pickup a total of 20 Orologions to unlock the new stage, Whiteout. If you have played the game long enough, you'll probably just need to enter and exit a run!
  • In Whiteout, find the Antidote relic and the Glass Fandango weapon.
  • Pick up and maximize Wings to evolve the Glass Fandango.
  • Survive 20 minutes in Whiteout.
  • In the post game, go to Tiny Bridge and find the Chaos Altemanna.
Full spoilers:

Stage: Whiteout It's a 20 minutes Bonus stage, so for most of it there isn't anything particularly challenging. Enemies move very slowly and take extra damage from fire weapons, which is why you might want to save the next spicy sausage for when the boss shows up. Funny snowmen will block your path, but might drop a decent amount of gold coins and everyone's favourite pickup: Orologions.

As you can tell from the unlock condition, this isn't a post game stage like TinyBridge/BatCountry/AstralStair, so it's rather easy. If you Invert it though...

Relic: Chaos Altemanna Allows the character O'Sole Meeo to morph when reaching Level 80. It gets a few minor stats boost and evolves its Celestial Dusting into Profusione D'Amore. The weapon evolution still shoots flowers, but these ones also bounce against the side of the screen. It also spawns floating leaves that occasionally bloom into a chain-reaction of damaging explosions.

Relic: Antidote Allows to buy the Defang PowerUp.

PowerUp: Defang Very cheap PowerUp to slightly reduce difficulty. Makes some enemies completely unable to deal damage. These enemies have a green tint, that can be disabled in Options.

Weapon: Glass Fandango Can be picked up in Whiteout, and unlocked for every other run by levelling it up to Level 7. Attacks faster and in the faced direction when moving, and with standard delay and all around when standing still. Deals extra damage to frozen enemies. Gains bonus area during the time-freeze triggered by Orologions. Requires maxed Wings to evolve into Celestial Voulge.

**Weapon evolution: **Celestial Voulge Has a chance to deal critical hits and to freeze enemies. Changes the time-freeze from Orologions: enemies appear frozen and deal no damage as usual, but keep moving towards the player. Deals continuous damage.

**NewCharacter: **She-Moon Eeta Starts with Glass Fandango. Slightly defensive character thanks to high Armor and Movement Speed. Has a "CriticalHP skill", that triggers when she drops below 25% Max Health: she triggers a 10 seconds time-freeze, just like Orologions do. The CriticalHP skill recharges only when the character recovers all HP. If the characters get hit by an attack strong enough to kill them, CriticalHP doesn't trigger.

Need some real Halloween spoops?

If you haven't already done it last year, cast the spell spoopyseason to unlock special skins for Mortaccio, Yatta Cavallo, Bianca Ramba, and O'Sole!

What's next?

The next big feature, "Adventures", needs just a bit more time in the oven before we'll be able to release it. We wanted to deliver it together with Whiteout, but there's a lot of QA to do and, as mentioned in the previous update, the release process has become slower due to all the platforms we're on, so we decided to play it safe and leave the risky bits to a future update. If everything goes well, we should be able to deliver the Adventures patch on Steam in less than a month🤞

Adventures remix content of the base game and add a bit of new flavour through new stage progression and descriptions. They allow to have a fresh start with new chapters to tackle, without losing anything obtained in the main game. There are several features and details that we will explain one by one in the weeks ahead. There will be Adventures in the base game and also a special Adventure for each DLC. For example, this is what you'll see when you start the Legacy of the Moonspell Adventure:

We're also planning to put the new cross-save feature into the beta channels; if you'd like to try it, please follow the beta updates on our Discord to know when it will be available for testing.

What's up with the "INdUsTRy sTaNDaRd gAMe EnGiNE" ?

We'll keep supporting VS and stick to our top secret updates roadmap, but that doesn't mean that we aren't ready to port VS once again if the engine situation becomes unsustainable. We already had to rewrite almost everything in the new "game engine", since we're using it only for the ability to easily export the game for consoles. Everything else is basically custom and working in the new engine was actually an uphill battle against the engine itself.

That being said, going back to the old engine is not an option. While Phaser is a fantastic framework and I wouldn't use anything else if I could, the tech stack needed to make it run on anything that isn't a web browser is too heavy and unsupported by consoles. Most of the performance gains we've seen with the swap are in fact thanks to dropping the old tech stack, not because the new engine is doing any miracles. There are also some features that exist exclusively on the new engine (co-op, and soon Adventures) that would have been incredibly hard to make in the old one, so, if we really have to make a change, we'll go to a new-new-engine rather than the old one.

Thanks to your support we could afford another engine switch if we have to, but it would be another bumpy ride and I'd rather spend that time and headspace on new features, content, and games.

PS: if you're a fan of Phaser like me, you probably have already noticed some funny content in the Directer's Cut teaser... can't wait to show you more in the following months! 👀

Sorry for the delays (on other platforms)!

Despite being ready for weeks, the Whiteout update is actually still not approved for release on all platforms. The blocker -on another platform, not Steam- , was the usage of the term "Flashing VFX" in the Options menu...

Last time I mentioned that we wanted to always release patches globally, because we know how frustrating it is to receive updates late only because your platform of choice is not the main one. But with this level of silliness, in return it becomes unfair to all other players to hold back a release because a single platform is that slow, for such nonsense reasons.

Going forward we'll stick to our release pipeline, try to anticipate all the submissions as much as possible, but then we won't wait for all the approval processes to be finished to release new patches on PC.

Sorry if content gets delayed on other platforms, we'll keep trying our best, but we have so much more content to release before the end of 2023 that we really can't afford longer waiting times.

THANK YOU!

Last week we hit 200k reviews on Steam! A huge thank you from everyone at poncle for your support! In return we will... keep working on VS and stuff! :)


1.7.0 tweaks and fixes:

  • Added more treasure chests in Il Molise
  • Fixed weapon spacing in arcanas list to accommodate new weapons.
  • Fixed text overlap in collection where there are 3 line descriptions.
  • Fix for some missing translations in the options menu.
  • Fixed Je-ne-viv world eater logic causing slowdown.
  • Fixed bought character's in secrets menu.
  • Fixed revive animation not being scaled correctly.
  • Fixed issue with Je-ne-viv crashing Il Molise.
  • Fixed quit button audio cutoff.
  • Fixed bestiary enemies scaling up and down incorrectly.
  • Fixed resolution dropdrop displaying incorrect resolution.
  • Fixed Cosmic Egg display in Bestiary.
  • Fixed World Eater crashing with lots of eggs.
  • Fixed Trinacria in Bestiary.
  • Fixed Bestiary Information cutoff/display issues.
  • Fixed incorrect No Future particles.
  • Fixed Hellfire projectile rotation on bounce.
  • Fixed Goshadokuro losing it's head in the Bestiary.
  • Fixed Directer fight inconsistencies vs old engine.
  • Fixed the pause menu not animating the first time it is opened.
  • Fixed missing red death particles in Holy Forbbiden.
  • Updated Traditional Chinese display name on the languages page.
  • Updated pickup logic to better match old-engine behaviour.
  • Minor optimisation on damage number display.
  • Removed incorrect screen flash on Gorgeous Moon.
  • Removed various flashes if Flashing VFX is disabled.
  • Added translations for "Mobile FAQ".
  • Added bounds on death particles.
  • Added missing flash vfx on Directer intro.
1.7.103:
  • Fixed Je-Ne-Viv world eating effect
  • Fixed display of Stage Progression on Character selection screen
  • Fixed Starry Heaven VFX in co-op

v1.6.109 - hotfixes

  • **Updated co-op UI to add "Enter co-op" button

  • Changed Steam DLC button to launch an URL instead of Steam overlay to resolve auto-playing videos in the background.

  • Added save data recovery for early-access players returning to the game.**

  • Gold items in collection are now only visible on collection

  • Fix item pickups from sometimes incorrectly awarding multiple times

  • In co-op, all players now die in Holy Forbidden if timer runs out

  • Added game version to preloader

  • Added DLC versions to options page.

  • Fixed issue with weapon names not showing up in recap in Japanese.

  • Fix for extra "-" in academy badge level up translation in some languages.

  • Fixed Egg Count overlapping

  • Fixed pause menu text overflow with high egg count.

  • Fix regression of player-colour coded treasure panel buttons.

  • Fixing chests getting stuck outside of walls on Astral Stairs.

  • Fixed piano birds not being visible.

  • Make golden eggs go to collecting character in co-op, in rare cases where you find them. Stops Sigma getting eggs indirectly.

  • Adjusting Directer fight background stars zoom effect.

  • Fixed Merchant soft lock when all weapons are selected.

  • Fixed which character gets healing hearts in co-op.

  • Fixed Vento Weapon not updating area size.

  • Merchant now checks weapons in all players not just the active player.

  • Increasing size and alpha of pause button.

  • Sprite sizes are now correct after changing character skin.

  • Fixed an issue where every level up bonuses were not being applied to all characters.

  • Making the background music resume after completing Leda event.

  • Fixed an issue where enemies were initializing with a wiggled state.

  • Bestiary description no longer truncates and expands the content correctly.

  • Merchant back button works via controller.

  • Fix to Astral Stairs Teleport Layering.

  • Fix for power up icon sizes.

  • Character found page dark icon sizing adjustment.

  • Fixed infernas secret page weapon reward icon size.

  • Fixed sprite sizes in achievement info panel, and character select info panel.

  • Fixed an issue where the Directer fight would try to progress before the Directer had been spoken to.

  • Fix for issues with lingering visuals when exiting stages.

  • Collection items now accurate sizes compared to old-engine.

v1.6.0 patch notes

  • Deprecated old engine, it won't be updated anymore. All main branches are now on the new engine. The old engine is only available on a private beta branch accessible using the password PhaserVersion. It will not be updated anymore.
v1.6.108 Hotfix:
  • Temporary fix for Player 1 controller assignment:
  • The first controller used on the Press any button screen will be assigned to player 1.
  • This can be re-assigned by toggling Options -> Coop -> "Assign Controller to Player 1" off and on, then pressing any button on your chosen controller.
v1.6.107 Hotfix:
  • Fix for crashes occurring at or after 30 minutes.

  • Fix for some controllers not being recognised on Mac.

  • Fixed an issue with some old (or edited) save data files causing the game to crash.

  • Added new display settings (V-Sync toggle, FPS Cap, Refresh Rate).

  • Fixed an issue with some enemies starting at an angle when they should not (e.g. The Directer).

  • Fixed issue where Sammy leveling up too much before starting the Directer fight would cause a crash.

  • Fixed an issue with vertical monitors not showing UI navigation cursors.

v1.6 New Features:
  • Added local co-op mode!

  • Added "Disable Blood" option.

  • Added "Pixel Font" option.

  • Added "Border Type" option.

  • Added Twitch integration (Steam only).

Local Co-op Features:
  • Added Friendship Amulet.

  • Added extra options for co-op:

  • -Player colour selection.

  • -Player outlines toggle.

  • -Player indicators toggle.

  • -UI Selection tint toggle.

  • -Controller/Keyboard assignment toggle.

  • -Sequential chest mode toggle.

  • Added support for Steam Remote Play Together.

Bug fixes, improvements, corrections:

Before showing the gargantuan list, I'd just like to say a huge thank you to all the players who have helped reporting difference between the old and new engine, our own littla QA team who spent countless hours for testing everything across more than a dozen of platform and devices, and our developers who didn't shy to go through the 7 layers of hell to make all the changes 🙏

  • Fixed Crimson Shroud explosions not counting as rataliatory damage.

  • Fixed Coin sound being more high-pitched during gold fever vs the original engine.

  • Fixed Santa Water hit box position.

  • Fixed an issue where La Borra and Ophion would not despawn properly when off screen.

  • Fixed an issue where Super Turbo Candybox II could be shown in a chest multiple times.

  • Fixed an issue where the game would freeze at the end of the Directer fight in some situations.

  • Fixed Random Events showing in "special Cappella Magna" & "Eudaimonia M.".

  • Fixed a spawn position issue with the Drowner in Boss Rash stage.

  • Fixed issue with golden eggs being incorrectly applied in the Astral Stair stage.

  • Fixed an issue where projectiles supporting Heart of Fire Arcana were triggering retaliation explosions instead of weapon explosions.

  • Updated translations with new text entries, options etc.

  • Added extra error handling to DLC loading.

  • Fixed an issue with the save conflict popup not displaying correctly on certain devices.

  • Fixed an issue where timestamps were not displayed in local time for save conflicts.

  • Fixed total egg count not updating when buying from the merchant or picking up Golden Eggs which caused Egg Man to not show up.

  • Fixed evolution highlights not covering the entire item in the Grimoire.

  • Improvements to caching and performance of options menu.

  • Fixed issue with Trickster appearing in non-inverted library.

  • Removed Stained Window from weapon summary list.

  • Multiple navigation arrows fixes across the UI.

  • Fixed a crash that could happen when the Gorgeous Moon weapon was removed.

  • Fixed issue with sprite generation which resulted in higher vertex counts causing gradient tinting to not work.

  • Enabled missing gradient tint and corrected depth sorting of Mirage projectiles.

  • Fixed issue where the username was not visible on the main menu.

  • Fixed issue with equipment panel spacing.

  • Fixed pause button alpha not matching original engine.

  • Fixed potential crash related to equipment panel.

  • Fixed issue with Gem physics offsets.

  • Fixed item found particles spinning too quickly on high refresh rate monitors.

  • Fixed Metaglio merging not showing in equipment panel.

  • General improvements to formatting and alignment of items in the equipment panel.

  • Fixed sprite sizing across all panels.

  • Optimised tilemap loading.

  • Fix for UI popups being on the wrong layer in some situations.

  • Fixed avatar infernas weapon not showing in secrets page.

  • Fixed a sorting order issue for cursors and their icons.

  • Updated how toastie is spawned to closer match original engine, and to ensure it is hidden when leaving gameplay.

  • Added switching of Syuuto's song during weapon evolution.

  • Removed "RELEASE" from version number on main menu.

  • Fixed Gallo Tower fog positioning to cover transparent borders in landscape.

  • Fixed tiling backgrounds starting offset.

  • Updated the default pitch of all SFX to better match the source.

  • Fixed scroll bar speed across multiple UI pages.

  • Updated incorrect Silent Sanctuary Arcana icon.

  • Fixed crash on boot up with iOS platform under certain situations.

  • Updated Level Up to fill out extra items when less than 3 are available and you are less than level 3.

  • Fixed crash when certain trisection events triggered for a second time in the same run.

  • Fixed resistances not showing properly in the bestiary.

  • Fixed Orochimaro's neck graphic being displayed upside down.

  • Fixed an issue where the weapon store may have no weapons left, only passives, and not grant you anything.

  • Fixed Drowner water edges being visible when using transparent borders in gameplay.

  • Fixed hidden weapons not being checked when activating some arcanas.

  • Fixed an issue with Astral Stair spinning portraits moving too slowly.

  • Updated collider on the boss mummy enemies.

  • Fix for Tides of the Foscari evolutions not showing in the Grimoire by default prior to seeing/unlocking.

  • Updated the spawn location of the Academy Badge to spawn on land in Lake Foscari.

  • Fixed an issue where the Drowner is not dismissed in some scenarios.

  • Tweak to enemy rotation to closer match the original engine.

  • Fix for enemy wiggle not being processed accurately.

  • Updated pixelated font rendering to improve clarity and performance.

  • Fixed pivot points of enemies.

  • Reduced weight of fallback font to bring other languages in-line with thickness of EN.

  • Fixed some missing translations in Character Selection.

  • Fixed a soft-lock when fighting Jen-Ne-Viv boss.

  • Fixed missing translation for grimoire title.

  • Added translations to trisection events.

  • Fixed visual issue with Eleanor sprite position after Je-Ne-Viv boss transition.

  • Fixed equipment stats moving down the screen randomly when opening certain UI pages.

  • Fixed an issue with the 16:10 aspect masking during gameplay.

  • Fixed an issue where the default language was always forcefully applied.

  • Added missing Victory Sword check to Stalker and Drowner enemies.

  • Optimised in-game stats panel.

  • Fixes to back buttons to resolve various navigation issues.

  • Fixed retaliation issue with Eskizzibur.

  • Fixed the Drowner enemy in Boss Rash not spawning at the correct location.

  • Clamped the players movement speed between min and max integer values to stop the game crashing under extreme speeds.

  • Fixed issue with trisection event text overlapping gold fever.

  • Improved the way that out of bounds pickups move towards players.

  • Added option to disable moving background in Astral Stair.

  • Fixed an issue where pickups were being despawned too quickly, meaning maps always showed them.

  • Fixed an error when showing weapon evolutions for players who are maxed out.

  • Fixed error where Cold Explosions were triggering on already dead targets.

  • Fixed the usage of various incorrect sprites throughout the game.

  • Updated the list of Red and Blue weapons.

  • Fixed Ophion not despawning correctly which sometimes caused a crash.

  • Fixed Drowner movement speeds and positioning (in particular when in Hyper mode)

  • Fixed a situation where invalid stage data could cause a crash.

  • Updated DLC Store button location on mobile.

  • Fixed an issue where Sole Solution was not pausing.

  • Fixed an issue where particle reformatting could cause a crash on the Level Up screen.

  • Fixed various enemy spawning differences to better match the original engine.

  • Fixed an issue with tiled enemy spawns not matching the original engine.

  • Corrected gameplay zoom level to better match the original engine.

  • Fixed a bug with the Delete Save Data option not appearing anymore.

  • Added missing SFX for Summon Night and Echo Night

  • Added missing SFX for Candybox opening

  • Updated credits.

  • Fix for revives triggering twice.

  • Fixes for particle effect sizes and duration on Level Up and Arcana.

  • Various small fixes for VFX at different aspect ratios.

  • Pentagram flash now obeys Flashing VFX in the options.

  • UI Pages can now be scrolled quickly using shoulder buttons on controllers.

  • Fixed page up down in pages with non uniformly sized elements (e.g. options page), also fixed page up down not working at all in the ingame options page

  • Fix for linux launch issues and missing steam overlay

  • Fixed lingering images on screen sides after completing the yellow sign collection animation

  • Improvements to Arcana selection navigation.

  • Optimised Thunder Loop Projectile to reduce hitch after evolving.

  • Fixed Gorgeous Moon display colors and alpha.

  • Fix scroll snapping when using mouse on a tickbox after having scrolled

  • Fix for secrets page using incorrect character texture (DLC only) for unlocks popup.

  • Updated config for Rosary SFX.

  • Fixed audio issue with vacuum.

  • Fix for pickup vacuum behaviour differences.

  • Fixing DLC enemies appearing in credits if you don't own DLC.

  • Fixes for Luminaire's VFX.

  • Fix for walking characters hiding too early during preloader.

  • Fixed an issue with CherryStarsWeapon/Projectile not despawning its sprites and effects properly.

  • Fixed an issue where the bone giant weapon was not being removed properly during special events.

  • Weapon Selection: Header size adjustment.

  • Stage Select: Tweaked font size/alignment.

Game Over:

  • Updated button animations.

  • Updated text animations.

  • Updated revive animations.

  • Updated timings.

  • Improvements to pixelation effect on Game over.

Level Up:

  • Updated buttons, VFX and hierarchy.

  • Fixed item icon sizing.

Final Fireworks:

  • Ray scale tweaks.

  • Great Jubilee weapon reveal is now above the fireworks.

  • Updated positions, tweens and material of the rays.

  • Now only updating fireworks once per trigger.

Item Found:

  • Particles are now bigger and have a longer duration.

  • Fixed item icon sizing.

Merchant/Shop:

  • Corrected button alignment.

  • Fixed item icon sizing.

  • Fixed a layering issue with the scrollbar

Stage Complete:

  • Updated button animations.

  • Updated text animations.

  • Updated revive animations.

  • Updated timings.

Character Found:

  • Button position tweaks.

  • Ray scale tweaks.

  • Fixes for tweens on exiting the panel.

  • Various improvements to panel closing animation.

  • Now only updating fireworks once per trigger.

  • Updated positions, tweens and material of the rays.

  • Improvements to burst effect timing.

  • Starts off dark by default.

  • Fixes for particles and spinning.

Arcana Selection:

  • Validated sizes of both arcana card selections.

  • Card selection size adjustment.

  • Arcana panel (on right) is now correct size.

  • Info panel text sizing and alignment improved.

  • Fixed card corner sizes.

  • Fixes for skip button corners.

  • Fixes for card selection corners.

  • Various timing changes and improvements.

  • Updated particles size and density.

  • Get and Random buttons now have thicker borders.

  • Unlocked count now displayed at the top.

Pause Menu:

  • Arcana panels were the wrong size.

  • Fixed scroll view in game options.

Bestiary:

  • Fixes to colour and transparency of divider.

  • Improvements to list alignment.

  • Navigation fixes.

  • Fixes to text formatting.

  • Fix for scroll when hovering.

  • Fix for content fitting issues.

  • Fixes for various special enemy entries.

  • Basic bestiary enemies now correctly match the enemy size.

Secrets:

  • Input button updated.

  • Particle size and masking updated.

  • Now scales the title out on click.

  • Added page divider line.

Unlocks Menu:

  • Fixed incorrect frames used for arcanas.

  • Coin prizes now display correctly.

  • Fixed broken language key on coin prizes.

  • Fixed incorrect panel icons for unlocks.

  • Corrected text sizing.

  • Fixed navigation.

  • Fix for scale of character rewards.

  • Unlock, description and icons updated.

  • Text available size and space updated to fix resizing.

PowerUps:

  • Aligned info panel text.

  • Fixed powerup level slot being on by default.

  • Fixes to item font size and color.

Character Select:

  • Fixed bug with scale of price.

  • Sizing updates.

  • Tweaked ront size/alignment.

Credits screen:

  • Fixed Conga line visibility.

  • Fixed navigation.

Collection:

  • Fix for collection item question mark size.

  • Updated info panel icon sizing.

Treasure Chests:

  • Reduced delay on lvl 1 chest done button.

  • Reduced delay on lvl 2 chest done button.

  • Adjusted treasure chest ribbon length.

  • Tweaked timings for treasure skips.

  • New skip animations.

  • New skip timings.

  • Updated intro blast speed.

  • Updated intro chest positioning.

  • Updated intro chest animation.

  • Fixed open button behaviour.

  • Adjusted curved ribbon in lvl 3 chests.

  • Adjusted far left and right reel sorting.

  • Made bubbles fade in instead of appearing.

  • Adjusted lvl 3 reel positions.

  • Adjusted stars behind weapon reveal.

  • Fixed the background circle shape, speed and alpha.

  • Tweaked open and done button sizes.

  • Separated arrows from open and done buttons.

  • Open button now rotates out correctly.

  • Adjusted fireworks sorting order.

  • Changed flash and ring sorting order to be over the reels.

  • Stopping background panel lighting up in lvl 1 chests.

  • Updated order of lvl 2 chest wining patern.

  • Moved fireworks behind chests.

  • Made coin countup scale in, not just appear.

  • Adjusted flash scale and position.

  • Adjusted position of lvl 2 reels and coin display.

  • Changed when coin particles stop in lvl 1 & 2 chests.

  • Adjusted ring scale amount.

  • Changed layer of coin value.

  • Updated anim to scale out the coin value.

  • The "done" button now rotates in instead of appearing.

  • Added delay to coin value pulsing.

  • Added delay to "done" button.

  • Changed position of coin value.

  • Changed timing to ring scaling down.

  • Updated info panel icon sizing.

Patch 1.5.0

You might have seen that we announced the new patch v1.5 in the PC Gaming Show yesterday (SURPRISE!) and it's out now (not a surprise but hope you will enjoy it)!

Expect overwhelming chaos in the beginning – even more than usual! The new patch comes with the new Astral Stair level, featuring flying paintings, the new GoldFinger pick-up (destroy a lot of enemies fast and win prizes!), a gameshow-like spinning wheel that triggers random events, half-a new character, a new game mode, relics, achievements and more.

Here is a short overview of the patch content and below you can find the ‘Full Spoiler’ section if you want to see everything that is in v1.5.

v1.5 Contains:
  • 6 new achievements (2 from the DLCs)
  • 1 new challenge stage
  • 3 new relics to get a new game mode, a new character transformation, and a map
  • 1 new pickup that triggers a short special event
Quick content walkthrough:
  • Reach Level 80 in Inverse Inlaid Library to unlock Astral Stair
  • In Astral Stair, find the Chaos Rosalia to unlock the morph ability for Yatta Cavallo
  • In Astral Stair, find the Trisection to unlock the Random Events option in Stage Selection
  • Find the Map of Astral Stair, Mt.Moonspell (DLC), and Lake Foscari (DLC) in the respective stages
Full spoilers:

Stage: Astral Stair Has an intro cutscene (auto-skipped after all relics in the stage have been obtained). Initially, it looks like the usual infinitely repeating stages, but it's actually a single giant map. It's confusing to navigate until you discover it actually has a very simple layout. Players can use teleporters to move through different rooms. Has enemies that follow the beat of the music and turn either red or blue. They can be damaged only by weapons of the same colour they're currently "wearing". Has special boss enemies, Cosmic Eggs, which can cast the same Infinite Corridor ability the player can normally obtain. It halves the player's health at every cast, making it potentially dangerous even to characters with crazy bonuses.

Relic: Map of Astral Stair Surprisingly, this is a map of Astral Stair.

Relic: Trisection Unlocks a new game mode called ‘Randomize Minute Events’. In this mode, there are spinning wheels that can be seen in the bottom right corner of the screen. They triggers special events every minute; whether they’re good or bad depends on the character's Luck stat. Good luck!

This option is always enabled by default in the new stage Astral Stair (until you pick up the Trisection relic), but with the relic you can have the mode switched on or off for every stage.

Please note: This mode is not compatible with the PC Twitch mode (since it's doing the same thing as the Twitch mode, without needing a chat).

Relic: Chaos Rosalia Allows the character Yatta Cavallo to morph when reaching Level 80. It gets a few minor stats boost and evolves its Cherry Bomb weapon into Yatta Daikarin.

The weapon evolution still throws bombs, but also draws "constellations" around the character that explode, dealing luck-based damage.

Pickup: GoldFinger A new pickup that triggers a special event in which the character becomes invincible and more powerful for a set amount of time. During this time, a counter is displayed to show how many enemies are getting defeated in the invincibility period. When the invincibility ends, the player is given a score and a prize.

Current tresholds and prizes:

Bronze: 0 Silver: 500 + Player Level Gold: 1000 + Player Level x2 Demon: 1500 + Player Level x3 Cosmic: 2500 + Player Level x4

Bronze: healing + bouncy weapon if the players has less than 6 total items Silver: coins + healing + Little Clover + random pickup between Gilded Clover, NFT, or Rosary. Gold: coins + floor chicken + treasure chest (no evo) Demon: coins + treasure chest (with evos) Cosmic: coins + treasure chest (with evos) + random weapon

Possible Cosmic Finger weapons: Greatest Jubilee, Torrona's Box, or Victory Sword,

  • Candybox if the player has less than 6 weapons
  • "anima weapon" (???) if the player has less than 7 weapons and doesn't already have an anima weapon

After finding the Trisection, the GoldFinger has a very slim chance to be dropped in most stages.

new engine tweaks and fixes:

  • doubled projectile pool limit
  • La Borra projectiles getting stuck
  • music volume resetting after getting changed

1.4.200 - Bugfixes & tweaks

New Patch Content
  • New relics: Map of Mt.Moonspell and Map of Lake Foscari Found in the respective DLC stages, they let you see a detailed map in the pause menu.

  • Option to Seal the Chaos Malachite relic Prevents Mortaccio from morphing when he reaches LV80

  • Option to easily reset Save Data It’s now easier to reset your Save Data but it is strongly recommended to backup your Save Data before resetting.

  • Delete save data in main game: go to Options, press CTRL+F2, seven times in a row

  • Delete save data in new-engine: go to Options, tap the Account icon seven times, then click Delete Save and confirm through all the pop-ups

To find out how to backup your save game, please follow the guide (https://poncle.zendesk.com/hc/en-gb/articles/15504086320401-How-do-I-keep-a-backup-of-my-save-on-Steam-).

List of bugfixes are at the end of the post!

As mentioned in the latest news post, we are also working on a slightly bigger v1.5 patch and will have updates on that for you soon. We're aiming for mid-June.

Video from soundtrack orchestra recording

As many of you who have been following Vampire Survivors from the beginning know, the soundtrack has always been a super important part of the game (yes, even more important than the story 😜 ). During Early Access I would often receive a track from our main composers and musicians, Daniele and Filippo, and use it to get myself in the right mindset while building new parts of VS. The game wouldn’t be what it is today without its music.

That's why it's especially cool that we could work with a full, fancy, proper orchestra to record the soundtrack for Tides of the Foscari. Today, we released a video from the recording, and we hope you enjoy it!

If an orchestra is not your style, the infamous kazoo tracks are available in the OST on Steam and on our Youtube channel! We're working to put everything on Spotify and streaming services in general, unfortunately it's taking forever as we're still juggling a thousand different things.

The orchestra recording is by the Budapest Scoring Orchestra (they also worked on films like Parasite and Get Out and games like Injustice 2). The recordings took place over six hours of recording sessions with a total of 76 musicians, and the largest session involved a 56-piece orchestra. It was honestly pretty moving and impressive to see melodies from our little game performed like that. A huge thanks to all of you for allowing us to go nuts by hiring an orchestra, but also allow us to indulge in having some fun with some silly kazoo tracks at the same time!

We have also been asked a few times if there is a way to get the soundtrack for the DLCs, and yes, there is: we actually expand the "Vampire Survivors soundtrack" on Steam every time we add new music tracks to the game for free. So, if you own the soundtrack, you should always have all the new tracks too.

That's all from us today. Now everyone can get back to playing Zelda! -Luca

. . .

You can find the artists here: Daniele Zandara (Composer) Stefano Sacchi (Orchestrator & Conductor) Camilla D'Onofrio (Solo Violin)

. . .

main game tweaks:

  • fixed Song of Mana disappearing when entering the mirror in Gallo Tower.

  • fixed picked up golden eggs not disappearing from the map screen sometimes

  • fixed Abyss Foscari wall position when setting visually inverted option to false

  • tentative fix for white screen on starting up the game (switching to the new-engine branch is recommended to avoid this issue altogether, it's one of the many reasons we're moving to the new engine)

new-engine tweaks:

  • the branch is now public and easily accessible from the list of Betas in the Steam client

  • Fix for Ophion and Prismatic Missile not working as expected

  • Fix for weapons not properly affected by Arcanas: Tri-Bracelet, Valkyrie Turner, Luminaire

  • Fix for Silver Wind not giving hearts

  • Fix for camera issues during events

  • Fix for level up evo indicators not showing on passives for DLC weapons

  • Fix for Abyss Foscari wall position when setting visually inverted option to false

  • Fix for bestiary missing entries in the total count display in some scenarios

  • Fix for issue where pick-up weapons could not be leveled up

  • Fix for incorrect projectile pool limits

  • Improvements to DLC loading and memory management (mostly affects mobile version)

  • Text, localisation, and number formatting fixes

  • Other minor bugfixes and improvements

New DLC & Patch 1.4.0

New Patch Content
  • 1 new batch for the Seal powerup, tied to an achievement
  • 4 new music tracks that I won't spoil, but are very likely what you've been asking for very recently!
Tweaks
  • changed sound effect of the Night Sword
  • optional: new engine on beta branch

As anticipated previously, this patch is minuscule because we had to slow down more than expected on standard content due to all the changes required to bring the new engine on PC, but we have new content planned to release over the next few weeks of course! In the meantime, the new engine is now available in private beta for everyone who wants to try it early. We'll only fully swap over to it once we've ironed out all the differences with the base version of the game. You can read more about the new engine, and how to enter the beta, on the Discord or here: ( https://steamcommunity.com/app/1794680/discussions/3/5769714637082190371/ )

Tides of the Foscari DLC out today

Content:

  • 1 new large stage, with different enemies spawning in different zones
  • 8 new characters
  • 13 new weapons and evolutions
  • 7 new music tracks
  • 21 new achievements, but some are... weird? Please follow the in-game list of Unlocks to uncover them all

https://store.steampowered.com/app/2313550/Vampire_Survivors_Tides_of_the_Foscari/

How to start the DLC? The new stage, Lake Foscari, will appear right away at the bottom of the Stage Selection menu. You'll see new entries in the Unlocks menu to guide you through the rest of the content. Can't see the new stage or weird stuff happens? Check on the main menu if the main game is at least on version 1.4.100. If not, quit the game and reboot Steam to trigger the download for the game update!

What if I want everything unlocked from the start? There are Secret Spells you can use to unlock content quickly 🤫

There is no DLC when I start the game Please make sure you're on game version 1.4, as older versions won't detect the content pack. Closing and reopening Steam to trigger an update should do the trick! Make sure the DLC is installed by right-clicking the game title, choosing Properties > DLC, and checking that it is active.

Will the main game keep receiving free updates and content? Yes, DLCs will always be purely extra content in terms of Stages, Monsters, Weapons, Characters etc. Items, Power-ups, game mechanics and more will continue to be added to the base game, so if you don't pick up the DLC you don't have to fear missing out. We'll keep having free updates like the Tiny Bridge and Bat Country ones for example.

Is there an evolution for Party Popper? No, it's supposed to be a joke weapon (I mean, more of a joke than the average weapon) for a joke character. Who knows what might happen in the future though...

Will the new music tracks be available in the Soundtrack? Yes! The OST will be updated in the following days with all the new tracks. Even those ones.

Does the DLC have achievements? Yes, I apologise to players who cares a lot about not losing their 100% achievement completion and I can say that we're working on something, but rather complicated and for the longer term, that should help with this issue among other things. In the meantime, Achievement completion will not be prioritised over what's always been in the nature of the game: achievements tied to unlocks.

Is the DLC available on other platforms? Yes, we're trying to launch around the same time on all platforms.

Why only $1.99? Just like for the first DLC, the community is as usual very kind and we still get a lot of this type of comments, some intended just as a compliment, some are actually serious. While I'm very grateful for the sentiment, just like for the main game, the DLC has a price that "feels right" to me and that reflects the production value of it.

We've been growing as a company and have been pushing where we can, for example with having an actual orchestra to perform some pieces for the Foscari soundtrack, but poncle needs more time (and still more key people!) to be able to provide a higher production value. For this DLC I once again had to fill gaps by using asset packs for example, so a low price, and frequent discounts, simply seem fair. We'll charge more for new stuff when we'll have something even better to offer, don't worry and thank you once again! 🙏

Is VS going to turn into a DLC fest? We don't know and that is an option: what we do in terms of business decisions depends a lot on player feedback and on what we'd like to see as players ourselves. Personally, being able to pay a small fee to get more straightforward content for a game I'm really into sounds great ( ages ago I literally had dreams about spending €5 to buy a disk that would add 1 more stage to Valkyrie Profile 👀 ). If DLCs are sustainable and are welcomed, why not make them? While this kind of stuff is often associated with unfair business practices, that is often a byproduct of having games designed around monetization systems. What we're doing goes the other way around: we make things, then use the monetization tool and price tag that seems most appropriate to distribute them. Sometimes we have to charge, sometimes we can do it even for free!

As announced some time back, we'll be done with VS for real only once I - or you - get tired of it.

Hope you have fun with the DLC, and if not, please send us some feedback, we don't have time to always reply but we read and assimilate everyting, thank you!

  • Luca

Patch 1.3.0

Contains:
  • 3 new achievements
  • 1 new challenge stage
  • 2 new relics to get a new PowerUp and something special
Quick content walkthrough:
  • Reach Level 80 in Inverse Mad Forest: Unlocks Bat Country
  • Find the Apoplexy relic at minute 09:00 in Bat Country: Unlocks Charm Power Up
  • Find the Chaos Malachite relic at minute 18:00 in Bat Country: Unlocks morph ability for Mortaccio
Tweaks:
  • Items not necessary for the Queen Sigma unlock have a yellowish background color in Collection
  • If you have at least 1M gold, the Eggman appears in Moongolow
  • The game should remember the skins you've been using for each character
  • "spoopyseason" spell should permanently unlock new skins for Mortaccio, Yatta Cavallo, Bianca Ramba, and O'Sole Meeo
  • Added a team member to the credits (hi everyone!)
Full spoilers:

Bat Country New challenge stage!

  • trippy
  • contains the 2 relics needed to unlock the Charm power up and Mortaccio's morph ability
  • very low XP gain, but high enemy density
  • not many light sources, but items can be dropped by diamonds
  • please remember that in stages where the background moves, there in an option to disable such movement
  • pizzas appear on new runs after getting both relics. They simply allow to change the background and have no other effect

Apoplexy relic: unlocks Charm PowerUp. It increases enemies spawn quantity, for each single wave, by 20 per rank (max +100).

Chaos Malachite Relic When reaching Level 80, Mortaccio morphs into a big bone boy and his Bone weapon evolves into Anima of Mortaccio

  • He gains +2 Armor, +1 Amount, and +100 MaxHP. He fully recovers HP.
  • Anima of Mortaccio fires bones just like the base Bone weapon, but the bones accelerate after every bounce. Big spinning arms appear around the player. Sometimes they detach and start flying around, dealing base damage times Amount. It's currently obtainable only by morphing Mortaccio.

DLC & Patch 1.2.0

New Content
  • 1 new very important skin for Peppino
Tweaks
  • added option to toggle maxed power ups
  • when treasure chests are skippable, coin-only treasure chests will now just play a quick in-game animation
  • treasure chests containing Arcanas have a different colour
  • fix for overall kill count breaking on modded/corrupted saves
  • fixed infinitely bouncing Carrello
  • minor fixes in bestiary
  • removed Floor Chicken requirement for Marrabbio
  • fixed non-looping music tracks: Castle People and I'm Every Reaper
  • added support for DLC
  • coffins will now spawn on maps even if you don't have the Milky Way Map
  • pause menu map is now zoomed-in in Moongolow, The Bone Zone, and Mt.Moonspell
Legacy of the Moonspell DLC info

https://store.steampowered.com/app/2230760/Vampire_Survivors_Legacy_of_the_Moonspell/

Content:

  • 1 new large stage, with different enemies spawning in different zones
  • 8 new characters
  • 13 new weapons and evolutions
  • 6 new music tracks

How to start the DLC? If the Inlaid Library is unlocked, then the new stage will appear right away in the Stage Selection menu. You'll see 17 new entries in the Unlocks menu to guide you through the rest of the content.

What if I want everything unlocked from the start? There are Secret Spells you can use to unlock the content quickly.

There is no DLC when I start the game Please make sure you're on game version 1.2, as older versions won't detect the content pack. Closing and reopening Steam to trigger an update should do the trick!

Will the game keep receiving free updates and content? Yes, DLCs will always be purely extra content in terms of Stages, Monsters, Weapons, Characters etc. Items, Power-ups, game mechanics and more will continue to be added to the base game, so if you don't pick up the DLC you don't have to fear missing out. We'll keep having free updates like the Tiny Bridge one for example.

Is there an evolution for 108 Bocce? No, it's supposed to be a very straightforward weapon. Never say never though...

Will the new music tracks be available in the Soundtrack? Yes! Please keep an eye on the devlog in Discord to know when the soundtrack will be updated, otherwise it might take a while before we get the chance to let people know through Steam News.

Does the DLC have achievements? Yes, we keep having in-game unlocks tied to platform achievements. We asked for support and we tried to separate them somehow (even the hacky ways...) but there isn't a reliable way to do it at the moment. If we'll ever get the option to separate achievement lists in the future, rest assured we will!

Is the DLC available on other platforms? Yes, but not on mobile yet, that will be something for ealy next year as we figure out how to make it available in a fair way.

Why only $1.99? The community is as usual very kind and we get a lot of this type of comments, some intended just as a compliment, some are actually serious. While I'm very grateful for the sentiment, just like for the main game, the DLC has a price that "feels right" to me and that reflects the production value of it.

For the past few months and for the DLC, we had amazing artists like Glauber Kotaki and Pitavant for the new graphics, Daniele Zandara and his new bangers with live recordings, that little surprise in the DLC trailer, a whole company to sustain to be able to launch on all current platforms, and yet poncle still needs time (and key people!) to be able to provide a higher production value. For the DLC I still had to fill some gaps by using asset packs for example, so a low price, and frequent discounts, simply seem fair. We'll charge more for new stuff when we'll have something even better to offer, don't worry and thank you once again! 🙏

Hope you have fun with the DLC, and if not, please send us some feedback, thank you!

Patch 1.1.0

New Content
  • 2 Extra Achievements
  • 1 new Power Up
  • 1 new Challenge Stage
  • 1 new Secret ⚡
Tweaks
  • Improved loading times of the pause menu

https://store.steampowered.com/news/app/1794680/view/3497637038420938234?l=english

New Unlocks info (spoilers?)

Tiny Bridge Challenge stage:

  • Obtain by reaching Level 80 in Inverse Gallo Tower

Seal PowerUp:

  • 10 ranks
  • base price: 10.000
  • Obtain by banishing 10 or more items in a single run.
  • Allows to Banish an item from level up choices, or a pickup from light sources. Use in COLLECTION menu.

When Sealing a weapon, it will be automatically added to the list of banished weapons at the start of a run. When Sealing an item, the item will not be removed from the loot table, but will turn into a Gold Coin instead, which means this does not affect standard drop rates.


Also, sorry for the extra achievements ruining your completion rate, most players seem to be in favor of having them so I took the opportunity to add more. The best I could come up with to make them feel less of a "must have" is to tag them as EXTRA achievements.

1.0.114 - Bugfixes & tweaks

1.0.105 - fix for black screen in event stage 1.0.106 - fix for item descriptions on multiple lines, text update 1.0.107 - fix for the extra screen in the inverse library appearing too often 1.0.108 - lowered volume of Side B music tracks 1.0.109 - tentative fix for black screen in new event stage (please try to swap to your main graphic card if it still happens) , text update, Mirror/Trumpet achievement fix on starting up the game 1.0.110 - Steam data migration process updated 1.0.111 - fix for BGM selection getting locked when entering special menus, fix for Drowner not appearing in the bestiary, hidden some unlocks until they're actually obtainable 1.0.112

  • Tweaked Twitch events
  • Twitch level up countdown timer starts when the first messsage is received
  • Fixed stage modifiers to work with the new system
  • Fixed bounding box of a couple of characters
  • Improved loading times of the pause menu (still WIP)
  • Fixed double egg removal in final stage 1.0.113
  • fixed fonts for Chinese, Japanese, and Korean languages
  • fixed controller input in Stage Selection
  • removed Orologions from certain boss fights
  • fix for game crashing with certain modded or corrupted saves
  • added Sketamari in Bestiary
  • tentative fix to Golden Eggs memory leak 1.0.114
  • added some silly spell codes including spoopyseason : activates alternative skins for Mortaccio, Yatta Cavallo, Bianca Ramba, O'Sole Meeo, and their starting weapons until the game is rebooted.

Patch 1.0

New Content
  • 3 achievements to fix existing unlocks: Complete any 30 minutes stage with Gallo or Divano. [Unlocks: Bracelet] Discover every standard evolution and union. [Unlocks: Candybox] Evolve the Bracelet and then the Bi-Bracelet. [Unlocks: 500 gold]

  • 4 new achievements: Find all the relics from all stages. [Unlocks stage: Eudaimonia M.] Obtain Gracia's Mirror. [Unlocks: Inverse Mode] Obtain the Seventh Trumpet. [Unlocks: Endless Mode] See the final fireworks. [Unlocks: Greatest Jubilee]

- 1 new event stage

  • 1 new weapon

  • New skins for: Pugnala, Giovanna, Poppea, Concetta, and Mask of the Red Death.

  • New "Side B" soundtrack. Every Side B track unlocks together with the stage it belongs to.

  • New option for "blast processed" sound effects.

  • Added missing music tracks for Il Molise (and Boss Rash in 0.11.400)

  • Added 11 languages: French, Italian, German, Spanish, Polish, Portuguese, Turkish, Russian, Simplified Chinese, Korean, and Japanese.

  • Added Twitch integration: the chat makes decisions for you and triggers special events. Enable in Options by typing in the chat's name, no need to login or doing anything weird.

INVERSE MODE

  • Stages layout is upside down (can be disabled in Options) plus minor visual changes depending on stage.
  • Gold gains are increased by 200%. Luck bonus of 20%.
  • Enemies start with +200% Max Health.
  • Enemies gain 5% Max Health every minute and and 1% movement speed every 2 minutes (cumulative with the Bone Zone enemy bonuses).
  • The merchant also sells: Skip, Banish, and Reroll (can carry up to 20) and 1 extra Arcana.

ENDLESS MODE

  • The Reaper won't spawn at the final minute.
  • Reaching the final minute of a stage will make the enemy waves to restart from minute 0, completing a "cycle".
  • Enemies gain 100% of their base Max Health per cycle.
  • Enemies spawn frequency and amount is increased by 50% per cycle.
  • Enemies deal 25% more damage per cycle. The player's max damage cap is diminished by 1 per cycle.
  • The merchant respawns on every cycle and sells "+1 Revival" instead of Golden Eggs.

Achievement Tweaks:

  • Reduced level requirements for character achievements (reach LV 100 is now LV80, reach LV99 is now reach LV50)
  • Mindbender now unlocks at 50 COLLECTION items instead of 100

Tweaks:

  • New UI to show what relics are available in each stage
  • New UI to show what stages have been cleared for each character (plus option to turn it off)
  • New UI option to lock the selection of a music track so it persists between runs
  • Each rank in Banish and Reroll now grants 2 of them instead of 1.
  • Picking up an Orologion also slows down Gold Fever decay by 50%
  • Lightning Ring and Thunderloop are now affected by Arcana II - Twilight Requiem
  • Bracelet is now affected by arcana XIV - Jail of Crystal. Bi-Bracelet is also affected by Arcana II - Twilight Requiem. Tri-Bracelet is also affected by Arcana XIX - Heart of Fire
  • Reduced Sketamari's HP recovery when absorbing other skeletons.
  • Increased XP gain in the early minutes of the Dairy Plant.
  • Increased base gold amount in treasure chests.
  • "Recovery" stat now also affects the potency of health recovery pickups.
  • Arcana II - Twilight Requiem's explosions damage is now affected by Curse.
  • "quick start" now becomes available after unlocking the 5 main stages.
  • Capped all Limit break bonuses other than Might (this in particular is very open to suggestions in case it makes sense to increase some caps)
Quick walkthrough for players who already have everything from 0.11 and want all the new v1.0 content asap

1)On opening the game, you should automatically get the new Achievement "The Eudaimonia Machine". If not, make sure you're not missing any relic from 0.11, then enter and exit a run. The achievement will unlock a new event stage. 2)Enter the new stage "Eudaimonia M." and do stuff. 3)Enter and exit any stage while using the option you have unlocked in step 2. 4)Go back to "Eudaimonia M." and do stuff. 5)Enter and exit any stage while using the option you have unlocked in step 4. 6)Go back to "Eudaimonia M." and do stuff.

Twitch Mode Details

**Currently requires a physical keyboard to be set up. ** To enable Twitch mode, go to Options from the main menu, type your Twitch channel name in the text box and click the Twitch connect button.

From now on, level up decisions will be made by the Twitch chat by typing a number from 1 to 7, depending on the options available on the level up screen. Viewers will also be able to choose special commands like Reroll and Banish:

In the second half of every minute, the chat will also be able to vote on what special event will happen at the start of the next minute by typing a,b, or c. This vote is secret and the results are revealed only when the next minute ticks:

Playing in Hurry mode also allows the chat to trigger events every 30 seconds instead than every minute. (It is not possible to change position of the Twitch Selection panel at this time, but suggestions are welcome)

No beta?

To avoid spoilers, the new content of v1.0 hasn't been through the usual public-beta process, so please feel free to highlight any problems, frustrations, or balancing issues about the new mechanics in the Discord or in the Steam forum so we can improve on those :)

What's next

Vampire Survivors started as a "simple gameplay base that I could use to have fun making content for over the weekends", and despite all the changes that happened over the past year, that original vision of a simple canvas at which to throw everything including the kitchen sink has never really changed. Well, that "over the weekends" turned into "in any waking hour", but the rest is still valid :) For that reason we'll be done with VS for real only once I - or you - get tired of it.

We'll probably start developing something new in poncle, but support for VS will also carry on. As anticipated in the v1.0 announcement, we’ll need to do some QOL improvements on niche mechanics like Eggs and Limit Break, plus finishing the engine port. But brand new features are also in the works… 🙊

A huge thank you once again to all the players who turned this little weekend project into an insane success! 🙏