
From the creators of Vampire Survivors comes a turbo-charged, turn-based roguelite deckbuilder! Deal world-ending combos, blitz through infested dungeons, and master the Turboturn to obliterate hordes of familiar foes with a chaotic hand of cards.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 10.71/day in the week to Sep 4 → 22.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
From the BAFTA winning creators of Vampire Survivors comes a brand new adventure. Explore maps, level up powers, and obliterate monsters in this turn-based, card-driven BLOBBER with roguelite elements.
Vampire Crawlers turns the snowballing thrill of the original hit into a tactical deckbuilder where you build busted decks, explore familiar dungeons from a new perspective, and unleash world-ending combos.
Play cards in ascending mana order to land devastating combos, where each step multiplies the next card's effect. Use Wilds to extend the stack to 10, 20, or even 30 cards. You choose the pace: take your time to be perfectly tactical, or play turns as fast as humanly possible for absolute snowballing carnage. Accumulate experience to level up and gain new cards.
Headbutt chests for power-ups and gems to augment your cards. Chase legendary weapon evolutions and summon iconic survivors to trigger cascades of effects that break the game. Dive into dungeons packed with functioning walls, unique treasures, and bizarre interactions. Find the shovel to dig to the next floor and prepare to Master the Turboturn™!

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 19.1Kreviews | 96% | — | $5.1M |
| $9.99 | 2.9Kratings | 97% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1269 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 你要问我steam有啥必玩的游戏,我就推荐《吸血鬼爬行者: 屠戮地牢的吸血鬼幸存者》了。 [/h1] 审题:1.必玩; 2.啥必玩。 游戏特色短平快,适合摸鱼或者break time来一把; 上手难度为0,哪个流派都能玩,而且也没有弱得跟屎一样的流派,只有爽和更爽的区别; 随便抓牌打低难关也无压力,还给你一种“我是肉鸽大师”的幻觉; 不用刻意查攻略构筑build,看什么顺眼抓什么牌就好,只不过带脑子玩儿,overkill爆怪金币会更爽; [strike] 顺带吐槽一下——宝箱开箱动画特效做得颇有国产劣质氪金页游屠龙剑一刀9999的味道,严重怀疑作者在那些网站上取过经( [/strike]
卡牌肉鸽不是这样的 你应该削弱玩家喜欢的流派 增加游戏的难度 让玩家爽不起来 教玩家打游戏才对(╥﹏╥) 不写了门扉来敲我门了
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Korean, Polish
| $9.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i love deck builder games and love vampire survivors. i bought the game instantly when i saw it. decks and enemies dont feel unique or interesting. felt repetitive, drawn out, and easy in a boring way. to win the game just get a card or gem that lets you keep stacking the card combos. youll sweep every level when you get that ability. it'll just take you hours cuz the only thing that happens is more enemy HP.
玩了这游戏回头看眼塔2 才知道塔2是什么依托,超雄小怪和门扉女王要多恶心有多恶心 安东尼你就带着你的傲慢去死吧 反观这游戏制作组是真天才真玩爽了
[i]Новый король абсурдных карточных билдов с невероятно затягивающим процессом и желанием открыть все улучшения[/i] Перед нами пошаговый рогалик с акцентом на построение колоды и комбинации способностей героев. Неожиданный релиз от разработчиков Vampire Survivors, которые, на минуточку, изобрели целый жанр. Кто бы мог подумать, что их следующей игрой станет не вторая часть с аналогичным геймплеем, а полноценное переосмысление механики с развитием абсурдной вселенной Вампиров. Получилось у них на этот раз? Забегая наперед, да, получилось. [h1]Математика для двоечников[/h1] Новая механика до гениальности простая, но невероятно продуманная. Здесь в каждом столкновении с врагами нам предстоит в пошаговом режиме разыгрывать имеющиеся у нас в колоде карты. Самое важно тут наращивать уровень комбо. Чем он больше, тем выше буде урон. Построение комбо простое и зависит от стоимости манны каждой карточки. Начинаем с 0, дальше 1, 2 и так далее по возрастающей. В дополнении к этому здесь не воспрещается ломать систему, а наоборот, даже поощряется. Есть карты, при разыгрывании которых, уровень сбрасывается до нуля, но комбо не прерывается, что позволяет играть одни и те же карты по кругу, превращая своих оппонентов в пыль под ногами. Да, собрать идеальную колоду не просто, но когда это удается, правила игры резко меняются, а вы чувствуете себя настоящим королем этого подземелья. https://steamcommunity.com/sharedfiles/filedetails/?id=3757373682 [h1]Чтобы построить, надо сначала сломать[/h1] В таких играх для удержания внимания важна прогрессия. И здесь с этим полный порядок. Если в первый час мы просто разбираемся с механикой, то уже к десятому мы одновременно управляем двумя героями, комбинируем их способности, создаем спецкарты и выбиваем из боссов столько золотых монеток, что нам запрещают их все унести. Если в двух словах, то теперь у нас есть настоящая база, где имеется таверна для найма новых героев, шатер с картами таро, рынок, кузница и еще парочка локаций. Здесь мы за добытые в походе монетки можем улучшать свои карты, покупать перманентные бонусы и полностью пересобирать билды, в том числе путем отправки на следующую миссию сразу двух героев (а то и трех). Все эти возможности открываются постепенно, но достаточно быстро и мы регулярно получаем новые механики, что удерживает у экрана и заставлять еще разок выйти на глобальную карту, чтобы выбрать уровень для зачистки. Да, теперь появилась простенькая, но все же карта с уровнями. https://steamcommunity.com/sharedfiles/filedetails/?id=3757373529 [h1]Все идет по плану[/h1] Непосредственный процесс перемещения уже на уровне осуществляется от первого лица. Мы бродим по клеткам в местных лабиринтах, зачищая их от врагов и получая различные бонусы. В конце каждой такой локации нас подстерегает босс, победив которого можно спуститься на уровень ниже и продолжить зачистку. С каждым уровнем враги опаснее, а награды богаче. Самое приятное во всем, это темп. Прохождение локации может занять от 15 минут до часа. При этом всегда чувствуется прогресс. Забеги начинаются быстро и легко, но сложность растет, как снежный ком, подстегивая к постоянным экспериментам и перестраиванию колоды. https://steamcommunity.com/sharedfiles/filedetails/?id=3757373820 Учитывая стоимость (а это в наше время особенно важно), я могу резюмировать, что конкурентов у новых Вампиров просто нет. Это простая, на первый взгляд, игра в стиле карточных рогаликов с примесью старых пошаговых RPG со своим шармом. Она действительно увлекает и не отпускает от экрана. Поэтому будьте осторожны, если сядете вечерком посмотреть одним глазком, а очнетесь уже под утро, когда зазвонит будильник, оповещая о необходимости вставать и собираться на работу. [h1]->Вердикт<-[/h1] 👉 [b]Визуальная составляющая:[/b] приятные пиксели 👉 [b]Гемплей:[/b] карточный рогалик 👉 [b]Сюжет:[/b] не требуется 👉 [b]Реиграбельность:[/b] бесконечная 👉 [b]Цена:[/b] смешная [u]Моя Итоговая Оценка[/u] - [b]Смелый и дерзкий эксперимент[/b] – который удался на 100%. Здесь царит хаос, построенный на правилах, которые вы сами же и ломаете. Это игра, после которой вы будете смотреть на колоду карт и видеть не цифры, а бесконечные возможности. Именно так и должны работать игры такого жанра. [b] Ещё больше обзоров [/b] >> [url=https://store.steampowered.com/curator/42209702/][b] здеся [/b][/url]<<
太无聊了,有吸血鬼幸存者的简单,没有吸血鬼幸存者画面的爽感,同时也有着和吸血鬼幸存者一样极其肤浅的成长发展。我希望Poncle这个吸血鬼主题能继续存在于更多作品,但要还是一样没有什么深度可言的玩法设计,那实际上也不比某些天天捣鼓数字的玩意有真强到哪里去。
Vampire Crawlers is an interesting creature of a game. Poncle already knocked it out of the park with Vampire Survivors, creating an entirely new genre the MOMENT the game dropped on steam, leading to hundreds if not thousands of well meaning also-rans, cheap soulless moneygrabbing imitators, and genuinely interesting twists on the formula alike, across all sorts of platforms, including mobile. VS as you may well know is the most high-impact perpetual dopamine generator that has ever existed. I have lost SO MANY WEEKS to this game, purchased every bit of dlc available, and adored every minute of it, but even I know that VS has its flaws. At a certain point you reach critical mass where you cannot see what in the hell is going on. It's pretty, it feels great, it's fun, but you're no longer playing the game. It's become an idle game instead. Sure, some folks think that's great fun but it can be a touch boring when all that's left to do is either wait the timer out, end the run manually, see how much longer you can survive before you get inevitably eaten by the crush of monsters, or just see how much sillier it can get before either the game or your platform you're playing it on explode from the stress. With Vampire Crawlers, it appears poncle games recognised these flaws too. Whilst they probably aren't going to create a new genre with this, given it's a combination of VS, deckbuilder and dungeoncrawler formats, I feel like they've not only managed to blend them together in a really creative and clever way, but also managed to make even lategame play engaging, strategic, and engaging. The combo mechanic alone is a work of genius, but the additional depth given to the game by the gem socketing, Crawler cards, evolution and sacrifice mechanics, and various other things mean that whilst you might not have as much opportunity to trim your decksize down like you would want to do it most other deck builders, having a huge deck isn't actually a problem, and can be very helpful! Plus these all work together well in that wonderful way poncle has of approaching the problem of "game balance" as something of a cheeky, fun suggestion rather than something to be adhered to. Sure! Make that mana generation cost a negative number! Turn that single use card that is destroyed upon use into a card that can be reused multiple times and doesn't leave your deck ever. Make half your deck into wildcards and make absolutely bonkers combos to see how big damage can get. What's that? Your Crawler cards run out too fast? Stack up a bunch of duration cards and make them wild, using them to extend combos and give ever bigger duration bonuses for your active Crawlers! Need to reuse a card several times in the same turn and don't want it to break and be destroyed? Slap an unbreakable gem on it and get an extra couple uses before you gotta end the turn! Want to do absolutely ridiculous amounts of single target damage and don't care about combos? Build a deck and party around getting cash, and have your mana generator card be Mild and have Coin Count on it! Need MORE cash? Midas gems! Coin bag gems! Greed!! you want it, you got it! Sure, like I said, it's early days. I've unlocked all the CURRENT achievements and gotten all the unlockables that are available for now, but you bet I'm gonna come back to this when more updates and dlc drop. Poncle are 2 for 2 on absolutely stellar games now. This is absolutely worth your money, and time, and it's a wonderful successor to VS, without making the original obsolete, as well as being a really fun blend of dungeon crawler and deckbuilder. Fabulous work again, poncle. 10/10, would open infinite coffins in a futile search for potential vampires again.
Vampire Crawlers is good for a bash, but it doesn't have the "one more run" pull that keeps me coming back to Vampire Survivors, Balatro or Megabonk. The early hours are good fun, but the run structure starts to blur together fast. Finish a fight, move a couple of tiles, next fight starts, repeat. Instead of itching to start another run, I found myself getting fatigued and honestly a bit bored. I can only handle this game in short bursts. Part of the problem is how quickly the difficulty falls apart. I'm usually rubbish at min/maxing in these games, and even I managed to stumble onto incredibly broken builds within a couple of hours, coming out of fights unkillable with 300+ mana banked. Once you've unlocked a decent chunk of the meta progression (health, luck, revive, etc.) the game becomes trivial, and it doesn't take long to find builds that flatten every encounter. I was killing bosses on the hardest difficulty without ever technically ending my turn. For the curious: Arca Ladonna + Pugnala Provola + wildcards wherever possible + Sharp Mind = infinite turns. You effectively get unlimited mana, every yellow card draws more cards into your hand, and the loop just keeps feeding itself until everything on screen is dead. Card durability is theoretically the limiting factor, but everything dies long before it matters. At that point the dopamine stops hitting, because every encounter turns into a combo counting exercise. The enemies in front of me stop mattering; I'm just selecting cards in order: 1, 2, 3, wildcard, 0, 1, 2, 3, wildcard, 0, 1, 2, 3, 4, everything's dead, onto the next fight. There's barely any mechanical variety between encounters until you hit a boss that can interrupt your turn, and even that stops mattering once you're ending turns with near-unlimited armour and mana. The dungeon crawling itself doesn't help either. It feels like an afterthought, and once you unlock the relic that reveals chests and items on the minimap, moving around becomes a chore. I end up staring at the minimap the whole time and never looking at the actual world, because it's more efficient that way. I legitimately start feeling sleepy if I play too long. Then there's the grind. The back half of the game gets steep, with upgrades and seals costing hundreds of thousands of gold, so you're grinding hard for power you arguably don't even need. I know I've spent the last several paragraphs dumping on it, but I don't want to give the impression that this is a poorly built game not worth your time. It's a fun, novel game, I enjoyed my time with it, and I'm glad I bought it. It just doesn't have the longevity of the genre's best. If you're fine with it not being a forever game and you're happy with the price, it's an easy recommend. If you're after hundreds of hours of deep theorycrafting, maybe look elsewhere.
Alright. I've put 40+ hours into this. The basic gameplay loop is good. The boss fights kill it. all bosses have anti card play countdowns - if you play cards, they do damage to you. Every boss. It makes this game terrible.
[h3]实力证明自己的天才不是偶然。一种很少见的设计直觉。越来越喜欢这样的游戏作者,有一套稳定的语法——低规格又精致的美术素材和几分钟就能懂的规则,突然飞扬的机制,看似随意、其实很懂玩家手感的小设计;对即时快乐的迷信,又对冗余操作毫不留情的摈弃——极简的方式和前作仍然紧紧挨着。尤其喜欢他处理无聊部分的方法,藏着一种对玩家时间的朴素认知,比如当代人有限的注意力和极易消磨殆尽的兴致。所以手法上的省略与过度其实立体得很。这种选择未必比复杂的系统更容易,它要求创作者承认自己的劳动有边界,而作品只是一个人漫长生活里侥幸保存的东西。能够把游戏重新放回这个位置,我反而觉得很决绝也很单纯。[/h3]
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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