
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.
Most likely between $3M and $8.6M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.99 | 96% | approximately $5.1M |
| PlayStation | $9.99 | 97% | — |
| Nintendo | $9.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1359 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
太爽了,简单的一刀99999,极致的享受。 看到说制作组之前是做老虎机出身的,那怪不得了,那怪不得了!把这游戏做成单机买断制实在是太良心了!我都不敢想要是加入几个氪金按钮再加入什么帮派工会皮肤功能这游戏流水得多少,国内做h5换皮小游戏的厂家怎么还没抄上…… 7.21更新: 玩到倦怠期了就再来说一下,虽然几乎所有的游戏评价都在用它和塔2拉踩,说塔2玩起来多不爽多不爽。但其实吸血鬼本身的游戏逻辑和塔2时完全不一样的,塔2注重的是build,只要有多的废牌就可能会拖后腿影响游戏体验,而爬行者完全是把爽感做到了极限,哪怕牌很烂很多也总能制造突发事件(升级、宝箱、连招)等割草敌人。所以也导致了丰富度和重复游玩性很低。其实恰到好处的挫败感才是能制造反复游玩体验的……一直割草一直爽本身就很容易让人进入贤者时间。所以这个游戏天然适合加入氪金要素把突发事件和宝箱做成付费解锁,直接做成买断制真是良心中的良心啊……
It’s not quite as fun as Vampire Survivors, but I’d still recommend giving it a try. It starts off a bit slow, but once everything opens up, it becomes much more enjoyable. Building different combos and experimenting with the color interactions is a lot of fun. It’s definitely worth picking up, especially when it’s on sale.
Идеальна для стимдека
玩之前:看起来都是幸存者的素材复用总觉得没什么意思啊…… 玩之后:每次都能用朴素的素材和很低的成本做出很有趣的机制莫非制作组是天才?!
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Very average game. I've played over a dozen rougelike deckbuilders in my life and unfortunately Vampire Crawlers is one of the worst from those I've tried. If you want to play something from this genre, why pick this one, if other games are better? Hence my negative rewiev. The whole concept of turning the oryginal game into a deckbuilding crawler is not working well. Exploration feels boring, game is not very readable, whether it comes to finding interactive elements of environment or perceiving any sense of distance during a fight. Main gameplay loop is... ok? But nothing more. I know Vampire series have semi-mindless gameplay, but it worked for bullet heaven and it doesn't work here, at least not for me... nor my friends that have 5h max in this game, compared to 50 or more in the original.
Idiocracy-in-action: The game. Read the reviews, both positive and negative, and the message is fairly consistent, this is a pure dopamine-brained game: no thought required. I made the mistake of thinking the game would be a step up from its predecessor, as there seems to be actual mechanics presented. Turns out it's only skin-deep. The world needs less of these, not more. These will be the death of gaming if we're not careful, the art of crafting real games will get sidelined if these become profitable enough.
神了,真就纯爽游,给我玩的放空大脑了 我将放弃尖塔加入吸血鬼爬行者这个更权威的圈子😋😋😋
游戏流程二三十小时的卡牌爽游,被安东尼折磨的塔p们可以来试试这个代餐,打连段无敌爽,就是后期容易陷入长考,哦对了不准玩小卡组无限 8/10
I love Vampire Survivors and wanted to love this. I played it but can't say I recommend it. You know that feeling when you're playing Monopoly and someone is 100% certain to win but you still have to play the game for another two hours to finish? That's what this feels like. Once you've found a few broken combos then there's nothing else to do, and worse, it seems like the game is designed for this. The RNG WILL deliver you the pieces you want and you can even disable ones you don't. I am hopeful this will be a good baseline for developing more cards and combos and outcomes so I can change it to positive, but at this time, I would not recommend it.