
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 1292 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you're only going to play one game with Vampire in the title this summer, go play Vampire Survivors. But if you're going to play two, then play Vampire Crawlers!
Feels like more like a slot machine than a roguelike. It's a shame because I love Vampire Survivors.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
meh. just too busy and clunky and the game is about grinding without being interesting enough.
I love deck builders, I love roguelikes, I love dungeon crawlers, I love Vampire Survivors with countless hours invested. Everytime a new DLC gets released for Vampire Survivors, I play it for another lot of hours. So this should absolutely be a home run. At the start, it felt exciting. I played it on Xbox game pass at a friends place so I bought here the moment it went on sale and...it's just kind of boring. Progress is deceptively glacial. You're unlockling plenty of things but not much that really changes anything. I don't unlock enough cards (or at least not quick enough) to be engaging. The core gameplay rewards your ability to play cards in ascending order of mana use which is a one trick pony. Sure, it does impact game play but not in a significant enough way. I do like that I can attach attributes/gems to cards because that change now feels more impactful. But even then, some attributes are clearly more are more dynamic than others. Meaning that sometimes I get a choice of 3 gems and apart from a handful of times or even very specific situations, I would always choose the same 2 or 3 gems. It felt infrequent that any of the 3 options were all good ones. I found it difficult to choose different cards because the same strategy always worked and game didn't reward me in trying something different. All the gameplay I see in the promo videos on this page feels like it's almost a completely different game from the one I was playing. What was in the video looks exciting and infinitely more fun than the game I was playing. It also feels like I need to play another 10 hours to unlock enough to get to that stage. Why can't I just be playing that now? It seems to be a pretty efficient use of reusing all of the assets from the original game. But this game doesn't feel original. Makes it feel like Vampire Survivors - the trailblazer that spawned 100s of games just like it more of a fluke even though it's still a great game. I'll keep playing this for awhile and if anything changes, I will be more than happy to update this review.
There are a couple fun parts in the game, but largely many things feel poorly designed. It feels like a lot of budget was pushed into development, resulting in a game that uses the original Vampire Survivors cast as a mascot but lost touch with what made Vampire Survivors an effective and interesting game. There are a bunch of odd design decisions that you will run into that range from disappointing to downright game engine breaking. Some examples: Chests will sparkle and pop, and if you have a fully kitted deck at the time, will tell you with a note to come back later instead of containing loot. So you have to go farm patrols to hope to get enough XP for a card, and at times you won't. It's a weird thing to tie treasure to chores. Healing feels broken and punished. You can't heal in combat, can't short rest out of it, and floor drops are stingy enough to feel accidental. Your only real option is setting up delayed post-combat heal triggers during fights. Fine in theory, but enemies start at full power while you're still ramping, meaning you eat huge early hits, and then try to recover with heals that tick for 1-2 HP at a time. The obvious answer is to loop turns to heal. Except, the game has an anti-looping system that will kill you for doing exactly that. So: you need to heal, the primary way to heal requires looping, and looping gets you killed. Worst of all, the game clamps its main engine, the turbocard concept, between competing systems that punish turbo-carding. Bosses punish you for playing too many cards (decreasing eye timer); and the anti-stalling system punishes you for playing too few (drowning). Play your hand: punished by the boss. Hold back or be selective: punished by anti-stalling. The entire reward structure — hand size and comboing many cards — builds toward an engine the game then treats as a crime, and the "ideal" deck ends up a joyless middle size, tuned to slip between the two punishments rather than to be powerful. Calling this a 'turbo wildcard' game feels ironic as a result.
簡單爽快的卡牌遊戲,遊戲世界觀和設定承接自吸血鬼倖存者,作者可以做出兩款類型差異這麼大太厲害啦~ 核心只有一個,想辦法讓出牌的法力耗費照順序, 例如:0費 > 1費 > 2費 > 3費 > 萬用 > 0費 > 1費 > 2費 .... loop 這裡第一張3費牌的效果會直接*3,第二張2費排*7,到後變倍率相當可觀, 順帶一提萬用牌後面接任何牌都可以 把握這點,卡牌連擊串的夠多,不管用什麼角色卡牌要過關應該都不難XD 局外成長很多,鐵匠、祕法牌、寶石匠都能有感提升體驗與卡牌強度, 只要花時間肯定能過關, 總之,就是個爽GAME
比射爽! 爬行者实际上比起普通的卡组构筑游戏,并没有什么特别的创新,核心玩法倍率连击系统(按照法力消化从小到大的顺序打出卡牌就能获得加成)放在别的游戏里往往会是一个卡组的核心技能或是一个关键道具,而在爬行者,这个系统则是打出伤害的唯一基础逻辑,可以说这一设计实际上限制了玩家卡组的构筑思路,简直是臭名昭著的XX教我玩游戏系列。 那么,爬行者做对了什么?为什么简单的核心系统依旧让玩家不亦乐乎?究竟独特之处在哪里?对于我来说: 1:像素画风和爽歪歪的老虎机特效风格,清爽又让人心情愉悦,各种音效也有点可爱。 2:卡组构筑的容错率极高,因为各种润滑组件(连击卡牌,一次性卡牌)的加入,还有卡牌镶嵌宝石(回手、复制、恢复法力等),几乎不存在卡手的情况。 3:明显的正反馈,即使是闯关失败也能解锁大量新要素,每次局外提升都会明显体现在下一把中。 4:幸存者IP的熟悉感,各种道具和超武合成和本家幸存者一脉相承,对于幸存者老玩家而言上手难度进一步降低。 5:精妙的数值控制,真不知道作者怎么设计的,每一个节点的数值都精巧地卡在玩家的成长线之下一点点,只要稳扎稳打经营好卡组,不出现太多失误,通关并没有什么难度。 6:作者就是要玩家“赢!”,这个游戏就是为了“爽!”,这种不为难玩家的设计理念真是难得可贵() 7:究竟还在看啥,这么便宜快点买了就得了!
The game seriously needs to be rebalanced. I get that the bridge is supposed to be hard, but I can not get past the second bridge. Ive tried everything and if I dont get the perfect hand every time, I lose. its just not fun
Нет профиля с Мортаччо
双枪姐我永远拥护你,两眼一睁就是UNITE
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $900 | 17 | 76% | $1.99 | |
| — | 0 | — | — | |
| $1.1M | 3.1K | 79% | $14.99 | |
| $18.7K | 77 | 64% | $9.99 | |
| $17.5K | 45 | 96% | $14.99 | |
| $3.9K | 10 | 60% | $13.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.1M | 4.1K | 79% | $34.99 | |
| $5.1M | 4.2K | 68% | $20.99 | |
| $5.1M | 8K | 97% | $12.49 | |
| $5.1M | 12.8K | 79% | $14.99 | |
| $5.1M | 11.4K | 64% | $19.99 | |
| $5.1M | 10.9K | 93% | $12.99 |