
To hunt vampires, you'll need guns. Lots of guns. Mow down hordes of undead creatures by stacking your guns into absurd, over-the-top builds. Unleash your firepower and survive the mayhem in this Roguelite Survivors FPS.
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.
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): 0.43/day in the week to Aug 9 → 8.43/day in the week after.
About
Vampire Hunters is a unique FPS that combines the adrenaline-pumping action of classic shooters with the innovative mechanics of the beloved Survivors-likes.
Unleash your firepower as you stack up to 14 different weapons and craft absurd, impossibly awesome builds to mow down legions of vampires, demons, and other supernatural foes.
Control unique hunters — each with different abilities - and choose insane-yet-useful upgrades as you survive through the onslaught in this retro-inspired Bullet Heaven FPS.
Lots of Guns: Stack up to 14 weapons to amass earth-shattering firepower.
Mind-Blowing Builds: Collect every firearm – from the classic revolver to a high-pressure holy water hose.
Upgrade, upgrade, upgrade! Explore unique playstyles with an addicting “just one more try” Roguelite gameplay.
Infinite Mayhem: Slay vampires, demons, and everything undead by the thousands through steampunk-inspired imaginative levels.
Unlike Anything Else: Enjoy this novel mix of old-school FPS with the unique gameplay from Vampire Survivors.
Absurd, Cheesy, and Fun: Experience a lighthearted tone with exciting electronic disco vibes that make every session a blast!
Genres
Sums Steam only; PlayStation, Xbox, 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 | $14.99 | 2.2Kreviews | 90% | — | $727.8K |
| $14.99 | 492ratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 199 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game, really enjoyable and has good replayability. My only complaint is that the game tells you what the characters strengths and weaknesses are but fails to mention that some of those strengths aren't actually available until after you've managed to grind a bunch of levels for those characters. The Paladin, for example, has "self-healing" as one of her strengths, but her first very weak health regen perk is locked behind 2 other perks and her good healing ability is her final capstone perk.
面白くはある…でも武器のシナジーはない、アイテムの合成的な要素もない…でもたくさんの武器を使って敵をなぎ倒すのは面白いし、爽快感はある。 自分はギリギリおすすめできるけど、2~4回ほどで飽きる人は飽きると思います… 1回30分のゲームなら合成要素、シナジーを加えて欲しかったところです。
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, French, German, Italian, Korean
| $14.99 |
| 346ratings |
| 86% |
| — |
| not modelled |
| $14.99 | — | — | — | 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 199 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
hell yeah
,,
Remove the vine boom sound from the menus, and the God awful main menu music, and maybe I'll play it with sound on
アホっぽいゲーム画面とパッと見のヴァンサバっぽさを期待するとなんか違う・・・ってなる。たくさんの武器にたくさんのアップグレード最後は脳汁ブシャー!!ヒャッハー!!って感じかと最初は思うが、別に武器同士のシナジーもないし、多分合成的な要素もない。ので普通に意外性もない直線的な自身の強化と敵の強化が並行してて、最後まで意外性がない感じ。 だからと言って面白くないわけではなく、FPSとしてマップを走り回る戦略性はきちんとあって、ほどよい広さのマップでいい感じの芋ポジを見つけて敵を倒してファームしつつ、けど正面からは倒しづらい敵とか別の場所に出る宝箱によって移動させられてゲーム自体は常に展開していく楽しさはある。きちんと面白い。けどたくさんの銃や変な武器が画面を埋めるバカさ加減が実際のゲームプレイに反映されるかというと、そうでもない、っていう。 なんかこう、結局プレイ中ずっと「面白いは面白い。けど、なんかちゃう・・・」って思いながら遊んじゃってしまう。そんなゲーム。
I started off enjoying this game, but the more I played, the less I liked it The game has two halves: Survivor mode, and Classic mode Survivor mode is what you see in the trailers. You run around with lots of guns and fight off non-stop enemies. Killing enemies drops exp, which levels you up, which allows you to pick more weapons or perks. The big selling point that separates it from other bullet heavens is that it's a first person shooter rather than a top down, autofighter/shmup There's 6 characters you can play as. Each has their own abilities and is meant to lean into different playstyles. However the characters and the weapons don't really lend themselves to each other. For example there's a character with high mobility and double jump vs a character that can lay down turrets. If you pick the same weapons on both characters, you're going to get the exact same experience which makes the 'playstyles' are kind of irrelevant. Like there's no guns that are 'does x when moving' or 'does y the longer you stand still'. And while effort has been put into the characters it definitely felt like there was room for more concepts The number of weapons and 'builds' you can make is also a big selling point, but again none of them lend to each other. Each weapon is its own thing. A shotgun for example can gain the ability to push enemies back, and another to do more damage the closer the enemy is. You pick a shotgun. You level it up to have both abilities. You pick a second shotgun. It is just a standard gun. You level it up to also have both the abilities. Now they just both have it. There's no bonus granted for picking the same weapon, no bonus for have stacked abilities. So you don't really lean into a 'build' because it's not like favouring picking a particular set of weapons changes anything. The only thing that can really change anything is some perks (eg 'all guns that can ricochet now ricochet'), but if you don't get those perks then it's all the same The maps are well thought out. There's a good use of verticality and choke points. The game also tries to get you to actually move around and explore. Chests spawn randomly around the map. Some elite enemies will force you to reposition or adjust angles. Some bosses will come running at you, while others spawn away from you and need to be hunted down. Overall the fact that you still need to move around no matter what is probably the games strongest feature. It's not like other bullet heavens where you reach a certain point that you can take your hands off the keyboard and you're fine Had the game been just Survivor mode it would have been fine. A not bad, not great game that with a little more polish could have been something special But then there's Classic mode. It's what Vampire Hunters started off as. Classic mode is awful You walk forward down a straight room and shoot. That's it. There's a fog coming up behind you so if you don't walk fast enough it will kill you. It comes at such a leisurely pace it's almost pointless. After walking for a few minutes you'll face one of three bosses There's no 'characters' in this mode. The weapon you select at the start is the 'character', and there's meant to be bonuses/difference between them . They are so negligible I actually didn't even realise there was a difference until several hours in. They're just extremely minor stat buffs The weapons in this mode *do* lend to each other. Weapons will have certain classes, and picking multiple weapons of the same class will give you a certain boost. Which makes me lament the fact that this wasn't in Survivor mode. They had the idea and then didn't include it later. That said, weapons range from busted, to pointless, to actually making the game frustrating For busted, there's a missile launcher that autolocks onto enemies so you don't need to aim. If you have a full build of these you can just hold down auto-fire, walk forward, and not have to worry about a thing. On the opposite end, for pointless there's the flamethrower. The flamethrower is so short range that unless you have picked a kit exclusively of flamethrowers, it won't kill anything. It's also completely worthless in boss battles (more on that in a bit). Finally for making the game frustrating, some weapons like the shotgun have knock back. That should be great for if the enemies start to overwhelm you. But the knock back can actually push them off the maps to the point where you can't shoot them. The third map in particular has a series hallways with doors at the end. You can't shoot the doors until you kill all enemies, and a shotgun can push enemies beyond these doors. Meaning all you can do is stand there and wait for them to slowly walk towards you and be on your side again. This happened on more than one run to the point I no longer picked the shotgun Finally there's bosses. Boss 1 is a giant monster that crawls towards you so you need to *sprint* backwards. As you're sprinting backwards boulders will roll towards you from behind that you also need to dodge. Sprint is L3, or click in the left joycon on Steamdeck/controller. But it's not a toggle, so you have to mash in the left joystick and hold down to sprint backwards, while avoiding boulders. It didn't register half the time so I usually ended up getting hit. Also if you use the flamethrower in this fight by the time you're in range to use it you're guaranteed to be hit Boss 2 is a floating skull that shoots fireballs. Shoot it enough and it splits in two. Shoot them enough and they split in two. This boss is fine, albeit a little tedious. If you try to use a flamethrower during this fight getting close enough to it will usually mean you get shot as you don't have enough distance to dodge Boss 3 is a giant statue in the middle of the floating ring. They will slam down their hands to block you into a section of the ring, and shoot lasers from its eyes. What you're meant to do is shoot the hands which interrupts it. The first 3 times I tried this stage my kit dealt enough damage to walk me there untouched, and then that same kit did so little damage to its hands that I was confused if that's what I was meant to be doing because the game gives no feedback. Also the flamethrower literally cannot reach the boss in the middle, meaning unless the hands are down you won't deal damage with it Had Classic mode just been a little bonus, fun thing on the side, I wouldn't have minded. I would have seen the novelty and then not touched it again. But the devs decided that half the achievements in this game are tied to this mode. They want you to play it. A lot. And it's just awful As a last complaint, while the game is listed as verified Steamdeck compatible (and it is), it's set up as a controller, not a Steamdeck. This means you can't rebind or customise keys (or say, change spring from L3 to literally any other button). While gameplay was smooth, menu navigation was often poor
fun for me, and i like it
Took me around half a dozen deaths to start getting the hang of it, but after that, it’s an absolute blast. It also, runs buttery smooth on Deck, 90FPS without a single drop. Works great with a controller too.
super fun fps
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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