Compara los precios de Vampire Survivors en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por poncle. Publicado por poncle. Lanzado el 20/10/2022. Disponible en PC, Mac, Xbox. Géneros: Action, Casual, Indie, RPG. Puntuación Metacritic: 86/100.

Forget the genre label. Once you crack the weapon evolution system, thirty minutes vanish and then another thirty, and then it's 2 AM and you're theorycrafting a Bloody Tear build in your head.

I went in expecting a throwaway idle game and came out the other side sixty-plus hours later, still chasing one more evolved weapon combo. Vampire Survivors earns its cult status not through storytelling or production budget but through a staggeringly well-tuned feedback loop built on a single, almost insulting premise: move with one stick, do nothing else, and watch the chaos scale from a lone whip-crack to a screen-obliterating light show. It sounds shallow. It genuinely is not. The whole architecture rests on the weapon evolution system. You carry up to six weapons and six passive items per run, and specific weapon-plus-passive pairings, once both are fully levelled, can fuse into dramatically more powerful forms when you open a boss chest. The Whip plus Hollow Heart becomes the Bloody Tear. The Knife plus Bracer becomes Thousand Edge. The King Bible fused with Spellbinder becomes Unholy Vespers. Learning which combinations exist, then engineering a run to hit three or four of them in one go, is where the real game lives. It starts feeling less like a horde-survival and more like a build-puzzle with a thirty-minute timer. The runs are short enough to retry without grief, long enough to feel the full arc from fragile to unstoppable. That arc, specifically the moment your character goes from one sad projectile to a weapon-cloud that evaporates entire waves before they reach you, produces a satisfaction hit that holds up across many, many repeated attempts. The progression layer underneath the runs keeps things moving between sessions. Gold earned per run feeds into a persistent upgrade board, gradually bumping starting stats across characters. New characters unlock with their own starting weapons and passive quirks, which changes which evolutions are in reach. Stages vary enough to shift tactics: the open Mad Forest gives you room to kite, the Inlaid Library forces left-right movement and changes enemy pathing, the Dairy Plant walls you in with traps. The DLC packs (Legacy of the Moonspell, Tides of the Foscari, Operation Guns, and the Castlevania-themed Ode to Castlevania, among others) layer in additional stages, characters, and their own evolution trees, extending the run-count ceiling considerably. The Castlevania collaboration in particular slots in with a coherence that suggests poncle genuinely understood the source material rather than just licensing art assets. The criticism worth hearing is this: once you have figured out two or three reliable evolution paths you love, the strategic ceiling stops expanding at the same rate the run count grows. There is a stretch, somewhere around hour thirty to forty depending on your research habits, where new unlocks come slower and the core loop starts feeling like revisiting known territory rather than discovering new ground. The art style is also intentionally lo-fi and that is fine, but the tonal consistency wavers across stages and enemy types in a way that is noticeable if you care about visual coherence. These are real limits. They are also the limits of a game that costs less than a coffee and was built by a solo developer before expanding to a tiny team. Holding it to the same bar as a forty-dollar title would be bad faith criticism. For RPG-adjacent players specifically, this is worth flagging: there is no narrative to speak of. Character lore exists in text snippets but the game makes no attempt to build out a world through dialogue or quests. If your engagement requires story hooks, Vampire Survivors will plateau for you within a few hours. But if your version of an RPG fix is build variety, theorycrafting, meaningful choice under time pressure, and the compulsion to optimize loadouts across many attempts, the game scratches that itch at a price point that borders on embarrassing for how many hours it delivers. Monika, Scout Team

Vampire Survivors

Vampire Survivors

20 oct 2022poncle
GamerScout opina

Forget the genre label. Once you crack the weapon evolution system, thirty minutes vanish and then another thirty, and then it's 2 AM and you're theorycrafting a Bloody Tear build in your head.

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I went in expecting a throwaway idle game and came out the other side sixty-plus hours later, still chasing one more evolved weapon combo. Vampire Survivors earns its cult status not through storytelling or production budget but through a staggeringly well-tuned feedback loop built on a single, almost insulting premise: move with one stick, do nothing else, and watch the chaos scale from a lone whip-crack to a screen-obliterating light show. It sounds shallow. It genuinely is not. The whole architecture rests on the weapon evolution system. You carry up to six weapons and six passive items per run, and specific weapon-plus-passive pairings, once both are fully levelled, can fuse into dramatically more powerful forms when you open a boss chest. The Whip plus Hollow Heart becomes the Bloody Tear. The Knife plus Bracer becomes Thousand Edge. The King Bible fused with Spellbinder becomes Unholy Vespers. Learning which combinations exist, then engineering a run to hit three or four of them in one go, is where the real game lives. It starts feeling less like a horde-survival and more like a build-puzzle with a thirty-minute timer. The runs are short enough to retry without grief, long enough to feel the full arc from fragile to unstoppable. That arc, specifically the moment your character goes from one sad projectile to a weapon-cloud that evaporates entire waves before they reach you, produces a satisfaction hit that holds up across many, many repeated attempts. The progression layer underneath the runs keeps things moving between sessions. Gold earned per run feeds into a persistent upgrade board, gradually bumping starting stats across characters. New characters unlock with their own starting weapons and passive quirks, which changes which evolutions are in reach. Stages vary enough to shift tactics: the open Mad Forest gives you room to kite, the Inlaid Library forces left-right movement and changes enemy pathing, the Dairy Plant walls you in with traps. The DLC packs (Legacy of the Moonspell, Tides of the Foscari, Operation Guns, and the Castlevania-themed Ode to Castlevania, among others) layer in additional stages, characters, and their own evolution trees, extending the run-count ceiling considerably. The Castlevania collaboration in particular slots in with a coherence that suggests poncle genuinely understood the source material rather than just licensing art assets. The criticism worth hearing is this: once you have figured out two or three reliable evolution paths you love, the strategic ceiling stops expanding at the same rate the run count grows. There is a stretch, somewhere around hour thirty to forty depending on your research habits, where new unlocks come slower and the core loop starts feeling like revisiting known territory rather than discovering new ground. The art style is also intentionally lo-fi and that is fine, but the tonal consistency wavers across stages and enemy types in a way that is noticeable if you care about visual coherence. These are real limits. They are also the limits of a game that costs less than a coffee and was built by a solo developer before expanding to a tiny team. Holding it to the same bar as a forty-dollar title would be bad faith criticism. For RPG-adjacent players specifically, this is worth flagging: there is no narrative to speak of. Character lore exists in text snippets but the game makes no attempt to build out a world through dialogue or quests. If your engagement requires story hooks, Vampire Survivors will plateau for you within a few hours. But if your version of an RPG fix is build variety, theorycrafting, meaningful choice under time pressure, and the compulsion to optimize loadouts across many attempts, the game scratches that itch at a price point that borders on embarrassing for how many hours it delivers.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supporttrading-cardscloud-savesWeapon EvolutionAuto-AttackBuild CraftingRogueliteSingle-StickMeta-ProgressionBullet Hell ReversalCo-op Support

Requisitos del sistema

Mínimos

OS
Windows 10 64bit
Processor
x64 architecture with SSE2 instruction set support
Memory
1 GB RAM
Graphics
DX11, DX12 capable
Storage
600 MB available space

Recomendados

Requires a 64-bit processor and operating system

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Reseñas y valoraciones

Metacritic
86

Información del juego

Desarrolladora
poncle
Distribuidora
poncle
Fecha de lanzamiento
20 oct 2022

Modos de juego

singleplayer
multiplayer
coop
online coop
Cooperativo en línea

Idiomas

Subtítulos (13)
EnglishFrenchItalianGermanSpanish - SpainJapanese+7 más

Características

AchievementsController SupportTrading CardsCloud Saves

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¿En qué plataformas está disponible Vampire Survivors?

Vampire Survivors está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Vampire Survivors?

Vampire Survivors se lanzó el 20 de octubre de 2022.

¿Quién desarrolló Vampire Survivors?

Vampire Survivors fue desarrollado por poncle.

¿Merece la pena comprar Vampire Survivors?

Vampire Survivors tiene una puntuación Metacritic de 86/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.