Compare Vampire Hunters prices across 50+ stores and find the best deal. Developed by Gamecraft Studios. Published by Gamecraft Studios. Released on 10/30/2024. Available on PC. Genres: Action, Indie.

Stack up to 14 guns simultaneously and watch the screen dissolve into glorious chaos - this is the bullet-heaven roguelite formula dragged into first-person, and it works more often than it has any right to.

I'll admit my expectations were modest when I first loaded this one up. The bullet-heaven genre has been cloned relentlessly since Vampire Survivors blew up, and most imitators just reskin the formula without asking what the perspective actually changes. Vampire Hunters asks that question, and the answer turns out to be surprisingly interesting. The core loop will read as familiar: you drop into an arena, enemies pour in from every direction, you level up by collecting souls and orbs, and each level-up hands you a random choice of new weapons or upgrades. What shifts everything is the first-person viewpoint. Enemies can slip in behind you, the levels have genuine verticality that forces you to climb, jump, and pivot, and suddenly positioning matters in a way it never did in a top-down survivors game. The weapon-stacking system is the real draw, though. You can equip up to fourteen weapons simultaneously, pulling from a roster that ranges from revolvers and SMGs to flamethrowers, miniguns, and a holy-water hose. Early runs feel thin - a couple of stiff-feeling guns that don't have much feedback - but the moment your build fills out and the screen becomes a dense corridor of overlapping projectiles and blood-mist gibbing, the whole thing clicks. Individual weapon feel is genuinely the game's weakest mechanical point, and a handful of guns remain underwhelming even at full build, but the cumulative chaos drowns it out. Two modes give the experience some shape. Survival mode drops you into crafted 3D arenas with multi-story layouts and coffin-spawners to destroy. Classic mode swaps arenas for long corridors chased by a deadly creeping fog, pushing you forward at a constant pace. Classic leans harder on timing and pacing, and introduces some mechanics - weapon combining, an engineering stat - that the game explains poorly and leaves you to figure out mid-run. The roster of playable characters is small but deliberate: each one has a distinct skill tree and individual upgrade paths, so swapping characters between runs genuinely changes how you build. Constellation cards and artifact unlocks add modifier-style challenge runs that can flip the whole ruleset if you want escalating difficulty. Permanent meta-progression through gold and base-stat upgrades means early deaths still feel productive rather than punishing. Visually, the game wears its retro roots openly. Angular, polygonal enemies and modest arena texturing put it somewhere in the territory of mid-90s PC gaming, and that is a deliberate aesthetic choice rather than a budget shortcut - it holds performance impressively well even when the screen is saturated with particle effects. The soundtrack leans into an electronic, almost disco-inflected energy that sits at an odd but oddly fitting angle to the Gothic setting, and the audio cues for different weapons give each run a tactile audio layer that the visual side alone could not carry. Where the presentation does genuinely struggle is the UI, which has been flagged by reviewers across the board as cluttered and sometimes opaque, particularly for new players sorting out the Classic mode. The honest ceiling on Vampire Hunters is that the loop runs out of surprises faster than the best entries in this genre. Once each character's tree is explored, runs start to converge on similar slaughterfests, and the lack of any multiplayer option keeps it strictly a solo experience. Players who cleared Vampire Survivors and Halls of Torment and want their next 15-20 hours in this space will find it a rewarding, distinct-feeling cousin rather than a step forward. Steam players have rated it around 89-90% positive across well over a thousand reviews, which is not a fluke score. It earned that by doing the thing it sets out to do - put you behind the eyes of someone wielding an absurd arsenal against endless undead - with enough craft to justify its running time. Kai, Scout Team

Vampire Hunters
ActionIndie

Vampire Hunters

Oct 30, 2024Gamecraft Studios
GamerScout Says

Stack up to 14 guns simultaneously and watch the screen dissolve into glorious chaos - this is the bullet-heaven roguelite formula dragged into first-person, and it works more often than it has any right to.

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About Vampire Hunters

I'll admit my expectations were modest when I first loaded this one up. The bullet-heaven genre has been cloned relentlessly since Vampire Survivors blew up, and most imitators just reskin the formula without asking what the perspective actually changes. Vampire Hunters asks that question, and the answer turns out to be surprisingly interesting. The core loop will read as familiar: you drop into an arena, enemies pour in from every direction, you level up by collecting souls and orbs, and each level-up hands you a random choice of new weapons or upgrades. What shifts everything is the first-person viewpoint. Enemies can slip in behind you, the levels have genuine verticality that forces you to climb, jump, and pivot, and suddenly positioning matters in a way it never did in a top-down survivors game. The weapon-stacking system is the real draw, though. You can equip up to fourteen weapons simultaneously, pulling from a roster that ranges from revolvers and SMGs to flamethrowers, miniguns, and a holy-water hose. Early runs feel thin - a couple of stiff-feeling guns that don't have much feedback - but the moment your build fills out and the screen becomes a dense corridor of overlapping projectiles and blood-mist gibbing, the whole thing clicks. Individual weapon feel is genuinely the game's weakest mechanical point, and a handful of guns remain underwhelming even at full build, but the cumulative chaos drowns it out. Two modes give the experience some shape. Survival mode drops you into crafted 3D arenas with multi-story layouts and coffin-spawners to destroy. Classic mode swaps arenas for long corridors chased by a deadly creeping fog, pushing you forward at a constant pace. Classic leans harder on timing and pacing, and introduces some mechanics - weapon combining, an engineering stat - that the game explains poorly and leaves you to figure out mid-run. The roster of playable characters is small but deliberate: each one has a distinct skill tree and individual upgrade paths, so swapping characters between runs genuinely changes how you build. Constellation cards and artifact unlocks add modifier-style challenge runs that can flip the whole ruleset if you want escalating difficulty. Permanent meta-progression through gold and base-stat upgrades means early deaths still feel productive rather than punishing. Visually, the game wears its retro roots openly. Angular, polygonal enemies and modest arena texturing put it somewhere in the territory of mid-90s PC gaming, and that is a deliberate aesthetic choice rather than a budget shortcut - it holds performance impressively well even when the screen is saturated with particle effects. The soundtrack leans into an electronic, almost disco-inflected energy that sits at an odd but oddly fitting angle to the Gothic setting, and the audio cues for different weapons give each run a tactile audio layer that the visual side alone could not carry. Where the presentation does genuinely struggle is the UI, which has been flagged by reviewers across the board as cluttered and sometimes opaque, particularly for new players sorting out the Classic mode. The honest ceiling on Vampire Hunters is that the loop runs out of surprises faster than the best entries in this genre. Once each character's tree is explored, runs start to converge on similar slaughterfests, and the lack of any multiplayer option keeps it strictly a solo experience. Players who cleared Vampire Survivors and Halls of Torment and want their next 15-20 hours in this space will find it a rewarding, distinct-feeling cousin rather than a step forward. Steam players have rated it around 89-90% positive across well over a thousand reviews, which is not a fluke score. It earned that by doing the thing it sets out to do - put you behind the eyes of someone wielding an absurd arsenal against endless undead - with enough craft to justify its running time. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Bullet HeavenWeapon StackingArena SurvivalClassic ModePermanent ProgressionBoomer Shooter VibesSteam Deck Verified

System Requirements

Minimum

OS
Windows 10 64-bit or later
Memory
4 GB RAM
DirectX
Version 11
Storage
7 GB available space
Graphics
GTX 460 or equivalent
Processor
2.4 GHz Quad Core processor or higher
Sound Card
One that can handle more than 5 sounds playing at the same time

Recommended

OS
Windows 10 64-bit or later
Memory
8 GB RAM
DirectX
Version 11
Storage
7 GB available space
Graphics
GTX 1650 or equivalent
Processor
3.0 GHz Quad Core processor or higher
Sound Card
One that will make your ears bleeeeed

Reviews & Ratings

No ratings available

Game Info

Developer
Gamecraft Studios
Publisher
Gamecraft Studios
Release Date
Oct 30, 2024

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