Compare Vampire's Fall: Origins prices across 50+ stores and find the best deal. Developed by Early Morning Studio. Published by Early Morning Studio. Released on 1/31/2020. Available on PC, Xbox. Genres: Indie, RPG.

If you have a soft spot for gothic isometric RPGs and don't mind a little grind, this budget-priced vampire revenge tale punches well above its mobile origins, just go in with realistic expectations.

I went into Vampire's Fall: Origins half-expecting to bounce off it within an hour, knowing its roots as a mobile title. What kept me going was how earnestly it commits to the old-school isometric RPG atmosphere it's chasing. The dark, hand-drawn world of Vamp'Ire carries a genuine gothic weight, decayed settlements, satanic-style text, a color palette that feels fundamentally hopeless in all the right ways. The soundtrack holds that mood together, with combat sound effects that land with satisfying crunch each time you slot in an ability. It knows what atmosphere it wants and it does not apologize for it. The core loop is classic to a fault. You pick one of four vampire lineages at character creation, Nosferatu, Magistrav, Ranjeni, or Equides, each granting a distinct passive stat bonus that nudges your build direction. From there, a three-branch skill system called Bloodlines (roughly split across offensive Anger, defensive, and arcane paths) lets you specialize across dozens of tiers. Combat itself shifts to a separate side-on screen where you choose between Weapons, Control, and Instinct actions each turn, spending a Focus resource on the more powerful vampiric moves like Bite, Bat Swarm, and Conjure. The Bite ability doubling as a modest self-heal is a small but meaningful design choice that adds a layer of resource tension to tougher fights. Six New Game Plus tiers extend the ride for players who want a stiffer challenge after the credits roll. Here is where honesty matters. The game has a mobile skeleton under its PC clothes, and that is sometimes visible. Fetch quests dominate the side content, fast travel is limited and stingy, and the world can feel hollow between combat encounters. Difficulty spikes arrive without much warning, and quest tracking occasionally leaves you wandering without clear direction. Some players in the community have noted that the PC version lacks online features present on mobile, and updates on Steam have been sparse. If you approach it expecting Diablo's density or Vampyr's moral depth, you will feel the gaps. What Early Morning Studio got right is the price-to-content ratio and the complete absence of monetization pressure on PC. No microtransactions, no timers, no paywalls grafted onto the grind. The main campaign runs 30 to 35 hours at a measured pace, and the writing carries a self-aware wit that keeps the story from taking itself too seriously. Dialogue choices occasionally branch in ways that feel genuinely reactive, and optional Brutal encounters scattered across the map give build-focused players something to theorize around. The loot system, with over 150 weapon and armor variants, actually does change your character model in combat, which is a small handcraft touch I appreciated more than I expected. This is the kind of game I find myself defending not because it is flawless, but because the love for classic RPGs is legible in every system. It is imperfect, repetitive in stretches, and carries the fingerprints of its mobile past. But for a certain kind of player who misses the unhurried pacing of early-2000s isometric RPGs and wants a gothic world to get lost in without spending a fortune, it earns its place. Kai, Scout Team

Vampire's Fall: Origins
IndieRPG

Vampire's Fall: Origins

Jan 31, 2020Early Morning Studio
GamerScout Says

If you have a soft spot for gothic isometric RPGs and don't mind a little grind, this budget-priced vampire revenge tale punches well above its mobile origins, just go in with realistic expectations.

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About Vampire's Fall: Origins

I went into Vampire's Fall: Origins half-expecting to bounce off it within an hour, knowing its roots as a mobile title. What kept me going was how earnestly it commits to the old-school isometric RPG atmosphere it's chasing. The dark, hand-drawn world of Vamp'Ire carries a genuine gothic weight, decayed settlements, satanic-style text, a color palette that feels fundamentally hopeless in all the right ways. The soundtrack holds that mood together, with combat sound effects that land with satisfying crunch each time you slot in an ability. It knows what atmosphere it wants and it does not apologize for it. The core loop is classic to a fault. You pick one of four vampire lineages at character creation, Nosferatu, Magistrav, Ranjeni, or Equides, each granting a distinct passive stat bonus that nudges your build direction. From there, a three-branch skill system called Bloodlines (roughly split across offensive Anger, defensive, and arcane paths) lets you specialize across dozens of tiers. Combat itself shifts to a separate side-on screen where you choose between Weapons, Control, and Instinct actions each turn, spending a Focus resource on the more powerful vampiric moves like Bite, Bat Swarm, and Conjure. The Bite ability doubling as a modest self-heal is a small but meaningful design choice that adds a layer of resource tension to tougher fights. Six New Game Plus tiers extend the ride for players who want a stiffer challenge after the credits roll. Here is where honesty matters. The game has a mobile skeleton under its PC clothes, and that is sometimes visible. Fetch quests dominate the side content, fast travel is limited and stingy, and the world can feel hollow between combat encounters. Difficulty spikes arrive without much warning, and quest tracking occasionally leaves you wandering without clear direction. Some players in the community have noted that the PC version lacks online features present on mobile, and updates on Steam have been sparse. If you approach it expecting Diablo's density or Vampyr's moral depth, you will feel the gaps. What Early Morning Studio got right is the price-to-content ratio and the complete absence of monetization pressure on PC. No microtransactions, no timers, no paywalls grafted onto the grind. The main campaign runs 30 to 35 hours at a measured pace, and the writing carries a self-aware wit that keeps the story from taking itself too seriously. Dialogue choices occasionally branch in ways that feel genuinely reactive, and optional Brutal encounters scattered across the map give build-focused players something to theorize around. The loot system, with over 150 weapon and armor variants, actually does change your character model in combat, which is a small handcraft touch I appreciated more than I expected. This is the kind of game I find myself defending not because it is flawless, but because the love for classic RPGs is legible in every system. It is imperfect, repetitive in stretches, and carries the fingerprints of its mobile past. But for a certain kind of player who misses the unhurried pacing of early-2000s isometric RPGs and wants a gothic world to get lost in without spending a fortune, it earns its place. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieTurn-Based CombatGothic AtmosphereVampire Lineage BuildsNew Game PlusIsometric WorldFetch-Quest HeavyBudget RPGMobile Port

System Requirements

Minimum

OS
Windows 7+
Memory
2 GB RAM
Storage
1500 MB available space
Graphics
Discreet video card
Processor
Intel i3+

Recommended

OS
Windows 7+
Memory
2 GB RAM
Storage
1500 MB available space
Graphics
Discreet video card
Processor
Intel i3+

Reviews & Ratings

No ratings available

Game Info

Developer
Early Morning Studio
Publisher
Early Morning Studio
Release Date
Jan 31, 2020

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