
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
大味なのはシリーズの共通点なのかもしれないが、とにかくテンポが悪い。オーバーキルをボス戦以外でもできるようになると、さらにテンポが悪くなる。カードごとのシナジーとかもないので、ただ強いカードをコスト順に投げつけるだけになってしまう。カードゲームにするなら、特定カードとのコンボとかの工夫がほしかった。現状カードゲームにした意味は感じない。
[b]🎮 实际玩起来:[/b]你用第一人称视角在地牢里走格子,遇敌用卡牌打回合制战斗;每局拿牌、装宝石,按费用从低到高接连击放大伤害,再用结算奖励解锁更多成长,让后续开局更强。搭配不必研究很深也能打得痛快,后期手牌多了,找牌、安排顺序会费神;不同地牢的流程相似,连续玩容易腻。中途回主菜单,下次能继续这一局。 [list] [*][b]✅ 买:[/b]喜欢跟着感觉搭牌、打出高伤害,能接受后期选牌费神和重复流程。 [*][b]❌ 绕开:[/b]想少动脑、少动手地休息,或不能接受重复的闯关流程。 [/list] [b]⚠️ 购买前注意:[/b]有简体中文,部分宝石说明不够清楚,可能需要查资料或自己试效果。 [b]— 只想判断要不要买,读到这里就够了 —[/b] [i]⬇️ 想看我给一张卡装错宝石后发生了什么,再往下看。[/i] (以下内容建议在完整评测页阅读;正文以完整评测页排版为准。) [hr][/hr][hr][/hr] 最近 CRPG 玩得有点多,脑子累了,想找个轻松游戏休息。冲着《吸血鬼幸存者》的名头,我觉得这把稳了。 [b]这是一个陷阱。[/b] 前几个小时,我还在感叹这帮人真会让玩家省心。后面看着满屏卡牌,我开始疑惑:“这……这是吸血鬼幸存者的轻松续作?!” 😱 [h2]上手很轻松[/h2] 刚上手时,在地牢里走走,遇到敌人就打牌。最基础的出牌思路是看卡牌左上角的法力消耗,按 0、1、2 这样的连续费用接 Combo。不必先把每张牌的机制研究明白,顺着费用打,就能感受到连起来之后越来越猛。 宝石给得也痛快,前期就能看到“双倍宝石”:“造成双倍伤害。”名字简单,效果直接,没一会儿就开始秒天秒地。 战斗中升级拿到的新牌,本场还能免费打一次。新玩具到手就能试,不用先掂量法力够不够。 第一局我以为自己拿牌挺均衡,结果越来越容易抽到 0、0、2。那个能接在中间的 1 呢?用手柄按 LB 打开牌组一看:0 费 8 张,1 费 4 张,2 费 4 张。 破案了,我自己拿的。🌝 这个界面在升级选奖励时也能打开,不用凭记忆猜自己缺什么。刷出宝石以后,还能先进入镶嵌界面看看有哪些牌能装;没有想装的,就返回去选别的奖励。 第一局最后还是死了。防御牌太少,又没什么恢复手段,血被一点点磨没。结算却跳出一大堆新解锁项,我居然连死了都觉得爽。后来通关也没给我多大压力,死亡多数时候来自鬼抽。 前作的经验也能直接拿来用。“神鞭”加“空虚之心”变成能回血的“血笞”,我明明是本作新手,却一眼就知道这种进化搭配,省了不少摸索的工夫。 玩其他构筑游戏,我常想把搭配研究透。这作没让我产生这种冲动。起初还纠结铁匠铺先给哪些牌开槽,后来跟着感觉点,也能过图。 铁匠铺能增加宝石槽位,珠宝店能调整宝石稀有度,强化能让你同时带上三个探索者;秘能里还有“连击不绝”,让连击数在回合结束时不清零,以及“甲不离身”,把防御留到后续回合。 认真研究的人,应该能更快、更稳定地开始爽;像我这样玩的人,慢一点、靠运气一点,偶尔被打死,照样玩得高兴。 [h2]勇气[/h2] 最值得夸的,是开发组的勇气。 有一次按错了,把“法力消耗 -1”的宝石装到了原本 0 费的神鞭上。我以为最低只能降到 0,第一反应是浪费了。结果[b]费用真的变成了 -1,打出去还给我加了 1 点法力[/b],后面接 0 费牌照样算连击。 我草,真敢啊。🤩 “万能”牌更离谱。打完 2,没有 3 了,先来一张万能,后面接 0 也行,接 -1 也行。连击不断,又能从低费用往上打。多来几张万能,这串数字就能绕着打好几遍。 “念力法球”在前作里就是我最喜欢的东西之一;到了这作,它照样讨我喜欢,直接抽牌,Combo 越高,抽得越多。 玩到后来,我只在每局开头稍微留意一下牌组的费用分布。拿到万能和念力法球之后,缺了某个费用,也经常有办法接下去。 连击越长,伤害越夸张。Boss 死了还可以接着鞭尸,打出去的牌叠了一大摞,最后还蹦出 5000 金币。 https://steamcommunity.com/sharedfiles/filedetails/?id=3797872835 我很喜欢它对数值、手牌和连击膨胀的宽容。要是规定费用最低只能到 0,再给手牌和连击都设个上限,我担心特色也会一起被收拾掉。失去这些自由,它在同类里未必还有多出众。 玩法越来越自由,手里需要亲自处理的东西也越来越多。 [h2]越爽越累[/h2] 我玩《吸血鬼幸存者》,前十五分钟发展好了,后面经常能站着不动,让它自己乱杀,还能看看手机。到了这作,我一直得走路、转向、选牌。这些操作本身不难,后期牌和效果越堆越多,出牌就没那么省心了。 这一张万能现在用不用?接下来从哪个费用重新开始?先打哪张抽牌卡?刚才看到的那张 1 费跑到哪里去了?等我打出几张,手里的牌还可能变得更多。 牌多得要死,数字高得要死,人也累得要死。 [pullquote]在《吸血鬼幸存者》里,无限膨胀的数值会带来爽感和电脑卡顿; 在《吸血鬼爬行者》里,无限膨胀的数值会带来爽感和人脑卡顿。[/pullquote] https://steamcommunity.com/sharedfiles/filedetails/?id=3797871768 电脑倒是一直挺稳,我没遇到性能问题或 Bug。 我用过手牌排序。它能缓解“我要打什么类型的牌”的压力,但没法替我解决“我现在有哪些牌,我应该先打哪张牌”的压力。 “打出全部”在鬼抽、手里全是 0 费时很实用。但它基本不按我的思路出牌,想把搭配接顺,仍然得自己来。 界面整体我觉得“可用”,手牌一多,还是挤得难看清、难找牌。 不激活“诅咒”,不去高难地图,确实可以不太在乎长 Combo,省事地玩。但我觉得这游戏得推图,解锁更多卡牌、宝石、神器,玩起来才会更多样。 接连击的基本规则并没变难,同时要看的牌却多了一大堆,我已经忙得猪脑过载了。 [h2]重复感与碎片时间[/h2] 地图的重复感来得更早。大概玩到六小时,通了森林的几个难度和书库的一些关卡,我就开始觉得重复。后来发现,不同主题的主要地图也很像。 在常规流程里,森林、书库、乳品厂、大教堂基本都是五层推进。美术换了,敌人种类、攻击模式和数值换了,底层流程还是很熟悉的那套。桥那几张地图只有一层,路线笔直,流程也短,像过渡关;“擎天塔”有六层,但第六层很小,进去就是最终 Boss,我感觉更多是给最后一战添点仪式感。 敌人在我这里也基本就两个问题:打我疼不疼,以及难不难打死。要是拿掉卡牌战斗,单看第一人称走地牢,我基本没有继续玩的兴趣。 解锁项常要求把不同的探索者练到一定等级,所以我的组合换得挺勤。拿牌思路却很固定:万能优先;没有万能,就补数量比较少的费用档位。 无尽模式解决了“搭配刚刚成型,这一局就结束了”的遗憾,让我能多爽一会儿。不过,它没有改变我对重复度和整体节奏的判断。 这作拿来填碎片时间最舒服。朋友约好二十分钟后出去吃烧烤,我就可以打开它玩一会儿。单局时长不固定,好在可以随时退出或回主菜单,下次点“继续”接着玩。 复杂游戏有时让我停不下来,停了又怕重新打开,怕忘了上次那一大堆事情。这作顺手就关了,随手又开了。即便打一场会累,重新打开也不用先花半天回忆进度。我会继续玩,但拿来当主游戏连续猛玩,重复感就太明显了。 [h2]说明没说明白[/h2] 宝石的中文说明问题不少,经常让我觉得它在说:“我知道是什么意思,你作为玩家肯定也知道吧。” 比如: [quote]“探索者召唤 将所有探索者召唤到手牌中。”[/quote] “所有”到底包括哪些?把场上的收回来?从牌组里找出来?探索者的能力会不会重置? 还有一颗: [quote]“钙质 造成骨骼伤害。”[/quote] 骨骼伤害又是什么东西?你这么一写,我都要开始想敌人是不是还有骨骼抗性了。😂 这里既有机制说明的信息不足,也有中文表达的问题,不能一律算成错译。读不懂的,有些得查资料,有些只能先迷迷糊糊地用。 我能接受一定程度的一知半解。“骨头”这张 0 费牌,打出去弹来弹去,伤害很猛,牌面只写着伤害数值和“作用于多个敌人”。我一开始也想知道它怎么弹、怎么算,后来觉得反正好用,先拿。少看点公式,也算轻松的一部分。 至于宝石装到卡牌上会起什么作用、效果影响哪些对象,我还是希望说明能讲清楚。 [h2]操作与泛光[/h2] 操作上我更推荐手柄,左摇杆移动、右摇杆转向,符合平时的习惯。键鼠用 Q、E 转向比较复古,我看到第一人称就想动鼠标,刚开始有点别扭。不过一共就几个按键,也不算难适应。 图形设置里的“泛光”非常炫彩夺目,连伤害数字和卡牌费用都在发光,像进了夜店或者赌场。我开久了眼睛不舒服,关掉就好多了,觉得刺眼的可以试试。 [h2]自洽与代价[/h2] 这游戏没让我觉得多惊世骇俗,但整体自洽:容易上手,不断解锁新东西,打出越来越离谱的效果,这些体验都在往爽感和自由上走。在我看来,后期的操作负担是随之而来的副作用。我会累,却也舍不得把这些自由拿掉。 “谢谢你,探索者,但吸血鬼在另外一个棺材里!” 另外一个棺材里,装着一个站着就能乱杀的吸血鬼;这里?这里没有。
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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 |
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| 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
Really, if you liked Vampire Survivors, this is the same but more polished. You get the big dopamine-rewarding bling blongs when you hit thresholds and after a certain level of unlocks the game largely plays itself and you can really only lose if you fall asleep. That, I think, is kind of the main weakness of the game. There's an early game where you have no options, there's a midgame where you have some options and occasionally have to think, and there's an endgame where it's a colour-matching minigame that wouldn't challenge anyone except a toddler or an American politician. It's carried by a gorgeous presentation of good art and excellent music, though, so you never really regret the time spent with it, but by a certain point you do start wishing it'd be over with soon, because the new areas don't really add anything... new. Every new area is just a reskin of previous areas with bigger numbers, no mechanical twists or anything. Only the boss fights deviate to some minor extent from the average gameplay, but even then they are trivially trounced. Still. Blinky colours. Music. Dopamine. One thing I miss, though? The really BIG chests from Survivors. Where's my "I hit the jackpot!!!!"-dopamine, Crawlers? GIVE ME THE DOPAMINE.
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.
is pretty fukn 'meh', man
Es como Vampire Survivors pero no es Vampire Survivors
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!
Really fun to play and quite easy to understand. It's a lot less headache-inducing compared to other games of the same type due to the deckbuilding is happening on the go, no need to wring my brain dry staring at the card list
meh. just too busy and clunky and the game is about grinding without being interesting enough.
Feels like more like a slot machine than a roguelike. It's a shame because I love Vampire Survivors.
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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