{"id":1557875,"date":"2026-04-20T13:00:00","date_gmt":"2026-04-20T13:00:00","guid":{"rendered":"http:\/\/tPND6K3QcBNAZs7ifJ29FW"},"modified":"2026-04-20T13:00:00","modified_gmt":"2026-04-20T13:00:00","slug":"vampire-crawlers-review","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/vampire-crawlers-review\/","title":{"rendered":"Vampire Crawlers review"},"content":{"rendered":"<article>\n<div class=\"fancy-box\">\n<div class=\"fancy_box-title\">Need to Know<\/div>\n<div class=\"fancy_box_body\">\n<p class=\"fancy-box__body-text\"><strong>What is it?<\/strong> A roguelike deckbuilder that feels broken, not often enough in a fun way.<br \/><strong>Release date<\/strong> April 21, 2026<br \/><strong>Expect to pay<\/strong> TBA<br \/><strong>Developer<\/strong> Poncle, Nosebleed Interactive<br \/><strong>Publisher<\/strong> Poncle<br \/><strong>Reviewed on<\/strong> ASUS ROG Ally<br \/><strong>Steam Deck<\/strong> TBA<br \/><strong>Link<\/strong> <a data-analytics-id=\"inline-link\" href=\"https:\/\/poncle.games\/vampire-crawlers\" target=\"_blank\">Official site<\/a><\/p>\n<\/div>\n<\/div>\n<p>Vampire Crawlers is a brave attempt to turn everyone\u2019s favourite bullet heaven monster masher into a deckbuilder. An attempt that keeps threatening to actually work. There\u2019s good ideas in here, but too often it\u2019s about as fun as literally crawling through an actual dungeon. <\/p>\n<p><u><\/u><a href=\"https:\/\/www.pcgamer.com\/vampire-survivors\/\" target=\"_blank\">Vampire Survivors<\/a>, for the two of you who are uninitiated, is the popcorn chicken of 2D action games. You wander around a map auto-attacking while monsters bombard you from all sides. Every few seconds you level-up, pick between two death-dealing toys, and then you\u2019re straight back into the action. <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2880px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6KU6NmYnhJcxuSeeB34YDP\" name=\"Vampire Crawlers (6)\" alt=\"Battling a fish man boss in Vampire Crawlers.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2880\" height=\"1800\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Poncle, Nosebleed Interactive)<\/span><\/figcaption><\/figure>\n<p>Vampire Crawlers attempts to squash that formula into a deckbuilder that\u2019s entirely turn-based. The opening sees you approach a swarm of killer bats. You draw a hand of three cards, play one of the attacks, and watch the bats die instantly. <\/p>\n<p>Blue XP gems pour out of their corpses and send your levelling up bar flying up until <em>ding! <\/em>You\u2019ve just \u2018earned\u2019 your first level up reward. The same dopamine hit that made Vampire Survivors such a breakout smash seems to have translated over to this spin-off intact. <\/p>\n<p>This tutorial also introduces the combo mechanic. Every card has a mana cost and you\u2019ve got three mana to spend each turn. Whenever you play a card, the next number higher gets a boost if you play it immediately after. So if I play a whip card that costs zero mana, suddenly my fire wand that costs one mana hits much harder. <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2880px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"suwmN2ftXfHB5yRZyk9KDP\" name=\"Vampire Crawlers (5)\" alt=\"Playing a Holy Wand card in a battle in Vampire Crawlers.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2880\" height=\"1800\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-1.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Poncle, Nosebleed Interactive)<\/span><\/figcaption><\/figure>\n<p>So comboing is a winning strategy. The problem is, for far too long, it\u2019s the <em>only <\/em>logical strategy. Say I draw three cards and they cost one, two, and three mana respectively. Why would I possibly play them in any order but 1-2-3? There\u2019s no punishment for doing so, nor any potentially superior reward for trying something else. <\/p>\n<p>0-1-2, end turn. 1-2-3, end turn. Oooh, should I play 1-2-2 or 2-1-2? That\u2019s the only \u2018decision\u2019 I\u2019ve seen in ages and it literally doesn\u2019t matter. The game was trapped in this dull loop for hours. I\u2019d recommend buying the upgrade that expands your hand by up to two cards as quickly as possible, just to give yourself something to do. Even then it\u2019s often all too obvious what the \u2018correct\u2019 hand is to play. <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2880px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"q8hKjyZuVLNaXsbSyXcbDP\" name=\"Vampire Crawlers (3)\" alt=\"Overkilling a boss at the end of a boss fight in Vampire Crawlers.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-2.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2880\" height=\"1800\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-2.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Poncle, Nosebleed Interactive)<\/span><\/figcaption><\/figure>\n<p>There\u2019s more strategy in choosing what cards you add to your deck. Then which gems you slot into them, and\u2014much later\u2014which cards you add more slots to. This eventually becomes pretty compelling, but it\u2019s not enough early on, because too much of the game\u2019s first half is a pushover for any of this to feel truly necessary.<\/p>\n<p>Difficulty is a mess. After a few upgrades or generous card drops, standard enemies become no threat whatsoever. That dopamine rush of experience gems quickly suffers from diminishing returns when I don\u2019t feel like I\u2019ve earned them. And since standard enemies aren\u2019t putting up a fight, it\u2019s hard to know what rewards to choose. More armor-giving cards? A &#8220;spicy damage&#8221; buff? What even is <em>spicy <\/em>damage? I\u2019m guessing some sort of status effect, but everything&#8217;s dying too fast for me to find out. Then when you do face a boss with actual teeth, you\u2019re completely unprepared for it.<\/p>\n<p>Later levels introduce more challenging cannon fodder, naturally, but sooner or later you\u2019re going to hit a brick wall that no amount of skill will surpass. You simply haven\u2019t bought enough increasingly expensive permanent upgrades from the village hub, like health restoration, extra mana, and bonus XP. <\/p>\n<h2 id=\"money-monster\">Money monster<\/h2>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"MJzwa5s4RjJjX9M3UiuvH6\" name=\"Vampire-Crawlers-Items\" alt=\"Items on display in Vampire Crawlers\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-3.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-3.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Poncle)<\/span><\/figcaption><\/figure>\n<p>Upgrades cynically gating your progress was true of Vampire Survivors, too, but that mattered less because replaying earlier levels was fun and still required skill. Crawlers is too rigid and willing to play itself to make replaying levels feel like anything but a chore. A successful run usually takes me around forty minutes. That\u2019s a pretty large chunk of time to spend mostly bored. <\/p>\n<p>I experimented for ages in the village hub trying to find a more satisfying combination of settings. I bought upgrades that make enemies hit harder but also drop more experience. I tried different heroes who all bring slight variations to the table. Fair play, there\u2019s tons of options here, and some of the prizes get impressively granular. You can even manipulate the rarity of certain drops, if you\u2019ve gained enough gold to pay the staggering costs to do so. <\/p>\n<p>Perhaps you\u2019ll chance upon the magic combination that turns this game into a perfectly-balanced masterpiece and then celebrate by screaming at me in the comments section. But is it really too much to ask for a game to craft a coherent difficulty curve for itself? <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2880px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"uvWk54ZQBspHKudA2fUcCP\" name=\"Vampire Crawlers (10)\" alt=\"Navigating through the forest dungeon in Vampire Crawlers.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-4.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2880\" height=\"1800\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-4.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Poncle, Nosebleed Interactive)<\/span><\/figcaption><\/figure>\n<p>Each floor of a dungeon has a mini-map that tells you everything. The location of the floor\u2019s boss, treasure chests, stuff that can be smashed for money, and all the standard enemies. There\u2019s no incentive for any approach deviating from \u2018collect all the prizes, clear out the standard enemies, then do the boss\u2019. This feels more like admin than exploring a deadly dungeon. At one point a surprise boss ambush popped up, but that was literally the one break from the routine I saw in the eighteen hours it took me to see the credits. <\/p>\n<p>Eventually, I unlocked enough interesting upgrades and reached deadly enough areas to see Vampire Crawlers at its best. I was drawing larger hands that offered more of a choice of combos and could play multiple heroes at once. It finally felt like I could really explore interesting synergies and make tactical decisions. <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2880px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"baKoUvE5PrNwoRLinJmexN\" name=\"Vampire Crawlers (7)\" alt=\"Opening a treasure chest in Vampire Crawlers.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-5.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2880\" height=\"1800\" attribution=\"\" endorsement=\"\" class=\"inline expandable\"><a href='https:\/\/arcader.org\/wp-content\/uploads\/2026\/04\/vampire-crawlers-review-5.jpg' target='_blank' class='expand-button icon-expand-image icon' ><\/a><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Poncle, Nosebleed Interactive)<\/span><\/figcaption><\/figure>\n<p>But this didn\u2019t start happening until I was eleven hours in, and it honestly felt much longer. Besides which, the more permanent upgrades you have, the more frequently you&#8217;re able to simply break the game, discovering a deck that turns the rest of a run into a dull pushover with no further surprises. Monster Train 2 had a similar taste for throwing OTT powers at the player, but also knew how to craft a terrific challenge for you to face them with.<\/p>\n<p>It\u2019s no small feat that the developer has managed to make a turn-based deckbuilder that feels like playing Vampire Survivors. Sadly it&#8217;s also shown how crucial elements like being able to flee a failing fight or nailing the timing of an auto-attack apparently are to that game\u2019s winning formula. There\u2019s just too many better deckbuilders out there for me to recommend this interesting but deeply flawed genre mash-up.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/roguelike\/vampire-crawlers-review\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Need to Know What is it? A roguelike deckbuilder that feels broken, not often enough in a fun way.Release date April 21, 2026Expect to pay TBADeveloper Poncle, Nosebleed InteractivePublisher PoncleReviewed on ASUS ROG AllySteam Deck TBALink Official site Vampire Crawlers is a brave attempt to turn everyone\u2019s favourite bullet heaven monster masher into a deckbuilder. An attempt that keeps threatening to actually work. There\u2019s good ideas in here, but too often it\u2019s about as fun as literally crawling through an actual dungeon. Vampire Survivors, for the two of you who are uninitiated, is the popcorn chicken of 2D action games. You wander around a map auto-attacking while monsters bombard you from all sides. Every few seconds you level-up, pick between two death-dealing toys, and then&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/vampire-crawlers-review\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1557876,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,1518],"class_list":["post-1557875","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-roguelike"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Vampire Crawlers review | Arcader News<\/title>\n<meta name=\"description\" content=\"Need to KnowWhat is it? 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