Content Patch 1.9.0: Space 54

Vampire Survivors

Mow down thousands of night creatures and survive until dawn! Vampire Survivors is a gothic horror casual game with rogue-lite elements, where your choices can allow you to quickly snowball against the hundreds of monsters that get thrown at you.

[h1]New Content:[/h1] - 7 new EXTRA achievements - 1 new bonus stage - 2 new characters - 4 new weapons (of which 2 evos) - 1 new relic In this patch there are a lot of fixes too, including some optimisations that will let you play a run with Sammy for at least 2 more seconds than before! Steam Achievements notes: this patch actually adds 8 platform Achievements, because it includes the [b]Atlas Gate[/b] from the Adventures update! [previewyoutube=kVyydTcMBZc;full][/previewyoutube] [previewyoutube=2sfuApZEnGU;full][/previewyoutube] [h1]Quick content walkthrough:[/h1] THE BAT STUFF - [spoiler]Defeat a total of 161616 bats, from any stage, to unlock the Pako Battiliar weapon[/spoiler] - [spoiler]Evolve Pako Battiliar using Max level Hollow Heart to unlock the Bat Robbert character[/spoiler] THE SPACE STUFF - [spoiler]Collect 5 Gold Fingers to unlock Space 54 (enter and exit a run if you've already got enough)[/spoiler] - [spoiler]Pickup the Phas3r weapon in Space 54, get it to level 7, and evovle it using Max level Empty Tome.[/spoiler] - [spoiler]At minute 18 in Space 54, locate and collect the Brave Story relic.[/spoiler] - [spoiler]Survive 20 minutes in Space 54 to unlock the Space Dude character.[/spoiler] [h1]Cross-Save now in public-beta[/h1] Available on the Steam public-beta branch and on Android public beta! Please send us any feedback about the feature, it's very delicate since we're talking about save-data, so we'll take all the help we can get to make sure it's solid. Please also let us know if there's any other service you could find useful. We've been investigating cross-platform-dlc (so buy in one place, play anywhere) but it's the biggest bureaucratic can of worms ever; so, not being a technical problem, I'm honestly not too hopeful we'll be able to get it done (if you follow gaming news then you probably know very well how protective certain platforms are of any paid content). We have put together a FAQ here: https://poncle.games/account-help [h1]Full spoilers:[/h1] [b]Stage: Space 54[/b][spoiler] Plain bonus stage with plenty of items and odd enemies. Walls stop blocking movement at minute 11:00 Might be a bit strong visually, so if it's bothering you please make sure to see if checking the "Disable Moving Background" makes it better![/spoiler] [b]Relic: Brave Story[/b][spoiler] Allows to choose Random Level Up choices in Stage Selection. Currently selectable only before starting a run. This will let you try do to runs in which the RNG picks weapons for you when levelling up, good luck![/spoiler] [b]Weapon: Phas3r & Photonstorm[/b][spoiler] Can be picked up in Space 54, and unlocked for every other run by levelling it up to Level 7. For the base version, Area only affects size horizontally. The evolution fires at least x2 projectiles than the base version, occasionally x5 when dealing a critical hit.[/spoiler] [b]Weapon: Pako Battiliar & Mazo Familiar[/b][spoiler] Can be unlocked anytime just by killing A LOT of bats, across any amount of runs. It fires additional times when the owner receives damage or loses a shield. The evolution fires more projectiles and deals bonus damage depending on the current Max Health bonus of the owner. [/spoiler] [b]NewCharacter: [/b][spoiler][b]Space Dude[/b] Fast character that starts with Phas3r. Has a special ability that fires all weapons regardless of their Cooldown every few seconds. The cooldown of this ability is affected by the Cooldown stat. [/spoiler] [b]NewCharacter: [/b][spoiler][b]Bat Robbert[/b] Slightly tanky character that starts with Pako Battiliar. Has a special ability: when falling below 20% health, he gains +16 MaxHP (max +400) and recovers 30% health. This ability recharges every time the character is fully healed. [/spoiler] [h1]What's next?[/h1] Well, I know the next 3 steps/updates we'll take on our Chaos Roadmap, but if I say anything I'm going to spoil the surprise effect (and probably find myself face to face with a hitman hired by the marketing team). A lot of players have been asking for more dark/serious settings, so I can at least tell you that 1 of those 3 steps has been cherry picked because it's probably the darkest one we have on the roadmap šŸ‘€ It won't be the next one, but should arrive soon enough! We're also working on new Adventures for the main game of course, together with the "missing piece" of the Adventures mechanics, that once again I won't spoil until we have something concrete to show. Flash updates on other projects: - Online co-op: the technical work is going well, still too early for more details! - EXPERIMENTS: going well, a lot of fun, I'm putting this here and planning to copy-paste this line for many future updates though, this stuff takes time! [h1]The Phaser Framework[/h1] I don't usually reveal details about the DEEP LORE of VS, but this time it's worth making an exception, because part of this update is dedicated to... a game framework, Phaser! Weirder than usual, I know, but Phaser was the original framework I used to make VS, is an absolute joy to use, and if I hadn't loved working with it to begin with, I would have probably never made VS, so I thought it deserved a bit more than just a line in the credits. I've noticed a few players asking for more info about Phaser the previous times I've mentioned it, so I asked Richard, its developer, to write a few lines for you! [b]quote=Richard:[/b] [quote=Richard] I can still remember when Luca came to the Phaser Discord and showed off the first public version of Vampire Survivors, which he had created using our game framework. As the developer of Phaser, I'm always interested in seeing what people make with it, no matter what it may be like visually or how complete it is, so I had a look. Seeing the screenshots on the Itch page, my immediate thought was, "What a strange mish-mash of sprites!" It was almost as if someone had thrown together a bundle of OpenGameArt and hoped for the best. As we all know, looks can be deceiving. Because then I played it. You don't need me to tell you just how sublimely addictive Vampire Survivors is. The Steam score and play time stats are a testament to this. Yet even in that very early stage, it sunk its gameplay hooks deep into me and never let up. Because each run-through was relatively quick, you felt compelled to give it just one more go to see how you could improve. It didn't matter how insane and chaotic the visuals were. It didn't matter that the game was made in JavaScript and running in the browser. Because as thousands of creatures mobbed you and you swung that King Bible desperately, all of that just blended away as you fixated on the zone you were in. It's the perfect example of a compelling gameplay loop. Demonstrating clearly that it doesn't matter one bit what tech you choose. You can still make an outstanding game. We've had many people come to Phaser since the release of Vampire Survivors, some looking to make similar games. For those who are curious, [url=https://phaser.io/]Phaser [/url]is a fully open-source game framework that allows you to make web-based games. All you need to know is a little JavaScript, and you can get started within minutes. There are built-in features for physics, animation, audio, and plenty more, and it has been in active development for the past decade. If that appeals to you, then we'll be more than happy to welcome you into our community. While we cannot guarantee you'll achieve the same level of success, after all, that would be like capturing lightning in a bottle; you'll at least have fun trying.[/quote] Richard's too kind and is advertising VS more than Phaser, so let me put my two cents and say that Phaser offers incredible support, with dozens of clear examples you can access and edit on the fly directly from your browser window; it allows you to go straight to the fun part of game development. Everyone is different and therefore has different preferences for coding and development; I love the freedom of creativity and speed that a language as chaotic as Javascript provides, and the empowerment I got from Phaser is something I've never seen any other framework to match. If you're curious just click on one of the examples from the website and fiddle with it in real time! [h1]Thank you for being patient to get updates on other platforms[/h1] Not really a Steam problem, but there are a lot of players who have the game on multiple platforms, so just wanted to thank you for waiting that long to get the content that Steam got in December šŸ™ We managed to do a global release with this patch today at least, I hope we'll be able to keep it up! --- [b]1.9.0 tweaks and fixes:[/b] - Optimisation for spawning of gems and coins - Optimisation for weapons that interact with pickups (Gatti Amari, Vicious Hunger, etc.) - Fixed red XP gems sometimes flying away and taking forever to come back - Fixed Coffins not spawning if the corresponding character had been unlocked via a spell - Fixed Crimson Shroud not triggering retaliation damage - Fixed a layering issue with CosmicEgg enemy - Fixed merchant alignment upon multiple opens - Fixed some particle emitters leaving gaps - Fixed collision shape of Valkyrie Turner - Fixed bought weapons in Adventures that wouldn't always level up in the same run they had been bought - Fixed multiple evos of the same weapon appearing in treasure chests when only one should be present - Fixed some animations going at insane speed on certain monitors - Fixed Victory Sword not instant-killing some reapers that should have been weak to it - Fixed text scaling sometime being off in Stage Selection - Fixed display of secret characters sometime showing question marks when they shouldn't - Fixed timing of events tied to music in Gallo Tower, Astral Stair, Eudamonia Machine - Fixed "Show Guides" option resetting after every run - Fixed The Directer sometime not getting counted as defeated in the Bestiary - Tentative fix for Linux launch issue and missing Steam Overlay - [MOONSPELL] Fixed time limit in Adventure Chapter 5 - [FOSCARI] Fixed Arcana XIX - Heart of Fire sometimes not applying to Prismatic Missile - [FOSCARI] Optimisation for Shadow Servant at high Amount - [FOSCARI] Fixed Je-Ne-Viv's World Eater's offset - [EM] Fixed Mini Impostor and Impostongue appearing as level up options when they shouldn't anymore - [EM] Fixed the medical scan not clearing its projectiles when the character dies - [EM] Fixed interaction between Just Vent and Pentagram triggering errors - [EM] Fixed Magnet bonus from Paranormal Scan being 10 times smaller than it should have been - [EM] Fixed white box shown on some maps while in Adventures - [MOBILE] text sizes on portrait when opening grimoire adjusted - [MOBILE] fix missing options button on fresh save in portrait - [MOBILE] fix jumping characters on ascension mobile window - [MOBILE] fix for merchant screen layout on some screen resolutions - [MOBILE] fix for Ascension animation moving parts of the UI - [MOBILE] fix an issue for spells sometimes not working on Android - Other minor bugfixes, tweaks, memory optimisations - A lot of background work for accounts management and Cross-Save - (x18) Pushing this change so [new game engine] stops bugging me - (x6) Pushing this change because [new game engine] decided a feature was a bug