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Free Weekend and Patch News!

V Rising · Community Announcements · May 13, 2026

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CALLING ALL VAMPIRES!

It’s time for a blood transfusion!

Starting at 19:00 CET on May 14 and ending at 19:00 CET on May 18, V Rising will be free to play!

Never has there been a better time to turn the unconverted to the bloody ecstasy of the Vampire lifestyle. There are yet still many foolish mortals who have not been lured into the dark joys of the hunt for blood, and this is your opportunity to show them the way. During this weekend at absolutely no cost, anyone with Steam can download V Rising and indulge in all the horrors and delights Vardoran has to offer.

Though it’s only for a limited time, the Free Weekend also coincides with historic V Rising sales. From May 14th through May 21st, V Rising will also be on sale for 55% off, and all DLCs will also be available at 20% off. In addition to all of that, the V Rising Complete Edition Bundle is also an additional 20% off, allowing the most clever of Vampires to layer promotion upon promotion and maximize their savings.

Future Balance Update

In addition to the news of the free weekend, we’ve got the promised balance patch coming to V Rising based on your feedback. We’re a little cautious about introducing a patch right before a free weekend due to the risk of instability during an influx of players. For that reason, we’re going to be patching next week. We’re taking this opportunity to turn this event into a further advantage. Below, you’ll find we decided to share the patch notes ahead of time, as well as instructions on how to download the patch early to provide advanced feedback.

Please keep in mind that these patch notes will not go live until next week. Also, be aware that this patch will NOT require a save wipe.

V Rising Patch 1.1.1 Notes

Based on your feedback, for the most part, we’re in a pretty enjoyable state in terms of there being some choices for builds and the gameplay itself being pretty solid, but there’s still some frustration with a lack of variety in PvP that could use some love. PvE feedback, on the other hand, has generally been more positive across the board.

Overall, our conclusion is that while there’s definitely room for improvement, we also want to be careful not to disrupt what's already working well. The goal of this patch is to improve variety in both PvP and PvE while making a conscious effort to focus on the more extreme issues. We’re looking to primarily improve underperforming spells and options to encourage more variety overall. This can be a bit of a difficult balancing act, because there are some spells that are far more delicate to change than others!

Bug Fixes

An awkward little bug has been around for a while, where the dodge roll on the pistol could still take damage from some effects while mid-roll. This inconsistency was pretty frustrating, so we’re happy to finally crush it.

General

One of the common issues referenced has been Corrupted Blood in both PvP and PvE contexts. In PvP, the ghosts spawned can become an advantage and are used to trigger free counters. In PvE, they act as a sometimes frustrating downside to using the blood that can add an overwhelming amount of complexity to a portion of the game that can already start to become a little overwhelming.

Our goal with this change to Corrupted Blood is to make it so that they no longer trigger counters. That takes away a significant portion of its PvP advantage, while touching something that is rarely used for such a small amount of value in PvE. Additionally, the dash speed reduction makes them a lot more manageable to dodge in PvE, and that additional touch of making them unable to cause a fatal blow means they’ll never be responsible for an outright death.

Balance Changes

Sanguine Coil can be a bit oppressive in PvP due to the amount of charges and fast projectile speed. We’re going to slightly reduce the speed, but also buff the healing to give it more of a strong identity in line with its original purpose for those who want to play a more supportive role in both PvP and PvE.

Blood Rite has outshone similar spells, making it often feel like the best option to pick for a counter spell. We’re tuning it down just a bit in hopes it makes other options more appealing.

For Wraith Spear, we feel like its mobility is being exploited a bit too much with cancel casts, so we’re making it a bit more costly to do. Its AoE jewel also felt unattractive, so we wanted to give it a little buff to give more alternatives for good AoE damage.

Spectral Guardian is a fantastic defensive ability, but it often gets neglected due to its lower damage compared to other ultimates. We’re adding a little bit more of an offensive advantage to it so that it feels less like a damage loss, and hopefully makes it a bit more attractive of an option.

The recast of Ball Lightning can feel impossible to react to, and it has no visual feedback. Adding a small delay and improving the feedback of the recast will hopefully put this spell in a better position.

Veil of Storm has been outshone by other veil abilities in many cases. Increasing its speed will make it a more interesting choice and fit the theme of lightning-fast spells.

Corrupted Skull damage feels low, so we’re looking at ways to improve the damage while also keeping its identity a little divergent from other similar spells of other schools. This might do the trick!

Veil of Bones is yet another underutilized veil ability. We’re hoping to make it a little more appealing while also leaning into its theme.

Freeze Immunity can feel too punishing for players using frost builds against enemies like V Bloods. To make Frost feel a little more effective in PvE, we’re increasing the bonus damage you deal when trying to apply Freeze to immune targets, making it a solid choice even against units with freeze immunity.

For Mosquito, the player character was the source of the damage, making Mosquito more of a visual representation of an AoE than being an actual “minion”, which many players found unintuitive. This change makes the Mosquito minion the source, making it more in line with other minion-summoning spells.

The short distance of the dash, along with the quick duration, made it so that this dash was almost impossible to react to in PvP, so we’re tuning it closer to other veils while also trying to keep its identity, and also lengthening the distance in a way that should prove as an advantage in PvE.

Wisp Dance activation was way too fast, making it impossible to react against and also comboing in a particularly nasty way with Scholar Blood that wasn’t originally intended. Increasing the cast time will reduce the guaranteed activation damage and help ease back on the guaranteed combo.

The quick unblockable damage felt a tad too high. We’re moving some part of the damage to the end effect, which can be countered, to make it more rewarding to block while keeping the overall damage the same in all other contexts.

To make more ultimates a bit more attractive, we decided to lower the duration of Raging Tempest while keeping the damage the same. That means the overall damage per second is increased, and lets you hop back into the fight to keep up the pressure.

Curse has high output variance. Increasing its base duration heightens the base value without increasing the max damage potential into dangerous territory. Curse more reliably than ever!

The Ice Block melts too fast, unfortunately. We’re increasing its shield to reward defensive usage of the ability.

It’s our impression that the initial heal from Blood Fountain is a bit too weak, especially in scenarios where the delayed healing is missed. We’re giving it a slight buff to help bolster another tool for those of you who were asking for more support playstyle options.

Cyclones bonus damage jewel gave it a bit too much damage output, so we’re lowering it to put it more in line with other damage-increasing jewels.

Test the Patch In Advance!

Want to get your hands on the patch early? Even… right now? We’ve made it available on a test branch for you to hop on and try it out! It should have no adverse effects on your current world saves, so nothing stops you from loading it up on anything you like. Be aware that while you’re in this test branch, you won’t be able to play on servers that are not updated to the same patch.

To access the test branch, right-click on V Rising in your Steam Library and click on Properties. Then, in the pop-up window, select Game Versions & Betas from the left-hand tabs, then, in the options that appear on the right, select the Public Test.

After that, simply update your game, and you’re good to go! To go back to the default version of V Rising, you just have to select Default Public Version. It’s as easy as that.

The Long and Glorious Night

This weekend promises to be filled with delightful bloodshed, new faces, and excitement. Invite all of your friends for the coming days of dark wonder, and perhaps they’ll even stick around a bit longer, becoming permanent Vampires themselves.

Don’t forget to follow all of our socials down below, Vampires, including following Stunlock Studios on Steam! As we release news on our next game, it’s going to be one more excellent source of news on the future of V Rising.

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Lots of love and a pint of blood,

/The Marketing Team

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