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QOL improvements update

Vampire Crawlers: The Turbo Wildcard from Vampire Survivors · Community Announcements · June 23, 2026

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Hello everyone!

We've finally got out our first QOL improvements patch and a detailed content roadmap for 2026. It took longer than expected because we got stuck for days trying to exit the game 🤷

Jokes aside, thank you again from everyone at poncle and Nosebleed for playing Vampire Crawlers and being patient for our updates and roadmap!

Version 1.5 Contents



🔵 You can now quit the game



🔵 Card Sorting



🔵 Jeweller Clarity



🔵 New Deck View



🔵 Tooltips



🔵 Endless Mode



🔵 Other changes



🔵 Coin Count is still OP



🔵 Bugfixes and improvements



2026 content roadmap

Please note this is the minimum amount of content we're planning to release with each update. We'll actively try to pack in more QOL improvements and stuff that makes sense, especially in the later ones.


New content strategy


As we all know, it's quite easy to become OP in Vampire Crawlers. It's a game supposed to be completed in some 20-30 hours. So this is how we're planning to keep expanding the game.

In every 2026 update, we're going to add a new post-game Challenge Stage. As the name suggests, in order to complete these stages you'll have to overcome a challenge in the form of a new game mechanic. After you emerge victorious, you'll be able to toggle On or Off that game mechanic in every stage (including the original Challenge one).

Most of the new content will be designed around the specific game mechanics introduced in the update, but obviously nothing will stop you from using those mechanics outside of the Challenge and find new ways to break the base game.

As you can see from the roadmap, the challenge mechanic in the next update will be a limited hand size, paired with a staple mechanic of card games: discarding.

The idea is that by the end of the 2026 update cycle you'll be able to decide to play the game in a more challenging way or stick to the base version, while still getting all the added content and mechanics.

A tease about 2027


For the next year, we are planning something different than Challenge Stages: we are building the Astral Stair.

Where will you go? Who will you be?




Steam Community Items are out today






Here’s a preview of one of the cards:
(If you are not sure what any of that means, you can read how to unlock Steam Community Items here.)


Other platforms


This update will reach all Consoles soon!

There will be a couple of major changes for Nintendo Switch 2:



Bugfixes and improvements


- Gems which move down in rarity (e.g Rare to common) will appear in both their original chest and current rarity chest. Gems which move up in rarity will be removed from their original Chests.
This helps reduce the chance of finding a gem which has been made rarer but allows high-quality gems (like the Evo Gem) to appear more often when rarity has been reduced.

- The gems which drop from different chests have been adjusted:
  • Bronze: Common, Uncommon, Rare (unchanged)
  • Silver: Rare, Epic, Legendary (Small chance of legendary)
  • Gold: Epic, Legendary (unchanged)
- UI arrows added to the Jeweller for consistency with other Shops

- Scroll views in the Jeweller should work more consistently

- Fixed overflow bug with coin amount and enemies'health going negative

- Fix for Gorgeous Moon only targeting the front row

- Fix for Overkill UI getting stuck if rapidly re-triggered

- Fix for crash when rearranging cards in hand as the turn was ending

- Fix for ghost UI buttons showing on Credits when using mouse. This one’s for you Alex!

- Save Data time stamps are now shown in local time (rather than UTC used previously)

- End of Floor shovel now animates onto the screen instead of just appearing

- You can only revive if you’ve actually died, not when completing a dungeon

- Cards affected by Leader or Midas gems now show an indicator that this is happening

- A card with the right colour, which has the right colour gem inserted, can now unlock the Silver Chest by itself; any card with the rainbow gem can now unlock a Silver Chest

- Game now correctly respects the target framerate set in the display options (Unless Power Saving Mode is enabled, in which case framerate is locked to 30fps)

- Audio
  • Extra attacks which happen at the end of a turn (e.g. Santa Water) now play their sounds correctly
  • Shops should now pay their Buy/Fail sounds correctly
  • Various small fixes to Drowner audio
- Localisation updates
  • Clearer Quit behaviour (see above)
  • Equip button label in Inn changed to “Add”
  • Gem Description updates for Drain and Mug gems to improve clarity: Enemies that get hit by these gems will do the effect when they die and do not need to be killed at the moment the gem hits them
  • Gem “Easy Combo” renamed to “Combo Breaker”, with improved text descriptions that better match the way it works (players were not understanding that the combo would end when this gem is used)
- General bug fixing and minor polish
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