On Day 3 we're bringing back something from the past! If you have been following the development of VS since the early days, then you probably know that the Inlaid Library used to have a different background music.
That track was a major inspiration for the development of the Library (eg. exploding enemies wouldn't exist without it) but we had to remove it when Music Selection was introduced in the game, with the promise that it will be back one day.
Since then, expert midi tamer FIlippo Vicarelli has produced a new arrangement of the track exclusively for VS, but on top of that he's also been producing "Side B" music tracks for all the main stages!
There will be at least 12 new music tracks in v1.0, not only from Filippo but also from the incredible Daniele Zandara who already gave us an insane amount of bangers so far!
The new tracks will be released on the YT channel as usual:
I really like videogame music. There will be a lot more about it in the future, not necessarily bound to the advent calendar 👀
We have a small update for Day 2, the new default skin for Mask of The Red Death! Courtesy of the incredible Glauber Kotaki, who's been working with us on new sprites since the lovely Giant Enemy Crab ❤
The old skin will still be selectable if you have unlocked the Mindbender. Also, this won't affect the aspect of the enemy Reaper.
Welcome to day 1 of our "advent calendar" for version 1.0 of the game!
Starting today we will be posting little teasers and spoilers about new content for v1.0 on Steam, the usual social channels, and Discord. We'll reveal something new every day. Sometimes just a little detail, sometimes something slightly bigger :)
Let's start the reveals with something big: a new relic, Seventh Trumpet !
A few people had already noticed there was something about it hidden in the old roadmap graphics, but what does it do?
It allows you to doot at The Reaper and send it away /j. It enables the Endless stage modifier, effectively allowing you to play any stage for as long as you want, without having to worry about The Reaper. The enemy waves will start over from the first one, but enemies will also grow stronger and more resistant with each cycle. Luckily, enemies aren't the only thing that will re-appear with each cycle, but the merchant too. What, it doesn't really help you say? Well... let's talk about that again in a few days :)
v1.0 Release Date & Information
What to expect from v1.0
v1.0 will mark the completion of the main content for the game! The v1.0 update will land on 20th October.
Since the Roadmap has been completed with patch 0.11.3, all the content that will be added in v1.0 is a surprise and should hopefully offer a little something for everyone.
What I can reveal already is that there will also be minor tweaks in balancing items to try make them more useful, with Santa Water/La Borra being the only one candidate for a slight nerf, as they tend to surpass almost everything else by an order of magnitude with little to no effort.
There will be a handful of new achievements, and a couple of the existing achievements will receive different unlock conditions (you won't have to get them again, they'll stay unlocked if you've already got them). This is because during EA the Moongolow/Cappella incident had to be split over different patches, breaking the natural Stage progression. That will be reviewed and streamlined like for the other achievements.
Save Data will of course be left intact. We had to go through several iterations in the past months to make sure things work between PC, Mac, and Steam Deck, but, if anything goes wrong, please always remember that there's a Data Recovery system in the Options menu!
The game will still run in Electron, so aside from the new content there won't be much else particularly relevant (more on this, and on the new engine, in the paragraphs below).
New official languages coming
With 1.0 the game will officially support the following languages: English, French, Italian, German, Spanish, Polish, Portuguese, Turkish, Russian, Simplified Chinese, Korean, and Japanese! You'll still be able to use custom language patches of course, but we won't be able to use fan-translations once the game is in 1.0. A huge thank you to everyone who contributed to the Public localisation sheet, and while some of your lines might be gone, your names will stay in the credits and in our hearts of course ✨
New engine port
The port to a new engine is still ongoing and we're aiming to release it by the end of the year. We're at the last pass at optimization and polish (plus adding the final bits of content that still have to be seen on the current version too). Once it's out, Save Data will carry over.
The goal of the new engine is to have the exact same game, with increased performance and compatibility for more machines, and like most new things in VS it will remain optional. So if you're happy with the current Electron version, nobody will force you to move to the new one :)
The major problems that the new engine will fix are: - Work on machines that get the webGL not supported error, get a white screen of death, get a black screen with a sad face, or have the game installed on a non-standard path. - Fix input issues or the game straight up crashing when multiple controllers are attached to the machine. - Remapping input. - Cloud Save conflicts due to non-useful files. - Use more than 1 CPU core :) Let those FPS fly high - Native support for Linux
What the new engine won't fix because it's a feature: - Passing through walls
Post v1.0 support
While the game might be content complete, Vampire Survivors doesn't end here and a lot more surprises are in the works. A LOT. We're working on the new engine and will have the usual tweaks/bug fixes of course, but also in the past months there have been a few unscheduled, niche gameplay additions to VS, like Golden Eggs and Limit Breaks, that are used so much that they need some QOL improvements. On top of this, there will be no public-beta for v1.0, so player feedback will be even more important than usual after release!
More info on v1.0
We need plenty of time and focus to wrap up the content for v1.0, but starting from the 7th October we will also be posting little teasers and spoilers about it on the usual socials and Discord. We'll start exactly 14 days before release, by revealing something new every day. Sometimes just a little detail, sometimes something slightly bigger :)
Minor patch 0.11.3
- 1 new achievement: Reach Level 99 with Poe. - the last Arcana: XXI - Blood Astronomia - 1 new "weapon" : this is more like a minor gameplay feature - 1 new SECRET
Price increase on September 21st
As announced forever ago in the Early Access notes, the price of the game will go up slightly to reflect all the content and regular updates that were added during the game’s Early Access. The price will go up on September 21st, which is a bit before the release of v1.0 Why is it going up before the release of v1.0? To be frank, it's because otherwise I'd mess up the sales calendar for the rest of the year. I want to keep the option open to eventually enter some of the usual seasonal sales, and increasing the price on v1.0 launch day would mess up the timings, as price changes also comes with a temporary price freeze.
v1.0 Release Date & Information
Please keep an eye on the Steam news, in two weeks time I'll have accurate dates and everything in place to make an annoucement about v1.0! Can't wait to share more :)
Minor patch 0.11.2
Hello everyone, as many of you already know, patch 0.11.0 was the last major one before we started to wrap up all the content for v1.0
This means that for the next few weeks we'll be getting small updates with tweaks, bug fixes, and minor bits of content to complete the roadmap, We'll soon announce the release date for v1.0, but in the meantime here's what's in this new small patch!
Tweaks/Bugfixes: - Unlockable option to choose a the Random character (check SECRETS menu). - Option to skip the weapon selection from Candybox. - Option to stop moving backgrounds (Moongolow, Cappella Magna). - Option to cash-in immediately all remaining Revives when completing a stage. - Added a few new sprites. - New secondary skin for Christine.
- There's now a low, Luck-based chance that green coin bags from Treasure Chests could be substituted by a Candybox, if it has been unlocked.
- Fixed movement input resetting when leveling up/opening a treasure chest. - Fixed a few errors around controllers (please know/remember that we won't be able to fix all controller issues until we complete the port to the new engine). - Fixed birds firing timer at high cooldown. - Fixed Gorgeous Moon breaking when firing too often due to Limit Break. - Fixed Queen Sigma unlocking without having to exit and re-enter a run. - Fixed NO FUTURE bouncing exlposions damage being considered retaliatory.
Patch 0.11.0
New Content
- 3 new Achievements - 1 new Arcana: IX - Divine Bloodline - 1 new Character: Queen Sigma - 2 new weapons: Victory Sword and Sole Solution
Tweaks: - More secret spells - Added option to skip Arcana drafts
Tweaks from 0.10.109 - Added an on-screen keyboard in the new menu for gamepad and Steam Deck users - Increased grace time between key presses to cast spells - Fixed new theme of The Bone Zone not looping properly - Slightly reduced movement speed of the Sketamari - Added more spells, but they're SECRETS
Teaser Trailer - Patch 0.11.0
0.10.109 - Roadmap & Tweaks
Tweaks - Added an on-screen keyboard in the new menu for gamepad and Steam Deck users - Increased grace time between key presses to cast spells - Fixed new theme of The Bone Zone not looping properly - Slightly reduced movement speed of the Sketamari - Added more spells, but they're SECRETS
Roadmap at 0.10.109
Patch 0.10.0
New Content
Contains 2 new achievements and: - 1 new Arcana - incredible SECRETS
Extra (not present on the roadmap): - 2 new characters - 1 new relic
Tweaks: - Added a new music track in The Bone Zone
- Arcana "I - Gemini" also affects Gatti Amari and its evolution and Nduja Fritta. Unfortunately this also fixes the never ending Nduja glitch in the Dairy Plant :(
- Arcana "V - Chaos in the Dark Night" has changed to: "Overall projectile Speed continuously changes between -50% and +50% over 10 seconds. The character starts gaining +1% projectile Speed every level."
- Arcana "XVII - Lost & Found Painting" has changed to: "Overall Duration continuously changes between -50% and +50% over 10 seconds. The character starts gaining +1% Duration every level."
- Arcana "XVIII - Boogaloo of Illusions" has changed to: "Overall Area continuously changes between -25% and +25% over 10 seconds. The character starts gaining +1% Area every level."
Work in progress: - On-screen keyboard for touch-screen and gamepad users - More spells