Vampire Hunters cover artGame file / ROGUE BY ROGUE
One more run.

Vampire Hunters

ShooterSurvivors-like

To hunt vampires, you'll need guns. Lots of guns. Mow down hordes of undead creatures by stacking your guns into absurd, over-the-top builds. Unleash your firepower and survive the mayhem in this Roguelite Survivors FPS.

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Eligible for ranking after all five dimensions are reviewed

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Game filed. Review coming soon.

This game has not yet completed our five-dimension review. Explore its details and external material in the meantime.

Core gameplay25%—
Builds & strategy25%—
Replayability20%—
Randomness & fairness20%—
Polish & usability10%—
Scoring methodology ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A first-person roguelite 'survivors' shooter from Gamecraft Studios where you stack up to ~14 guns and abilities while mowing down endless undead hordes across 30-minute stages.

Vampire Hunters is well liked by Steam players (about 90% positive across ~2,200 reviews, Very Positive, though recent reviews dip to roughly 75%). It is a cheap (about $4.49-8.99) Unity game that left Early Access on Oct 30, 2024 after an EA start in July 2023. Fans love the novelty of a survivors-like in first person with real aiming and a huge arsenal; detractors say it becomes a flat camp-in-a-corner loop with weak weapon synergy and repetitive music. Critic coverage is almost nonexistent: Metacritic has a single critic review (PlayStation Country, 80) so no aggregate score, and a 7.0 user score from only 5 ratings. Several players note updates have slowed, and one complains of no more updates, but others praise the devs for frequent content additions, and the studio lists PlayStation, Xbox and Switch versions.

What players praise

  • First-person survivors-like concept: you actually aim, so it feels more engaging than top-down auto-fire bullet heavens (often compared to Vampire Survivors crossed with Doom, Serious Sam, Painkiller or Unreal Tournament)
  • Huge weapon and ability pool with absurd stacking builds (many guns at once, guns attached to guns), letting players feel very powerful
  • Big unlock and achievement list, multiple characters and lots of maps with different enemies and bosses
  • Level design inspired by Quake/Unreal, with shortcuts and platforming routes; bosses with map-specific gimmicks
  • Cheap price and strong value on sale; some players report 60-130+ hours
  • Retro PS1-style look and chaotic, silly tone, plus a story/ending some players found charming
  • Developer kept adding content in and after Early Access (one reviewer even complains about 'too much content')

What players criticize

  • Gameplay collapses into camping in a dead end or single-direction chokepoint and holding fire for 30 minutes per stage
  • Weapons feel unbalanced: many are weak, small magazines, and debuffs like bleed/freeze/poison are underwhelming; a couple of guns dominate
  • Little synergy between weapons; ten machine guns mostly just add raw damage rather than creating interesting builds
  • Enemy AI is simple (mostly melee walking straight at you) and enemy variety is limited, so aiming rarely matters
  • Music is repeatedly called repetitive and grating
  • Unity performance issues: stutters on good hardware, described by one player as poor optimization
  • Some glitches such as enemies stuck in walls in Classic mode making them unkillable
  • Despite the huge gun count, the power fantasy feels flat to some: upgrades do not feel impactful and the game gets easy, then boring (one of the most-upvoted negative reviews)
  • Bare-bones feel: nothing is explained, systems feel arbitrary, and only a handful of maps exist

Distinctive features

  • First-person shooter take on the survivors-like formula (aim yourself, not auto-fire)
  • Two modes: Survivor mode (endless waves, 30-minute stages) and Classic mode (more traditional FPS pacing with rebirth levels)
  • Stackable loadout of up to ~14 guns plus artifacts with absurd, genre-mixing arsenal (miniguns, shoulder lightsaber launcher, magic frog)
  • Constellation-style run modifiers where harder settings give more score/XP, with online score leaderboards
  • Retro Unreal/Quake-flavoured arenas and a goofy steampunk and mythology bestiary (lizards, cat people, evil trains, insect bosses)

Divided opinions

  • Survivor mode versus Classic mode: some find Classic more satisfying, others prefer the trailer-style Survivor mode
  • Depth: fans say build variety and player power are a strength; critics say builds do not matter and only a few weapons work
  • Update cadence: some praise frequent content, others say content stopped and only a handful of maps exist
  • Value: 'hidden gem worth it even at full price' versus 'get it on sale, gets repetitive'

Repetition and friction

  • 30-minute stages with long stretches of just standing and shooting before a boss appears
  • Repetitive loop and repetitive music after a few hours; players say they have 'seen it all' in the first 30 minutes to 10 hours
  • Grinding unlocks and rebirth progression, including restarting character progression, and repeating the same locations
  • Confusing win condition: after defeating bosses, a late objective to close enemy portals while enemies become very tanky was unforeshadowed
  • Score/XP tied to difficulty modifiers in Survivor mode, making safe play feel punished and leaderboards farmable through camping

Hoped-for improvements

  • More map and mode variety, with unique mechanics or events per stage so each 30-minute run plays differently
  • Real weapon synergies (per-debuff scaling, cross-effects) and rebalancing so more weapons are viable
  • Characters and playstyles that interact with weapons differently (movement-based or stationary-based bonuses)
  • Better tutorial or in-game explanations of keywords, systems and the endgame win condition
  • Smarter and more varied enemy behavior (flankers, chargers, ranged) to discourage camping, plus cleaner spawn/pathing in Classic mode
  • More content/updates and DLC; some players also ask for multiplayer/co-op

Early Access began July 26, 2023 and 1.0 launched Oct 30, 2024 on Steam (Windows only on Steam; studio site also lists PS4/PS5, Xbox One/Series and Switch). Steam reception has stayed Very Positive, with positive reviews continuing to come in during 2025-2026, but recent reviews are more lukewarm and a couple of reviewers say updates have stopped. Metacritic: no critic aggregate (only 1 review, 80) and 7.0 user score from 5 ratings. OpenCritic page could not be found or confirmed, treated as null. Priced around $4.49-8.99 with frequent deep discounts. The web search budget was exhausted during this task, so Reddit discussion and patch-note detail could not be retrieved; community views rely mainly on Steam reviews and forum topics.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 3 (2025)

Vampire Hunters is a first-person horde-survivor game where you collect and upgrade many weapons while dodging and shooting through swarms in 3D levels. He finds it chaotic and unique for its first-person view, and the first few hours were fun. He felt it was unfinished, with poor balance, repetitive gameplay and a broken final boss. He places it in low B.

What the creator praises

  • First-person perspective is rare for a horde-like and feels unique
  • More mechanical variety than typical horde-likes: jumping, dashing, character-specific abilities, an ultimate
  • Characters feel different from one another
  • Meta progression is enjoyable
  • Different environments and visually cool bosses
  • The chaotic, messy weapon-collecting is fun in the first few hours

Issues raised by the creator

  • Serious balance problems: some weapons are roughly ten times stronger than others and some feel terrible
  • Some items feel unimpactful and there are few character upgrade options
  • Runs are repetitive: the same move-to-edge, kite a train of enemies loop regardless of character, weapon or map
  • Unlocks require playing one particular character a lot, and he saw all weapons and items quickly
  • Bosses stop mattering once meta progression makes you strong, and the final boss Dracula seems broken
  • Feels dropped before finished; the party-like music does not fit the game

Design observations

  • A first-person horde-like is rare and a fresh take on the subgenre
  • Uses 3D space with jumping and dashing instead of top-down 2D movement
  • Weapon upgrades are fixed but you choose which weapons to prioritise
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