Updated May 4, 2026: After 32+ hours played, I have enough information to update beginner's guide with most important things you need when you start playing.
Vampire Crawlers, Poncle's roguelite deckbuilder spin-off on Vampire Survivors, looks familiar on the surface: same weapons, same enemies, same lo-fi pixel charm, but the jump from bullet heaven to a turn-based first-person dungeon crawler is a bigger shift than it looks. This Vampire Crawlers beginner's guide breaks down the card combo multiplier system, weapon evolution recipes, village upgrades, Arcana cards, and everything else you need to stop dying early and start building broken decks.
Is Vampire Crawlers Beginner-Friendly?
Yes, and more so than you might expect from a roguelite deckbuilder. Vampire Crawlers eases you in through a short tutorial that introduces the combo system, and dying never feels punishing because your village upgrades and character unlocks carry over permanently between runs. If you're coming from Vampire Survivors, the biggest adjustment isn't the genre shift, it's the pace. There is no pressure to react instantly. Every combat turn lets you think, plan your card order, and sequence your plays before committing. The game rewards deliberate deck building over reflexes.

If you're coming from other roguelite deckbuilders like Slay the Spire 2, the key mindset shift is that Vampire Crawlers is a dungeon crawler first. You navigate multi-floor, first-person grid dungeons and decide which routes to take before you face each floor boss. Card drafting happens through level-up rewards and chests rather than standalone reward screens after every fight. Synergy-based deck building still matters just as much, though.
NOTE: Vampire Crawlers is a spin-off of Vampire Survivors developed jointly by Poncle and Nosebleed Interactive. It reuses characters, weapons, and locations from the original game but plays as a completely separate genre: a turn-based, mana-based card battler inside first-person dungeons. No experience with Vampire Survivors is required.
Best Crawler for Beginners in Vampire Crawlers
Antonio is the most accessible Crawler for beginners in Vampire Crawlers. He's one of the first characters you encounter and comes with a straightforward starting deck built around the Whip, one of the most intuitive weapon cards in the game. He generates Armor on play for survivability and deals 10% extra damage when you play red cards, which makes learning the combo sequence much easier without demanding complicated setups.
If survivability is a bigger concern than damage output, Suor Clerici is arguably the better beginner pick. She heals 3 HP each time she's played and restores 1 additional HP per blue card played. That built-in forgiveness makes long dungeon floors much less punishing while you're still learning enemy patterns and how to sequence your mana chain. She starts with Santa Water and is rated as an A-tier Crawler in our tier list.
Once you've completed a few runs and have a feel for how mana, combos, gem sockets, and evolution gems interact, Imelda Belpaese is an excellent next Crawler to try. She has strong synergy with the Magic Wand card line and is the baseline character for unlocking several others through the Unlocks menu, including Pasqualina Belpaese. Learning her kit early also opens up the Inlaid Library dungeon faster.
Hold off on Arca and Mortaccio until you're comfortable with the core systems. Arca is heavily oriented around the Fire Wand and mana stacking mechanics that don't click until you understand how to sequence mana costs efficiently. Mortaccio requires defeating 444 Skeletons to unlock, so you'll naturally play him later, but his Bone-based kit also has a higher skill floor when it comes to deck construction. There are many more crawlers available, so visit the Town Hall to check unlock requirements for all of them.
Related: Vampire Crawlers Tier List
Crawler Unlock Order for Beginners
Crawlers unlock through specific in-game achievements tracked in the Town Hall of the Village. You don't need to win a run to make progress on most of them. Check the Unlocks menu regularly, as you'll often be surprisingly close to the next Crawler without realizing it.
| Crawler | Unlock Requirement & Difficulty |
|---|---|
Antonio Starting weapon: Whip | Unlock Requirement Rescue Antonio in the Mad Forest (very early story beat) |
Suor Clerici Starting weapon: Santa Water | Unlock Requirement Recover 1,000 HP across any runs |
Imelda Belpaese Starting weapon: Magic Wand | Unlock Requirement Available from the Inn at the start of the game |
Gennaro Belpaese Starting weapon: Knife | Unlock Requirement Defeat the Mantichana boss in Mad Forest |
Pasqualina Belpaese Starting weapon: Runetracer | Unlock Requirement Reach Level 20 with Imelda Belpaese in the Inlaid Library |
Poe Starting weapon: Garlic | Unlock Requirement Play Garlic cards 25 times across any runs |
Arca Starting weapon: Fire Wand | Unlock Requirement Play Fire Wand cards 100 times across any runs |
The Vampire Crawlers Core Loop, Explained
As you already got used to in Vampire Survivors, every run in Vampire Crawlers starts from scratch. You pick a Crawler at the Inn, step into a multi-floor dungeon, and work your way through rooms of enemies, chests, and loot until you reach the boss. Here is what that Vampire Crawlers loop looks like:
- Explore the dungeon in first-person. Dungeons are grid-based with 90-degree movement similar to old RPGs like Might and Magic or Eye of the Beholder. You navigate hallways, interact with items (marked as dots on the map), open chests, and eliminate enemies that are positioned around the map.
- Fight enemies with your card hand. When you engage enemies, turn-based combat begins. You draw a hand of cards from your deck and spend mana to play them. Balancing between armor and offensive cards while creating combos is a key to victory. The card combo multiplier rewards playing cards in ascending mana cost order each turn.
- Level up to draft new cards. Killing enemies earns experience. Once you level up, you choose new cards to add to your deck. This is where your deck's identity takes shape: choosing weapon cards, utility cards, and Item Cards that support your chosen evolution target.
- Gems, evolution stations, and power-ups. Chests and Evolution Statues are your main source of Evolution Gems, which transform base weapon cards into their evolved forms. Some chests also offer customization gems that can buff individual cards with extra effects, but don't use those on cards you plan to evolve.
- Defeat the boss to complete the dungeon. Each dungeon ends with a boss fight. Clearing it unlocks the next dungeon and earns gold and rewards you carry back to the Village.
- Return to the Village after the run. Gold from your runs is spent at the Power Ups Shop on permanent stat upgrades. New Crawlers, cards, and content unlock through the Town Hall's Unlocks menu as you meet milestone conditions across multiple runs. You can also unlock Arcana cards at the Inn as a pre-run modifier once you progress far enough.
TIP: Check the Unlocks menu in the Town Hall regularly. You're often one or two runs away from unlocking a new Crawler or dungeon without knowing it. Passive progress toward milestones happens even on failed runs.
How the Combo System Works in Vampire Crawlers
The combo system is the single most important mechanic to understand in Vampire Crawlers, and the one the game's tutorial covers least thoroughly. The core rule is straightforward: play your cards in ascending mana cost order each turn, and each card in the sequence multiplies the effect of the next one. Starting with a 0-mana card, then a 1-mana card, then a 2-mana card, and so on, chains together a combo multiplier that snowballs with every step.

Here's what that looks like in practice: when you play cards in ascending mana cost order, each following card hits harder thanks to the combo multiplier stacking. Push the mana chain to 4, 5, or 6 cards deep and individual cards start dealing many times their base value. Players have reported reaching 20x, 30x, or higher multipliers with the right deck construction. The TURBOTURNTM system means there's no time pressure forcing you to rush your sequencing.
TIP: Wild cards extend your combo stack without requiring the strict cost-order rule. If you pick up a Wild card, use it to bridge gaps in your mana cost sequence, such as jumping from a 1-mana card to a 3-mana card without breaking the chain. Wilds are some of the most valuable cards in the game regardless of character.
The practical implication for deck building is that your deck should have cards at every mana cost level, not just a pile of high-damage 2 and 3-mana cards. A handful of expensive cards cannot chain a combo because you can't step through the lower mana costs first. Early drafting should prioritize filling out your 0-mana and 1-mana slots before stacking up the big payoff cards at higher costs.
There's also the TURBOTURNTM element to combat: unlike traditional turn-based games, you don't need to wait for animations to finish before playing your next card. This lets you chain card combos at full speed without interruption. New players should use this to slow down and plan their full card sequence before committing to the first play, since there is no time pressure during your turn.
TIP: The multiplier stacks per card in the chain, but resets after the turn ends. A single turn where you chain 8 cards in ascending order is more powerful than two separate turns with partial combos. Plan your whole hand sequence before committing to the first card.
How Evolutions Work in Vampire Crawlers
Evolutions are the most impactful power spikes in any Vampire Crawlers run. Each weapon evolution transforms a base weapon card into a stronger evolved form that deals significantly more damage and often gains entirely new abilities. To evolve a weapon card, you need three things at once: the correct Base Card, the matching Item Card, and an empty gem socket on your Base Card.

When you have both the Base Card and its Item Card, visit an Evolution Statue (the dark statue holding a red Evolution Gem) or open a chest or boss reward that grants you an Evolution Gem. Accepting it fuses the pair into the evolved weapon. Both the Base Card and Item Card are consumed during the process, which is why you should never apply regular customization gems to a card you're planning to evolve: filling the gem socket blocks the evolution trigger entirely.
TIP: Some Item Cards are marked "Destroyed after use" when played as a combat card. Playing them in combat removes them from your deck permanently, which means they can no longer trigger an evolution. Hollow Heart is one confirmed example. If you see that text on an Item Card and you're building toward an evolution, save it exclusively for the evolution process rather than using it offensively.
Beyond standard evolutions, Unions are a second type of evolution recipe that fuse multiple weapon cards into a single more powerful form. The most notable example is Phieraggi, which combines Phiera Der Tuphello, Eight the Sparrow, and a Tirajisú card into one evolved weapon. Union recipes consume all listed cards during the fusion, so they are more demanding to set up than standard evolutions. Pick up the Grim Grimoire relic in the Inlaid Library to unlock a built-in recipe tracker from your pause menu that shows all evolution and Union recipes you've discovered, including which cards you already have in your deck.
Here's a full quick-reference table of all confirmed evolutions currently in the game. For a complete breakdown of gem requirements, alternate Item Cards, and tips on evolving faster, see our Vampire Crawlers Evolutions guide.
| Base Card | Evolved Form | Required Item Card | |
|---|---|---|---|
| Whip | → | Bloody Tear | Hollow Heart (also: Forever Heart) |
| Knife | → | Thousand Edge | Bracer |
| Magic Wand | → | Holy Wand | Empty Tome (also: Light Tome, Weighty Tome, Ancient Tome) |
| Axe | → | Death Spiral | Candella (also: Candle, Candelabrador) |
| King Bible | → | Unholy Vespers | Spellbinder |
| Fire Wand | → | Hellfire | Spinach (also: Sprig o' Spinach) |
| Garlic | → | Soul Eater | Pummarola (also: Pummadora) |
| Runetracer | → | NO FUTURE | Armor (also: Golden Armor, Rainbow Armor, Hero's Armor) |
| Santa Water | → | La Borra | Attractorb |
| Lightning Ring | → | Thunder Loop | Duplicator |
| Cross | → | Heaven Sword | Clover |
| Song of Mana | → | Mannajja | Skull O'Maniac |
| Pentagram | → | Gorgeous Moon | Crown |
| Gatti Amari | → | Vicious Hunger | Stone Mask |
| Shadow Pinion | → | Valkyrie Turner | Wings |
| Peachone + Ebony Wings | → | Vandalier | — (Union: both weapon cards fuse) |
| Phiera Der Tuphello + Eight the Sparrow Union | → | Phieraggi | Tirajisú (all three cards consumed) |
TIP: Focus your run around one or two evolution pairs at most. Spreading your drafting across three or four different weapon lines means none of them will have the correct Item Card at the right time. Pick your evolution target early and draft to support it. Once you find the Grim Grimoire in the Inlaid Library, its in-run recipe tracker makes this planning much easier.
Village Upgrades: What to Prioritize First
Between runs, the Village is where Vampire Crawlers' meta-progression lives. The Power Ups Shop lets you spend gold earned during runs on permanent stat upgrades that apply to all future runs. With gold scarce early on, knowing which upgrades to prioritize is the difference between runs that spiral out of control on the later dungeon floors and runs where you feel genuinely powerful.
The most efficient early investment is Greed. Greed increases coin acquisition by 25% per rank. Getting it to Rank 2 or 3 as quickly as possible creates a compounding advantage: more gold per run means you can afford more Power Ups faster, which means stronger subsequent runs. Almost every guide covering Vampire Crawlers points to Greed as the first upgrade worth maxing, and the math backs that up.

After Greed, Might is the next priority for most builds. Might directly increases your damage output across all weapon cards, which shortens fights, reduces total damage received over a dungeon floor, and lets you push further into harder content. Here's a rough upgrade priority for the opening hours:
| # | Upgrade & Why |
|---|---|
| 1First | Greed Increases coin acquisition by 25% per rank. The compounding return on investment here is the best in the shop. More gold per run means every subsequent upgrade comes faster. Target: Rank 2 to 3 ASAP |
| 2Second | Might Flat damage boost that applies across all weapon cards. Shorter fights mean less total damage taken per dungeon floor, which keeps your health high enough to engage trickier enemy rooms. Target: Rank 2 early |
| 3Third | Max Health / Recovery A larger health pool gives you more room to take damage during tough fights while learning new enemy patterns. Recovery upgrades reduce how punishing individual mistakes are across a long dungeon run. Situational -- adjust to your playstyle |
| 4Fourth | Blacksmith One of the best ways to spend money is to upgrade cards so you have more gem slots available for customization and evolution preparation. Target: Rank 2 early |
TIP: If you're finding a specific dungeon too difficult to progress through, run an earlier dungeon with a deliberate coin focus instead of forcing progress into harder content. Repeating Mad Forest once or twice with Greed maxed will build a gold base. Choose Gold instead of card upgrades when given the option during those farming runs.
How to Unlock Dungeons in Vampire Crawlers
Not all dungeons (maps) are available at the start. In the spirit of a true roguelite, you must meet requirements to unlock each new map. Visit Town Hall for more information on specific unlock conditions.
| Dungeon | Unlock Requirement & Notes |
|---|---|
| Mad Forest Dungeon 1 | Available from the start The starting dungeon. Home to the Mantichana boss. Run this dungeon multiple times early for coin grinding and character leveling. The Guiding Light relic drops here once you hit Level 10. |
| Inlaid Library Dungeon 2 | Unlock: Reach Level 10 in Mad Forest Introduces harder enemy patterns and multi-floor navigation. Required for unlocking Pasqualina Belpaese. Also the dungeon where you can find the Grim Grimoire relic, your in-run evolution recipe tracker. Features the Library West Wing and Library Sanctum variants for advanced players. |
| Teeny Bridge Dungeon 3 | Unlock: Reach Level 15 in Inlaid Library A transitional dungeon with distinct environmental hazards. Complete it to unlock the Dairy Plant. Home to the Mine Cart destruction challenge needed to unlock Carreello. |
| Dairy Plant Dungeon 4 | Unlock: Complete Teeny Bridge Features the Milk Elemental boss and unlocks Bianca Ramba. One of the tougher mid-game dungeons. Requires a well-evolved deck and a clear combo strategy to clear consistently. Complete it to unlock Milk Factory. |
| Furious Forest / Berserk Wood Mad Forest Variants | Unlock: Complete Mad Forest (Furious Forest) / Complete Furious Forest (Berserk Wood) Harder remixed versions of Mad Forest with stronger enemy variants. Berserk Wood contains a hidden Coffin required to unlock Pugnala. |
Dungeons in Vampire Crawlers are multi-floor, first-person environments built on a grid. Movement is locked to 90-degree turns and cardinal direction steps, giving the dungeons a classic dungeon crawler feel that rewards methodical exploration over rushing toward the exit.
One mechanic that trips up new players: smash every candelabra and light source you see. After you find the Guiding Light relic (unlocked by reaching Level 10 in Mad Forest), all breakable light sources appear on your minimap. Smashing them will sometimes reveal Floor Chickens hidden behind them.
TIP: Don't be afraid to die, but make sure you know what your run is about. If it's about farming Gold, head to easier maps. If you're looking to unlock Crawlers, focus on cards and enemies that are part of the requirements, even if that lowers your chances of success in that run.
Quick Beginner Tips for Vampire Crawlers
- Always play 0-mana cards first. Holding a 0-mana card and leading with a more expensive one breaks your combo chain for the entire turn. Sequence from lowest to highest cost, always.
- Don't fill gem sockets on cards you want to evolve. Evolution requires an empty gem socket. Buffing a weapon card with a customization gem before you have its matching Item Card is one of the most common early mistakes. Take coins instead when given the choice during those early levels.
- Don't play Item Cards marked "Destroyed after use" in combat if you need them for an evolution. Using them as a combat card removes them from your deck permanently. Save those cards for the Evolution Statue.
- Greed first, always. The Power Ups Shop upgrade that increases coin acquisition pays for itself faster than any other upgrade. Get it to Rank 2 or 3 before spending gold elsewhere in the shop.
- Save Chicken HP restore for boss fights. The HP restoration from chickens is not large, but it can be run-saving if held for a boss fight or a particularly dangerous elite encounter. Don't eat them immediately after finding them unless you're low on health.
- Smash everything you see. After unlocking the Guiding Light relic, all breakable items appear on your minimap. Each offers rewards, from cards to health pickups.
- Find the Grim Grimoire in the Inlaid Library. This relic adds a full evolution and Union recipe tracker to your pause menu, showing which cards you already have toward each recipe. It is one of the most useful relics in the game for staying focused on your build.
- Limit your evolution targets to one or two per run. Chasing three or four different weapon evolutions means your Item Cards won't line up with your Base Cards in time. Pick an evolution pair early and draft around supporting it.
- Cards that draw more cards are disproportionately strong. Any card that lets you draw additional cards extends your combo potential. These are consistently among the highest-value pickups regardless of character.
- Utility and armor cards belong in your combo chain, too. Don't build a hand that is all damage. Defensive and utility cards at lower mana costs serve double duty: they fill out your combo sequence and protect you from enemies.
- Repeat easy dungeons early. If later dungeons are consistently ending your runs, you likely need more village upgrades. Running Mad Forest one or two more times with a coin focus before pushing into the Inlaid Library is almost always more efficient than facing enemies you're not strong enough to handle.
- Read the Unlocks menu before each session. Several crawler unlocks and dungeon variants are closer than they look. Knowing you need 15 more Garlic card plays to unlock Poe might change which cards you draft this run.
Vampire Crawlers FAQ
Vampire Crawlers launched on April 21, 2026, on Steam (PC), PlayStation 5, Nintendo Switch, and Xbox Series X|S. It is also available Day One on Xbox Game Pass. Mobile versions for iOS and Android are planned for later in 2026. The game is Steam Deck Verified.
Vampire Crawlers costs $9.99 / EUR 9.99 / GBP 9.99 across all platforms. Regional pricing is adjusted based on purchasing power rather than direct currency conversion. The game is also included on Xbox Game Pass on Day One at no extra cost.
No. Vampire Crawlers is a fully standalone game. It reuses characters, weapons, and environments from Vampire Survivors but plays as a completely different genre: a turn-based dungeon crawler and roguelite deckbuilder. New players who have never touched Vampire Survivors can start with Vampire Crawlers without missing anything essential to the experience. Poncle has described Vampire Crawlers as the first in a planned series of Vampire Survivors spin-offs.
The combo system works by playing your cards each turn in ascending mana cost order. Start with a 0-mana card, then a 1-mana card, then a 2-mana card, and so on. Each card played in the correct sequence multiplies the effect of the next card in the chain via a combo multiplier. The higher you stack the mana chain, the more powerful each subsequent card becomes, with reported multipliers reaching 20x, 30x, or higher. Wild cards let you bridge gaps in your mana cost spread without breaking the chain.
To evolve a weapon in Vampire Crawlers, you need three things: the Base Card for the weapon, the matching Item Card, and an empty gem socket on your Base Card. When you have both cards, visit an Evolution Statue or open a chest or boss reward that provides an Evolution Gem. Accepting it transforms the Base Card into its evolved form. Importantly, the Base Card is consumed in the process while the Item Card stays in your deck. Do not apply customization gems to a weapon you plan to evolve, because filling the socket blocks the evolution trigger.
Unions are a special type of evolution that fuse multiple weapon cards into one more powerful evolved weapon rather than following the standard Base Card plus Item Card formula. The most prominent example is Phieraggi, which requires Phiera Der Tuphello, Eight the Sparrow, and a Tirajisú card. All listed cards are consumed during a Union fusion, so these recipes are more demanding to set up than standard evolutions. Find the Grim Grimoire relic in the Inlaid Library to access a full Union recipe tracker from your pause menu.
The Grim Grimoire is a relic found in the Inlaid Library that adds a built-in recipe tracker to your pause menu. Once you pick it up, the tracker shows every evolution and Union recipe you have discovered, and highlights which of the required cards are already in your current deck. It is one of the most useful relics in the game for planning builds mid-run.
TURBOTURNTM is Poncle's name for Vampire Crawlers' combat input system. Unlike traditional turn-based games, you don't need to wait for card animations to finish before playing your next card. This lets you chain your entire hand in one fast sequence without interruption. New players should use this freedom to slow down and plan their full card order before committing to the first play, since there is no time pressure during your turn.
Vampire Crawlers was developed jointly by poncle (the studio behind Vampire Survivors, led by Luca Galante) and Nosebleed Interactive (known for Arcade Paradise). It is published by poncle. The game was first revealed on November 20, 2025, and entered a public demo phase on February 23, 2026, before its full release on April 21, 2026.
Yes, you will. The moment you log into the full version of the game, all progress from the demo carries over automatically. You will also receive achievements for everything you unlocked during the demo, including content that was unavailable in the demo but whose requirements you already met. That means crawlers, maps, and relics all transfer.
We'll keep this Vampire Crawlers beginner's guide updated as poncle and Nosebleed Interactive patch the game through its launch period and beyond. For more, check out our Vampire Crawlers Evolutions guide for every confirmed evolution recipe and Union in the game, and follow us on Twitter and TikTok to stay up to date on your favorite games!