
You never aim in Vampire Survivors and you never press fire. Every weapon swings on a timer you don't control, so the only decisions you get are which upgrade to take at each level-up and where to stand while a few hundred skeletons close in. Last thirty minutes on one of the main stages and the Reaper turns up to kill you anyway. Poncle put version 0.1 on itch.io in March 2021, went into Steam Early Access that December and launched 1.0 on 20 October 2022; six paid DLCs later it is still shipping free content updates.
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Data from build 25016043, updated
Every weapon evolution hinges on two inventories at once: a maxed weapon in one of your six weapon slots and the matching passive in one of your six passive slots, and losing track of either is why most builds stall out before minute twenty. None of that survives the run except Power-Ups, the upgrades bought with gold from the main menu; Spinach, Hollow Heart and every other passive item reset to zero when you die. Arcanas complicate things further. A card picked at 11:00 can quietly kill an evolution you were banking on, or turn a weapon you'd never pick up into the reason you clear a stage. Achievements and secret codes are the two paths that grow your roster between runs, and most of what's worth unlocking sits behind one of those rather than behind gold. Stages set the clock and what's buried underfoot; characters set the opening weapon and the stat curve you ride to get there.

Base stats, per-level gains, and the 38 evolutions that never show up on a level-up screen.

The 26 items that gate every weapon evolution and carry your entire stat build.

56 survivors, a starting weapon apiece, and prices spanning 10 gold to 66,666.

22 Arcanas and 12 Darkanas, with the specific weapons and items each card changes.

Level requirements, spawn tables, and what's buried in each of the 24 stages.

Permanent gold upgrades for every future run, all 29 priced rank by rank.

Where each of the 48 relics hides, and which permanent system it unlocks.

Not everything here drops on the floor: some is Merchant stock, some a level-up pick.

HP, contact damage, and spawn stages for the 180 monsters with a Bestiary entry.
144 typed codes plus 22 earned in a run, and what each one unlocks.

What triggers each of the 213 achievements and what it pays out.
Six weapons, six passives, and a treasure chest that only pays out if you brought the right pair. Fill both inventories and the planner tells you which evolutions are live, which are one pickup short, and which passives have to be maxed first.
Open the Evolution Planner