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ReVamp Revealed as Digital Sun’s Next PC Project
It’s always fun to be bad, well, most of the time. Digital Sun has announced ReVamp, a gothic castle defence roguelite coming to PC.
Best known for the Moonlighter series and Cataclismo, the studio is moving into a hybrid format it calls a tower defensevania, combining modular fortress building with direct-action controls and a repeating siege loop.
The hook is clear. You play as Dracula, bound to an eternal war after being cursed by the moon goddess Achlys. The story framing leans into tragedy rather than conquest, with the campaign built around rebuilding a castle again and again as it pushes deeper into an endless cycle of conflict.
Modular Castle Building Is the Core of the Loop
ReVamp is structured around shaping the castle room by room, turning corridors and open halls into deliberate kill zones. Between enemy waves, layouts can be adjusted, reinforced, and redesigned to respond to new threats. The intent is not to find one perfect blueprint, but to continuously adapt as the sieges escalate.
Digital Sun is promising a large pool of room layouts, with the castle acting as both your base and your primary weapon. In practice, this means runs should be defined by pathing decisions, choke points, and the efficiency with which the build funnels invaders into the wrong places.
Dracula Joins the Fight When Defences Crack
Unlike pure tower defence, ReVamp also lets Dracula enter combat directly. The studio describes fast movement through corridors, melee strikes, and blood-fuelled abilities that can stabilise a collapsing defence line. It positions the player character as a tactical intervention tool, not a passive commander, letting you plug gaps and swing a wave when a layout is no longer holding.
This is where the game’s hybrid identity will live or die. If the castle design and Dracula’s combat feel integrated, the result could be a siege game with far more agency than standard defensive loops.
An Eternal Siege Loop with Permanent Progression
ReVamp’s structure resets with each moonrise, but progression carries forward through blood collected from fallen invaders. That resource is used to unlock new rooms, strengthen minions, and expand strategic options over time. Digital Sun is also highlighting the breadth of build variety through room and minion effects, suggesting a long tail of experimentation rather than a short optimisation sprint.



On the army side, ReVamp includes a roster of monsters to deploy, framing your defence around commanding minions as much as building walls. Enemy waves are also varied, featuring different archetypes and commanders that reshape how each siege unfolds.
Digital Sun has not announced a release date yet, but says multiple playtests are planned in the coming months to gather feedback and shape the experience before launch.
ReVamp is confirmed for PC via Steam.