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Vampire Crawlers Shows Off Its Turn-Based Chaos in New Gameplay Trailer
Vampire Crawlers Finally Shows How It Plays
After months of anticipation and strong wishlist momentum on Steam, Vampire Crawlers has finally revealed how its moment to moment gameplay actually works.
A new gameplay trailer showcases the roguelike in motion, putting its unusual blend of dungeon crawling, turn based card combat, and snowballing power systems front and centre.
Rather than positioning itself as another Vampire Survivors-inspired experiment, Vampire Crawlers immediately distinguishes itself through structure. This is not a passive survival experience. It is a deliberate, spatially driven dungeon crawler where player decisions dictate both pace and scale, and where builds are clearly designed to spiral far beyond reasonable limits.
Dungeon Crawling With Physical Space and Verticality
One of the most striking elements shown in the gameplay trailer is the emphasis on physical dungeon design. Vampire Crawlers features multi floor environments with fully functioning walls, corridors, and environmental boundaries. Movement matters, positioning matters, and exploration is treated as an active mechanic rather than a backdrop for combat.
Progression through these dungeons is also tied to interaction. Players must locate tools such as shovels to dig down into lower floors, with some runs leading into unexpected environments such as cloud based stages.
This vertical structure gives each run a stronger sense of journey, reinforcing that Vampire Crawlers is as much about traversal as it is about combat optimisation.
Turn Based Combat Designed to Snowball
Combat revolves around a turn-based card system built entirely around momentum. Cards are played in ascending mana order, and each successful play amplifies the power of the next.
The longer a chain continues, the more explosive the results become, encouraging players to push their luck rather than play safely. Wild cards act as extensions to these chains, allowing players to stretch combos well beyond normal limits.
The trailer openly leans into this excess, showing stacks climbing into double digit counts and triggering screen filling cascades of effects. Vampire Crawlers is not shy about its goal here. The game wants players to chase infinite loops and reckless power scaling.
Player Controlled Tempo and Turbo Turns
Despite being turn-based, Vampire Crawlers allows players to dictate the speed at which chaos unfolds. The engine ensures outcomes remain consistent regardless of how quickly cards are played. Players can slow things down to observe each interaction or unleash rapid inputs to generate dense bursts of effects.
This flexibility caters to multiple playstyles without compromising balance. Tactical players can take their time sequencing cards carefully, while others can embrace visual overload and momentum driven decision making. The system supports both without privileging one over the other.
Deck Building, Progression, and Intentional System Abuse

Between runs, Vampire Crawlers leans heavily into deck building and long term progression. Levelling up grants access to new cards, while chests can be headbutted open to obtain customisation gems and permanent power ups. These layers feed directly into how aggressively a build can scale.
Weapon evolutions and survivor summons add further complexity, creating chain reactions that feed into already volatile systems. The gameplay trailer makes it clear that the game is built to be broken. Mastery is not about restraint, but about understanding how far the systems can be pushed before everything collapses.
A Roguelike Backed by Strong Early Interest
Alongside the gameplay reveal, Vampire Crawlers has also surpassed 170,000 wishlists on Steam, signalling strong early interest ahead of release. That traction suggests players are responding not just to the aesthetic, but to the promise of a roguelike that embraces excess rather than trying to contain it.
With its focus on structured dungeon exploration, turn based combo escalation, and player controlled chaos, this latest from poncle is shaping up to be a very different kind of power fantasy. One that invites players not just to survive, but to completely lose control.
