
The version they released recently is such a smooth buttery 60 fps instead. But you know, those are games almost designed to slow down, there are a few where I absolutely love to see this: Odin Sphere on PlayStation 2, the older version that used to slow down a lot, and I absolutely loved it for some reason. "Frame freeze, absolutely love frame freeze done at the right time. "Good? I might like it, depends a lot on the game," he laughs. Does Galante think slowdown can sometimes be… When things really amp up in Vampire Survivors, the slowdown can also get immense, and it doesn't make me mad, it makes me nostalgic. I kind of like slowdown, as in when the framerate decreases, in specific circumstances and particularly when it happens in a vaguely bullet hell context.
#VAMPIRE SURVIVORS MOBILE PC#
OK, time for my slightly controversial technical opinion that I hope the PC Gamer hardware team never see. A new layer of you know, of power creep, and all that." Of course, it will just add more on top of what is already there. But also, there are two big gameplay features planned that will change the way people play the game. "So where people can have a look at what percentage of completion we are for the game: Right now we're at about 70% of the content so we can expect more, you know, characters, stages and all things we already know. " I published a roadmap finally just last week (opens in new tab)," says Galante. The future for the game is now obviously going to be more ambitious than initially planned. And I still haven't managed to sort everything out! Yeah, things are a bit bigger than expected." So yeah, the amount of work is insane right now. When you have players numbering in the hundreds of thousands, even if 1% of those people experience a problem, it's a very large amount of people you need to deal with, to support. "And you know, if 1% of those players have a problem, it's easy, you will find a way to sort out that user. "I wasn't expecting all these issues because I was expecting, if I were to get lucky, 1-200 players," laughs Galante. I asked Galante how success had changed things, and it sounds like much of it is firefighting. The level of success it has seen is hard to quantify, though any indie game that boasts an average of around 25,000 players a day isn't doing too badly. That attitude clearly works for the audience too: Vampire Survivors currently sits at 66,000 user reviews that average-out to an 'Overwhelmingly Positive' rating on Steam. One shouldn't only aim to try and make as much profit as possible from it: This just doesn't work for me." And then I'm really happy that people want to pay more for the game, of course, and the price will go up once it's out of early access or closer to completion, but once again, I need to feel like it's a fair deal. "Which is a product that I developed in my spare time, and by spending a total of £1100 on assets, basically, between the illustrations and the sounds. "The reason for that is because I felt like it was a fair price for what I was offering," says Galante. That's definitely impulse purchase territory, and it was easy for folk to climb on-board when everyone was getting excited about it. As long as they're fun, I'm fine with it, it will be up to the player to make the choice to either go for the easy way, or just go for the weapons they like instead and make a challenge for themselves."Īnother aspect of the game that surely helped in its success is that Vampire Survivors costs $2.99 on Steam. And if there are some weapons that are completely broken, that's fine. It's a singleplayer game, I'm more than happy for people just to go for what they have fun with.

Then I started to build in the combos try to diversify the weapons so that they feel different, and without worrying too much about which one is strongest really. I still wasn't thinking about how this is actually going to get fun. "I was more focused on trying to put as much stuff as possible on-screen. "I spent quite a lot of time testing with just two or three weapons really," says Galante.
