Vampire Survivors creator on the success of the game: “I have no idea”

“Over the past year, every time I thought we had reached the absurd, something new would emerge to top the old.”

The person behind the roguelike Vampire Survivors, Luca Galante, recently commented that they have “no idea” why the game became so popular with gamers, explaining that receiving a nomination for The Game Awards along with releases like Elden Ring and God of War was “amazing”. .” The developer has just released their first downloadable content for the game, Legacy of the Moonspell.

The news comes from an interview conducted last week by IGN. Galante dove into the details of the game, describing the lengthy development process behind Vampire Survivors. While production began in 2020, Vampire Survivors received a full release on March 31, 2022. The game subsequently received over 165,000 reviews on the digital distribution platform Steam, earning the status of “overwhelmingly positive”. Vampire Survivors unexpectedly received a Best Debut Indie Game nomination at The Game Awards.


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“It was amazing to be nominated for The Game Adverts along with all the other developers,” said Galante. “Over the past year, every time I thought we had reached the absurd, something new would emerge to top the old.” The developer added that “while it’s very hard for me to believe it’s worth all this attention, I’m happy it’s getting it mainly because it shows that literally anyone could do it and therefore I hope it encourages more developers.” independent to follow”. promoting their projects. I don’t say it out of my good heart, I say it out of selfishness. I want to see more and more Celestes, Undertales, Powerwash Simulators, Wandersongs and Short Hikes taking the spotlight they deserve!”

When it comes to what made the game so successful, Galante had a hard time pinpointing the exact reason. “I have no idea what makes it really scary,” the developer noted. “Since launch, I’ve been trying not to look at the numbers or what’s happening online specifically so I don’t get too carried away, I kept my head down and kept working on the game and the company, focusing almost entirely on player feedback. players on Discord and the Steam forums. However, I’m sure the only thing that made the difference is our community managers, who did and are doing an amazing job of keeping player communications open.”

The recently released DLC was apparently a love letter to gamers. “I’m totally on board with the idea of ​​still being able to get content for the games I love, but too often these days, I feel like DLC is designed around monetization rather than around good player service. ”Galante commented. “Having a negative preconception of DLC, I was very hesitant to try to make one, but I also couldn’t keep adding things to the game for fun while there was a company to think about. And just like that, here comes the DLC! My biggest hope is that we make it a fair deal for the players and they like it, that’s something I as a player would be happy to see in stores.”

This image presents three different constructions at their highest levels.  From the left you can see Vandelier, Infinite Corridor and La Borra.

As for what might be on the horizon for the developer, Galante explained that “we’re always thinking about what’s next and generally go where the flow takes us. The beauty of being independent is that we can do almost anything as long as everyone on the team is on board.”

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