Vampire Crawlers wasn’t a game I expected to get hooked on. A card battler built off Vampire Survivors sounded like something I’d bounce off pretty quickly. Even after enjoying the demo (which you should go play), I didn’t think it would stick with me the way it has. But once the dungeon-crawling roguelike loop kicked in, that assumption didn’t hold up for long. What started as a quick demo turned into hours of playtime, and after getting my hands on the full game, I found myself completely pulled in, to the point where I was making excuses just to get back to it.
After spending more time with Vampire Crawlers: The Turbo Wildcard from Vampire Survivors, it’s clear this spin-off has more depth than it first appears, blending strategy and action in a way that keeps each run feeling fresh. But what actually makes it worth your time?
Game Name: Vampire Crawlers: The Turbo Wildcard from Vampire Survivors
Platform(s): PlayStation 5, Xbox Series X|S, Nintendo Switch, iOS, Android, PC (Steam)
Reviewed On: PC
Genre: Roguelite Deckbuilder
Developer(s): poncle, Nosebleed Interactive
Publisher(s): poncle
Release Date: April 21, 2026
Price: $9.99
Steam Deck Compatible: Yes, and also on Legion Go, Legion Go 2, Legion Go S, and ROG Ally/Ally X.
A Deckbuilder That Actually Feels Like an Action Game

Vampire Crawlers: The Turbo Wildcard is a weird mix, and I mean that in a good way. It takes deck-building and throws it into a dungeon crawling setup, which isn’t something I expected to click with me at all. Instead of just reacting like you would in Vampire Survivors, you’re actually thinking about what you’re doing, building out abilities, and shaping each run based on the cards you bring in.
Each run drops you into procedurally generated dungeons packed with enemies, loot, and upgrades, but how you approach it can feel completely different depending on your setup. Some runs turn into chaotic damage spam where you’re melting everything in sight, while others slow things down and reward you for planning and smart card usage. That flexibility is what kept me coming back, because no two runs really felt the same.
One of the best things about Vampire Crawlers is how it balances simplicity with depth. You can just play whatever cards show up and try to brute force your way through encounters, but that approach will only get you so far. If you actually want to progress, you need to understand how your deck works, how your abilities synergize, and when to play aggressively versus when to hold back. That becomes apparent the further you progress in the game, and encounters that look simple at first can quickly turn into bouts of frustration, but also valuable learning experiences. Build optimization is key to success here.
Progression, RNG, and Building Power Over Time
While this is a card battler at its core, it leans heavily into roguelike systems. RNG plays a big role, but so does long-term progression. As you push through different locations, you’ll earn currency that can be used to upgrade gear, unlock perks, and improve your overall chances in future runs. These upgrades aren’t just minor stat bumps either. You can increase how much experience you gain, boost your luck, or unlock perks that fundamentally change how your runs play out. Over time, you start building a foundation that makes deeper runs more manageable, even if RNG doesn’t always go your way.
Of course, because this is a roguelike, those in-run upgrades don’t carry over permanently. You build up your character during a run, get stronger, find a setup that works, and then it’s all reset once that run ends. You’re back to your base perks and starting anew.
But that’s exactly what makes the game work. You never hit that point where you’re just steamrolling everything with permanent upgrades. Instead, every run feels earned. You build up your character, find a strong setup, push as far as you can, and then do it all over again. And somehow, it doesn’t get old. If anything, it makes you want to jump right back in and see if you can put together an even better build next time.
And yes, that loop can start to feel a bit repetitive, given the nature of the game. You’ll be doing countless runs to learn matchups, earn resources, and farm coins to unlock more perks that make future runs more manageable. Still, with most runs lasting around 20 minutes, the game respects your time and makes it easy to jump in and out without feeling like a major commitment, which helps balance out that repetition.
Crawlers, Builds, and Playstyle Variety

You don’t go into these dungeons alone. As the name suggests, you’ll team up with Crawlers, each bringing their own abilities and card layouts to the table. Some focus on raw damage, others lean into survivability or resource generation, and mixing them into your build can completely change how a run feels.
At the start, your options are limited, but as you play, you’ll unlock more Crawlers either through progression or by finding them during runs. Once recruited, they can be added to your roster, letting you experiment with different combinations and strategies. Each Crawler brings something different to the table, whether it’s boosting your damage output, improving survivability, or giving you access to abilities that can completely change how a run plays out.
That variety adds a surprising amount of depth. You can lean into Crawlers that make runs more forgiving and easier to manage or take a risk on ones that offer powerful abilities but require more effort and setup to really shine. For example, one Crawler can trigger healing when you play a specific card color, while another boosts your overall damage output. Small changes like that can completely shift how a run plays out, and this is where choosing the right Crawler really starts to matter.
Some builds come together quickly, while others take time before they start to feel effective, and figuring that out is part of the fun. It’s a system that constantly pushes you to experiment. One run might feel effortless, while the next forces you to rethink your entire approach based on the Crawlers you’re using. That unpredictability keeps things fresh and adds a layer of challenge that goes beyond just surviving the dungeon.
This is where the game really opens up. Finding a setup that clicks, whether it’s a high-damage build that clears rooms instantly or a slower, more controlled setup that plays the long game, is what makes Vampire Crawlers hard to put down. It stops feeling like luck and starts feeling like control, and that shift is what kept pulling me back in for “just one more run.” In my case, that “one more run” has turned into hours, to the point where I found myself gravitating toward my handheld just to keep going. It’s the kind of game that fits perfectly in that pick-up-and-play space, even if you end up playing way longer than you planned.
Performance and Presentation

Most of my time with Vampire Crawlers was on handheld, primarily on my Legion Go S and occasionally on my Legion Go 2. I even managed to sneak in some time on the Steam Deck that I used to call my own before my son claimed it, and it runs great on it despite what the Steam recommendation says. This is the kind of game that just fits that format. It’s easy to pick up, hard to put down, and it runs without any issues on either device. Load times are fast, performance is smooth, and nothing ever gets in the way of the experience. Honestly, if you have a handheld PC, that might be the ideal way to play it. I can’t tell you how much time I’ve spent just chilling on the couch playing this.
Visually, it sticks close to the style you’d expect from a Vampire Survivors spin-off, with simple but effective visuals that keep the focus on gameplay clarity. Effects are easy to read even when the screen fills up, which matters given how hectic things can get. The audio does its job too, with satisfying combat feedback and a soundtrack that supports the pacing without becoming distracting.
Final Verdict
Vampire Crawlers: The Turbo Wildcard from Vampire Survivors surprised me. What looked like a niche spin-off turned into something I kept coming back to, thanks to its mix of strategy and chaos, and this is where poncle & Nosebleed Interactive ultimately succeeds. It won’t click with everyone, especially if you’re not into deckbuilders, but if the gameplay loop grabs you, it’s going to be really hard to walk away from. It’s that addicting. For under $10, it delivers hours of gameplay and an addictive loop that keeps pulling you back in, even when you think you’ve seen it all.
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Review Disclosure Statement: A copy of Vampire Crawlers: The Turbo Wildcard from Vampire Survivors was provided to us by poncle for review purposes. For more information on how we review video games and other media/technology, please review our Review Guideline/Scoring Policy.
Vampire Crawlers blends deckbuilding and roguelike action into a surprisingly addictive loop. It may not click with everyone, but for those who enjoy experimenting with builds and chasing “one more run,” it’s an easy recommendation, especially at its price point.
Pros
- Hard-to-put-down loop that thrives on “one more run” gameplay
- Smart blend of strategy and chaos that rewards experimentation
- Excellent value for under $10 with plenty of replayability
Cons
- Loop can feel repetitive over time
- Builds can take a while to fully come together

