<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Poncle - vo.rs</title><link>https://vo.rs/tags/poncle/</link><description>Latest from the Poncle desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 13 Jan 2026 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/poncle/" rel="self" type="application/rss+xml"/><item><title>Vampire Survivors: The Game That Plays Itself, Almost</title><link>https://vo.rs/respawn/vampire-survivors-the-game-that-plays-itself-almost/</link><description>&lt;![CDATA[<p>There is a version of this review that is four words long and reads &ldquo;it costs four quid&rdquo;. Poncle&rsquo;s<em>Vampire Survivors</em> has been on Steam since December 2021, went 1.0 in October 2022, and has spent the years since being the cheapest thing on anyone&rsquo;s account that they have still somehow put a hundred hours into. It won the BAFTA for Best Game in 2023, which remains the funniest sentence in recent awards history — a browser game built in Phaser by one bloke in Italy, sat in the same category as budgets with a comma in them.</p><p>The joke has been told. What has not been examined nearly enough is the actual engineering. Because<em>Vampire Survivors</em> is one of the cleanest pieces of subtractive design I have seen since the sixteen-bit years, and the thing it subtracted is the thing every other game in its lineage assumed was load-bearing.</p><h2 id="the-removal">The removal</h2><p>You move. That is the input. The left stick, or WASD, and nothing else. Your weapons fire on their own timers, in their own patterns, forever, whether you are paying attention or not. Monsters come in from the edges in tides. Every kill drops an experience gem; every few gems is a level; every level throws up a small menu of weapons and passive items and asks you to pick one. Thirty minutes on the clock, and at thirty minutes Death arrives and takes the run off you regardless of what you have built.</p><p>Strip a twin-stick shooter of the aiming and you would expect to be left with nothing. Instead you are left with<em>positioning</em>, and it turns out positioning was carrying the whole genre the entire time. The direct ancestor here is well documented — Galante has been open that he took the shape from<em>Magic Survival</em>, a Korean mobile game from 2021 — but the deeper root is the arcade lineage that runs through<em>Robotron: 2084</em>, where the second stick was really just a way of expressing which pile of enemies you had decided to be nearest to.<em>Vampire Survivors</em> noticed that the interesting decision in that genre was always the standing — the shooting was bookkeeping — and had the nerve to delete everything else.</p><p>What this does to the moment-to-moment is peculiar and specific. You stop reading the screen as targets and start reading it as terrain. A whip that fires horizontally means you want enemies on your flanks; a King Bible orbiting your body means you want to be inside the crowd rather than backing away from it; a Garlic aura means the correct play is to walk<em>into</em> the thing that is killing you. Your build silently rewrites what &ldquo;safe&rdquo; means, and half the skill of a run is noticing that the geometry of safety changed two levels ago and you are still moving like the old build.</p><h2 id="the-economy-underneath">The economy underneath</h2><p>The level-up menu is where the design does its real work, and it is worth being precise about why it lands, because &ldquo;you get a choice of upgrades&rdquo; describes a hundred games that feel like nothing.</p><p>You have six weapon slots and six passive slots. Weapons cap at level eight. A capped weapon plus the correct passive item unlocks an<em>evolution</em>, which arrives only from a chest dropped by a boss after the ten-minute mark. That is three separate resources — slots, levels, time — all converging on a single delivery window, and the effect is a run that has a genuine dramatic structure rather than a difficulty slope. Minutes zero to ten are you deciding what the run is about. Ten to twenty are the evolutions cashing in and the screen turning to soup. Twenty to thirty are you finding out whether the soup is thick enough to survive what is coming.</p><p>The screen-turning-to-soup is the part people describe as the game playing itself, and it is where the criticism usually stops. I would argue the opposite: the soup is the<em>reward</em>, and it is a reward the design has to earn by making the first ten minutes genuinely precarious. Early<em>Vampire Survivors</em>, before your first evolution, is a horrible tense scrabble in which one bat can end you and the gems are always eight steps too far away. The power fantasy at minute twenty-two is only legible because you remember being nearly killed by a bat at minute two. Take away the fragile opening and the whole thing collapses into a screensaver, which is precisely what happens in the dozens of imitators that let you start strong.</p><p>Galante&rsquo;s professional background before this — years designing for the gambling industry — is a matter of public record and he has talked about it openly, and you can see the fingerprints without needing to be rude about it. The gem-collection radius, the near-miss, the drip of small rewards between the big ones: this is somebody who knows exactly which frequency the reward loop wants to run at. The difference is that a slot machine&rsquo;s schedule exists to extract, and this one exists to keep a decision interesting. Same tooling, aimed somewhere better.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The meta-progression is the weak joint. Gold from runs buys permanent PowerUps — more might, more speed, more luck, more revives — and it does the standard roguelite thing of making early runs artificially bad so that later runs can feel earned. It works, in the sense that it kept me coming back. It also means that a substantial chunk of your first several hours is spent losing to a wall that exists because a spreadsheet says you have not paid yet.<em>Hades</em>, which I have written about<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">here</a>, got away with this by attaching a story beat to every failed run;<em>Vampire Survivors</em> attaches a number.</p><p>The Arcana system, added at 1.0, is the more interesting late addition and the more uneven one. Arcana cards are run-wide rule changes — one makes your first weapon fire on a timer independent of cooldown, another converts recovery into damage — and the good ones are genuinely build-defining in the way<em>Balatro</em>&rsquo;s jokers are, a comparison I have leaned on before in<a href="/respawn/balatro-the-poker-roguelike-that-ate-a-year/">that review</a>. The problem is that a few of them are so much better than the rest that the &ldquo;choice&rdquo; of two Arcana at the start of a run is frequently no choice at all. When your deck contains a card that trivialises the ceiling, the ceiling stops being a place you visit.</p><p>And the content has sprawled. Poncle has kept adding — Legacy of the Moonspell in late 2022, Tides of the Foscari in 2023, an<em>Among Us</em> crossover, a<em>Contra</em> one, and eventually the official Konami-licensed<em>Ode to Castlevania</em> in 2024, which retroactively legitimised an aesthetic the game had been cheerfully gesturing at since the itch.io days. Each pack is generous and cheap. Collectively they have turned a game whose original virtue was that you could understand all of it into one with a collection screen you scroll. The free Adventures mode was an honest attempt to re-impose a shape on that pile, and it half works.</p><h2 id="what-it-is-actually-for">What it is actually for</h2><p>Here is the read.<em>Vampire Survivors</em> is a game about the pleasure of a system you built becoming legible to you all at once. The reason it survives its own tedium — and there is tedium; minutes twenty-two to thirty of a strong run are frequently just holding a direction — is that the legibility arrives as a<em>sensation</em> rather than as information. You do not read a stat sheet and conclude the build worked. You watch the screen fill with your own consequences.</p><p>That is a real, specific thing that games can do and other media cannot, and it is why the hundred clones that copied the auto-attack and the XP gems mostly feel hollow. They copied the loop. The loop was never the point. The point was the ten-minute window of genuine fear that makes the twentieth minute mean something, and fear is expensive to design and free to leave out.</p><p>Play it on whatever you have — it is on PC, Xbox and Game Pass, Switch, PlayStation, and free on mobile with ads, and it runs on hardware that would struggle to open a browser tab. Buy the base game, ignore the DLC until the base game bores you, and give it the first hour on the understanding that the first hour is meant to be a bit miserable.</p><p>If it hooks you, go to<a href="/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/">Risk of Rain 2</a> next, which does something structurally related with a clock that gets angrier the longer you dawdle, and which asks for rather more of your hands.</p><h2 id="spoilers-below">Spoilers below</h2><p>The unlock tree is the real second game, and it is where the design shows most personality.</p><p>Moongolow is the trick everyone remembers: a stage that runs a fixed fourteen minutes and then ends in a cataclysm, dropping you somewhere considerably less pleasant, and it is the only moment in<em>Vampire Survivors</em> that has anything you could call a set piece. It works because the game has spent hours teaching you that stages are inert arenas, and then one of them turns out to have a plot.</p><p>Green Acres and The Bone Zone are jokes — endless, arbitrary, essentially test rooms left in with the lights on — and their presence tells you something honest about the project&rsquo;s origins. This was a browser toy that never fully stopped being one, and Poncle has declined to sand off the parts that give it away. The secret characters unlocked by typing nonsense into the main menu are the same instinct: a game that remembers cheat codes were once a folk practice rather than a store page.</p><p>The Randomazzo, the Yellow Sign, the escalating chain of relics that each unlock the ability to find the next thing — this is the structure that keeps people at four hundred hours, and it is essentially an ARG bolted to a screensaver. Whether that is genius or a cheerful mess depends entirely on how you feel about a game that hides its best ideas behind its worst ones. I lean towards genius, on the grounds that nothing else that came out in 2022 was this confident about what it could afford to leave out.</p>
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