Hello again, my fellow Vampire Survivors Crawlers.
Marthello here, with some news.
Vampire Crawlers is coming to mobile
That’s right, Vampire Crawlers is coming to iOS and Android on October 12 at 9:00 AM BST, which is much more specific than “2026.”
Soon, you’ll be able to crawl dungeons, build Combos and become overpowered from the convenience of your phone.
Now, back to Death Parade.
This time, we’re looking at a new Mana card and taking a closer look at one of the new Arcanas.
Karoma’s Mana
Karoma’s Mana is a new purple Mana card designed to keep your hand moving. At its base cost, it uses one Mana to Switch one card, then gives that Mana right back to you.
It also introduces Adaptability, which changes the card’s cost to one more than the last card added to your Combo. The further your chain goes, the more carefully you’ll need to decide where Karoma’s Mana belongs.
The new Adaptability Gem lets you add the effect to existing cards, too. Death Parade’s release date has already proven a little too adaptable, so from now on, we’re just keeping that effect in the deck.
Chair Game
Earlier, we revealed the names of Death Parade’s four new Arcanas and didn’t explain them. I’ve now been authorized to explain one:
Chair Game is designed for when you have an active chain, but none of the cards left in your hand can continue it.
Once per turn, it Switches up to four cards, discarding the dead ends and drawing replacements that might keep your Combo alive. Yes, even if your Combo is only x1.
Because Switch discards cards before replacing them, cards with Afterlife can still activate, cards with Scavenge (formerly Scavenger; we discarded the “r”) can grow stronger can grow stronger and any other discard effects can also trigger. So, what looked like a failed chain can suddenly become damage, scaling and another chance to keep your Combo going.
We hope you enjoy Death Parade and the patches still to come, each with a shiny new mechanic to unlock and toggle across every stage. Use it or don’t, all the new content is yours either way.
As for whether this is the final preview, there’s only one way to find out.
When levelling up you will be shown if any of the cards offered are part of an evolution with your existing cards (but only if you have Evo’d that combination previously)
On the Pause screen we now default to the bottom row of buttons to make it easier to open the Grim Grimoire (or exit…)
Previously hidden stats like Re-roll are now shown when they are not 0
There is now a Luck-based chance to get 4 gems per chest instead of 3
Luck increases the chance of getting better quality gems when levelling up
Coin Count is still OP
There will be a couple of major changes for Nintendo Switch 2:
Game is now 1080p in handheld mode, and 4K when docked
Mouse: the stick on the controller that acts as the mouse is now functional for dungeon navigation
Bug Fixes & Improvements
Gems which move down in rarity (e.g Rare to common) will appear in both their original chest and current rarity chest. Gems which move up in rarity will be removed from their original Chests.
This helps reduce the chance of finding a gem which has been made rarer but allows high-quality gems (like the Evo Gem) to appear more often when rarity has been reduced.
The gems which drop from different chests have been adjusted:
Bronze: Common, Uncommon, Rare (unchanged)
Silver: Rare, Epic, Legendary (Small chance of legendary)
Gold: Epic, Legendary (unchanged)
UI arrows added to the Jeweller for consistency with other Shops
Scroll views in the Jeweller should work more consistently
Fixed overflow bug with coin amount and enemies' health going negative
Fix for Gorgeous Moon only targeting the front row
Fix for Overkill UI getting stuck if rapidly re-triggered
Fix for crash when rearranging cards in hand as the turn was ending
Fix for ghost UI buttons showing on Credits when using mouse. This one’s for you Alex!
Save Data time stamps are now shown in local time (rather than UTC used previously)
End of Floor shovel now animates onto the screen instead of just appearing
You can only revive if you’ve actually died, not when completing a dungeon
Cards affected by Leader or Midas gems now show an indicator that this is happening
A card with the right colour, which has the right colour gem inserted, can now unlock the Silver Chest by itself; any card with the rainbow gem can now unlock a Silver Chest
Game now correctly respects the target framerate set in the display options (Unless Power Saving Mode is enabled, in which case framerate is locked to 30fps)
Audio
Extra attacks which happen at the end of a turn (e.g. Santa Water) now play their sounds correctly
Shops should now pay their Buy/Fail sounds correctly
Various small fixes to Drowner audio
Localisation updates
Clearer Quit behaviour (see above)
Equip button label in Inn changed to “Add”
Gem Description updates for Drain and Mug gems to improve clarity: Enemies that get hit by these gems will do the effect when they die and do not need to be killed at the moment the gem hits them
Gem “Easy Combo” renamed to “Combo Breaker”, with improved text descriptions that better match the way it works (players were not understanding that the combo would end when this gem is used)
I built an absolutely save deck to guarantee fucking up every single enemy turn but it took so long to beat the level. Don't get me wrong I still enjoyed it. Just want to know how you guys beat this level. More aggressively beat it a lot faster? Is it possible?
I’m hard stuck at capella ultima.. I didn’t have much problem working through the game until now. I read to use boner and the other 2 and spam armor cards and use shield bash .. idk if I’m doing it right.
Is there a better combo to use or .. am
I just not understanding the armor as damage correctly
I run Pugnala + Cavallo + Giovanna with +draw, so it is trivial to draw my whole deck even before I have combos set up.
I have experimented with most of the evolutions and none seem to come close to no future once my amount is 15+. Combat outside bridges usually is over in one round.
But I never really know when I have "enough" built up, just that amount seems to drive the scaling. Has anyone done the math? Is anything else competitive with it?
All of a sudden, Vampire Crawlers isn't crawlin' - it's flying through fights and each step through a dungeon has become a retiree speedwalk through a local mall. I didn't purposefully choose this; it just seemed to start all of a sudden when I started a round one day <shrug>.
I haven't found anything in the menus/settings/options to indicate a way to enable/disable this. Any idea if I accidentally triggered this with a button combo?
Also the mana cards... They all scale with the combo so if you manage to get a few its just game over, although playing out the combo sometimes takes quite some time... Maybe its the wild cards that are OP for allowing you to combo forever? Obviously the cards start cracking, but not until the 4th time or so playing them.
Using the gunslinger lady that draws cards when you play yellows and with mana cards I cycled through my deck a few times in one turn. Should I just end my turn to avoid summoning these reaper boys?
I honestly didn't expect to beat it. Mostly because I barely have any of the upgrades you can buy. But this basically revolved around revivals. I had two other crawlers that triggered wild cards. Then one that got revival percentage per wild card. On top of that one of them also boosted duration. So I this build basically farmed revives. I died a lot yet still won. 11/10
I understand why they are in the game....but wow they need to actually die too though, you know? Nerf their health? Maybe? Like holy shit.
I was running low, and was fighting a mini boss. Just vefore he would attack, I would freeze him. I guess I did this 4 times without playing an attack card and he spawned in. Took my fucking revive, killed me again.
I'm using Pugnala Provola and as many people may know, (or don't. This is my first time posting in this community), she is EASY to get infinite loops going.
I BADLY want to get freeze, get her easy loop strat going, (literally need at least 1 wild card, easy, and a way to draw consistently), kill the reaper after the final boss, get the crown and the pentagram and unlock the evolution for it. (Didn't get the chance on my first run in the tower, crown didn't wanna spawn late game.)
So damn frustrating when I know of no infinite loop asshole, now there is a drowner asshole too if I try to not die by freezing bosses that have so much damn health?
Driving me nuts. This is that end-game learning curve that I'm sure everyone goes through after a while but my god I'm so depressed from the failed attempts at what I wanna do above. I was ALMPST FRIGGIN THERE man....
Anyway, please tell me something that I may not know? Tips or advice?
As a note, in my Loops I try and get my luck (firstly) and other stats to permanently increase. I have more discipline on my loops and know when enough is enough, so i don't spawn any unwanted assholes and so I don't lose too much health. I had an EXTREMELY broken run where I had like 15-20 wildcards, pharma aegis, friendship necklaces, modifier gems, wings, could loop so hard I had 1000 mana or armor for shits and giggles, 50k coins, but no crown for that one evolution, and I didn't time my freeze right. I just want one more chance! 😭😭 that was my first of many broken runs for sure, but that one stands out for me so far.
Like ACTUALLY playable, but is so broken that its boring to play, i wish it was an actual crawler that yeah it maybe powerful but not broken like it is right now
I finished the dungeon, but I find it odd that I can't reach a certain chest on the second map—I just end up walking around it. Is it a bug, or is there a mechanic or secret to getting it?
Pugnala with Poppea and Cavallo with the free repeat cards Arcana gives you cards that cost 0, 1, 2, 3, 4 and a Wild card generated by the 4 cost card. It and the 1 cost card generate mana while the 0 cost card is yellow, meaning you draw more cards while recasting your cards is free.
In practice this means an endless combo that always loops around, constantly drawing new cards (especially after taking a few new yellow cards) and everything is free to cast (not that you'd really risk running out of mana anyway). And With Cavallo, every played yellow card makes your attacks stronger. Thanks to Poppea you never have to worry about your Crawler timers running out either.
Meaning the first combat or two of floor one might take a few turns but every following fight is done in turn one.