Vampire Survivors 1.7.0 Patch Notes
Screenshot by Prima Games

Vampire Survivors 1.7.0 Patch Notes

Happy Halloween!

Poncle is giving us a great Halloween gift in the form of a pretty decent and free Vampire Survivors content update for the core game. Poncle keeps delivering on promises regarding regular updates, and I am very excited to show you what’s new in Patch 1.7.0. There’s a little bit of everything for everyone including a new character, a new weapon with evolution, an evolution of an old character, a new stage, and a new PowerUp. Keep reading for the Vampire Survivors 1.7.0 patch notes.

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Vampire Survivors 1.7.0 Patch Notes Listed

Many fixes have happened, which you can read below. As always, Prima has all the guides ready for new Vampire Survivors content on day one.

  • Added more treasure chests in Il Molise
  • Fixed weapon spacing in arcanas list to accommodate new weapons.
  • Fixed text overlap in collection where there are 3 line descriptions.
  • Fix for some missing translations in the options menu.
  • Fixed Je-ne-viv world eater logic causing slowdown.
  • Fixed bought character’s in secrets menu.
  • Fixed revive animation not being scaled correctly.
  • Fixed issue with Je-ne-viv crashing Il Molise.
  • Fixed quit button audio cutoff.
  • Fixed bestiary enemies scaling up and down incorrectly.
  • Fixed resolution dropdrop displaying incorrect resolution.
  • Fixed Cosmic Egg display in Bestiary.
  • Fixed World Eater crashing with lots of eggs.
  • Fixed Trinacria in Bestiary.
  • Fixed Bestiary Information cutoff/display issues.
  • Fixed incorrect No Future particles.
  • Fixed Hellfire projectile rotation on bounce.
  • Fixed Goshadokuro losing it’s head in the Bestiary.
  • Fixed Directer fight inconsistencies vs old engine.
  • Fixed the pause menu not animating the first time it is opened.
  • Fixed missing red death particles in Holy Forbbiden.
  • Updated Traditional Chinese display name on the languages page.
  • Updated pickup logic to better match old-engine behaviour.
  • Minor optimisation on damage number display.
  • Removed incorrect screen flash on Gorgeous Moon.
  • Removed various flashes if Flashing VFX is disabled.
  • Added translations for “Mobile FAQ”.
  • Added bounds on death particles.
  • Added missing flash vfx on Directer intro.

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New Achievements in Vampire Survivors Patch 1.7.0

Three new achievements will be visible to you upon entering the game, but there are also three more hidden ones.

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New Collection Items in Vampire Survivors Patch 1.7.0

There are two new Collection items in Vampire Survivors Patch 1.7.0, which I’ve described above:

  • Chaos Altemanna Relic
  • Antidote Relic

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New Bestiary Members in Vampire Survivors Patch 1.7.0

Five new enemies are available on the new Whiteout stage (numbers 063, 064, 065, 066, and 067), and below, I will show you what they look like.

  • Bestiary Vampire Survivors 1.7.0
  • Bestiary Vampire Survivors 1.7.0
  • Bestiary Vampire Survivors 1.7.0
  • Bestiary Vampire Survivors 1.7.0
  • Bestiary Vampire Survivors 1.7.0

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Poncle’s Comments on 1.7.0 Vampire Survivors Patch Notes

Below you will see the comments made by poncle on the 1.7.0 release, which announces some cool stuff that’s about to be introduced to Vampire Survivors core game and currently available DLCs.

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What’s next? The next big feature, “Adventures,” needs just a bit more time in the oven before we’ll be able to release it. We wanted to deliver it together with Whiteout, but there’s a lot of QA to do and, as mentioned in the previous update, the release process has become slower due to all the platforms we’re on, so we decided to play it safe and leave the risky bits to a future update.
If everything goes well, we should be able to deliver the Adventures patch on Steam in less than a month

Adventures remix content of the base game and add a bit of new flavour through new stage progression and descriptions. They allow to have a fresh start with new chapters to tackle, without losing anything obtained in the main game. There are several features and details that we will explain one by one in the weeks ahead.
There will be Adventures in the base game and also a special Adventure for each DLC.

We’re also planning to put the new cross-save feature into the beta channels; if you’d like to try it, please follow the beta updates on our Discord to know when it will be available for testing.

What’s up with the “INdUsTRy sTaNDaRd gAMe EnGiNE” ?We’ll keep supporting VS and stick to our top secret updates roadmap, but that doesn’t mean that we aren’t ready to port VS once again if the engine situation becomes unsustainable.
We already had to rewrite almost everything in the new “game engine”, since we’re using it only for the ability to easily export the game for consoles. Everything else is basically custom and working in the new engine was actually an uphill battle against the engine itself.

That being said, going back to the old engine is not an option. While Phaser is a fantastic framework and I wouldn’t use anything else if I could, the tech stack needed to make it run on anything that isn’t a web browser is too heavy and unsupported by consoles. Most of the performance gains we’ve seen with the swap are in fact thanks to dropping the old tech stack, not because the new engine is doing any miracles.
There are also some features that exist exclusively on the new engine (co-op, and soon Adventures) that would have been incredibly hard to make in the old one, so, if we really have to make a change, we’ll go to a new-new-engine rather than the old one.

Thanks to your support we could afford another engine switch if we have to, but it would be another bumpy ride and I’d rather spend that time and headspace on new features, content, and games.

PS: if you’re a fan of Phaser like me, you probably have already noticed some funny content in the Directer’s Cut teaser… can’t wait to show you more in the following months! 👀

Sorry for the delays (on other platforms)! Despite being ready for weeks, the Whiteout update is actually still not approved for release on all platforms. The blocker -on another platform, not Steam- , was the usage of the term “Flashing VFX” in the Options menu…

Last time I mentioned that we wanted to always release patches globally, because we know how frustrating it is to receive updates late only because your platform of choice is not the main one. But with this level of silliness, in return it becomes unfair to all other players to hold back a release because a single platform is that slow, for such nonsense reasons.

Going forward we’ll stick to our release pipeline, try to anticipate all the submissions as much as possible, but then we won’t wait for all the approval processes to be finished to release new patches on PC.

Sorry if content gets delayed on other platforms, we’ll keep trying our best, but we have so much more content to release before the end of 2023 that we really can’t afford longer waiting times.

THANK YOU!

Last week we hit 200k reviews on Steam! A huge thank you from everyone at poncle for your support!
In return we will… keep working on VS and stuff! 🙂

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That’s all for this content update for Vampire Survivors, I hope you will enjoy all the new stuff. If you are conquering the new stage with your friends, check out our top 5 co-op multiplayer characters in Vampire Survivors.


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About the Author

Nikola L

Nikola has been a Staff Writer at Prima Games since May 2022. He has been gaming since being able to hold an Amiga 500 joystick on his own, back in the early 90s (when gaming was really good!). Nikola has helped organize dozens of gaming events and tournaments and has been professionally attached to gaming since 2009.