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VampiriiEventsVampirii 1.5 is now live!
Major update

Vampirii 1.5 is now live!

Vampirii · published 25 Mar 2025, 15:27 UTC · build 17871627

All eventsPlayers around this dateRead on Steam

Fellow vampires!

I am pleased to announce that Vampirii 1.5 is now live! To a certain extent, outside the quests and storyline, it is a new game. I invite you to try it, whether for the first time or as a returning player, and if you like what you see, feel free to leave a kind word and let your friends know.

What has changed?

Combat overhaul

  • The menu choices are gone, replaced with an interactive system.
  • You can choose which enemy to attack.
  • Enemies fight back during their turn, using their weapons.
  • To keep the overall difficulty close to the original, there has been some rebalancing. All human
    enemies now have 4 hit points. The dice-dependent chance for an enemy to dodge your attack is gone. In Vampirii 1.5, there is only one character—a potential ally—who retains the ability to dodge.
  • Health regeneration per turn, if a character has it, now applies in all battles.
  • Loot drops dynamically, and there is no recap screen. This allows for some hit-and-run strategies.
  • The “rage” and “see prey” modes are gone. You will have access to new perks starting from level 4
  • You are capable of reloading and firing the launcher during the same turn in the form of two separate actions.
  • The close combat/distant combat system, already present in the earlier version, has been made more explicit. If you don’t close the distance yourself, enemies advance on you each turn.
  • Your basic attack is weak in the beginning. Don’t expect to win many brawls before reaching levels 4-5. This is consistent with the difficulty in the original.
  • Like the original, you can bring one of three possible allies to the final encounter (or try it solo), which has been rebuilt entirely. If an ally can use a launcher, they will fire each turn, as long as you have provided ammunition in advance.
  • At a later stage of the game, there is a UI indicator for how much of a “certain challenge” you will be facing.

Feeding overhaul

  • The menu choices are gone, replaced with an interactive system.
  • When you approach a house, the available points of interest will be gently highlighted. Some become available when their prerequisites are met. For example, an open window on the second floor will activate only if you have enough blood points for the jump.
  • Once inside, you will see an interactive floor plan. Proceed to your heart’s content.
  • There are now 16 human targets on whom you can feed. Some are more pleasing to the eye than others. They appear depending on the locale. When prowling a home, you won’t run into someone from the Alleys, and vice versa. Similarly, the abandoned area has its own cohort of sleeping denizens.
  • The “feed for one point” option is gone. Now you choose between “feed and let live” and “drain to death.” You can figure out which is which.
  • Feeding on animals is interactive in the same way as normal combat. When the opportunity to feed on an animal arises, special buttons appear for the new options. Certain animals may need to be “softened” first. Like the original, if you kill too many animals, they will become less frequent for a while.

Other changes

  • The coven that you can join shortly after you get your feet wet no longer provides free clothing.
  • A diary becomes accessible after you taste blood for the first time. To strike a balance between offering no information at all and turning the game into a checklist, the diary updates as you progress with useful tips and information, without becoming a quest-by-quest log.
  • Text and image edits.
  • Added many new SFX and changed/replaced some old ones.
  • Added combat VFX.
  • Added some new images.

For the best experience, you may want to start a new game. Older saves should work from any lair, but it is not guaranteed.

Have fun!

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