Vampire Survivors Clone

Vampire Survivors clone · Survivor shooter game · built by the Vibecode team

Vampire Survivors Clone rebuilds Vampire Survivors in the browser with its real name, gold wordmark, HUD and menus. Pick one of six original heroes and a stage, then just move: weapons fire on their own while hordes of bats, skeletons and ghosts close in. Grab XP gems to fill the blue bar and choose an upgrade on the LEVEL UP! panel, kill a giant elite for a treasure chest that evolves a maxed weapon, and survive as long as you can. Between runs, spend gold in the Power Up shop, browse the Collection and check your Results table. Everything, including the pixel art and sounds, is drawn or synthesised in code.

  • Web app
  • Hand-built
  • Free to remix
Vampire Survivors Clone, survivor shooter game built with Vibecode
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The prompt that builds it

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Prompt · 868 words

Build a polished web clone of Vampire Survivors: a top-down survivor game on one full-window canvas where you only move and your weapons fire on their own. Survive 30 minutes against swelling hordes, pick up XP gems, choose an upgrade every level, kill elites for treasure chests and evolve maxed weapons.

It is Vampire Survivors on screen: its name, its gold pixel-serif VAMPIRE / SURVIVORS wordmark over a blood moon and a castle, its HUD and its words ("START", "POWER UP", "COLLECTION", "LEVEL UP!", "New!", "level: 3", "Treasure Chest", "GAME OVER", "Results", "Character Selection", "Stage Selection", "Mad Forest", "Inlaid Library"). All art is ORIGINAL pixel art drawn in code from text pixel maps with an automatic dark outline (no ripped sprites, no music files). Characters are original: Lorenzo Vellani (Whip), Isolde Vespri (Magic Wand), Gino Spadaro (Knife), Nonna Agata (Garlic), Padre Tullio (King Bible), Marta Fiamma (Fire Wand).

SHELL
Opens on the title screen (no login or onboarding): crimson night sky, a huge moon, castle silhouette, bats crossing, a gold counter at the top ("4,385"), a big blue START and POWER UP / COLLECTION / OPTIONS buttons, "Best run" stats at the bottom. Mouse, keyboard (arrows + Enter, Esc back) and touch all work.

SCREENS
1. Character Selection: 3x2 cards (name, sprite, starting-weapon icon), selected one in yellow, a details box with the bonus text, green CONFIRM, red BACK.
2. Stage Selection: a modifiers box (Time Limit 30:00, Clock Speed, Move Speed, Enemy Speed), rows with a floor thumbnail, name and description for Mad Forest, Inlaid Library and a locked Dairy Plant ("Survive 10:00 in Inlaid Library to unlock."), Hyper and Hurry checkboxes, green START.
3. The run: camera locked on the player, an infinite floor (Mad Forest grass, dirt road, trees, rocks; Inlaid Library planks with an inlaid diamond, a red runner and bookshelf walls top and bottom). HUD: full-width blue XP bar with "LV 12", two rows of 6 slots (weapons, passives), big white timer centred, kill count with a skull and gold with a coin at the right, a pause button, a small red HP bar under the player, white damage numbers, a floating touch joystick.
4. Weapons with 8 levels each: Whip (horizontal lash, alternates sides), Magic Wand (nearest enemy), Knife (faced direction), Axe (arcs up and falls), Cross (boomerang), King Bible (orbits), Fire Wand, Garlic (aura), Santa Water (burning pools), Lightning Ring. 12 passives (Spinach, Armor, Hollow Heart, Pummarola, Empty Tome, Candelabrador, Bracer, Spellbinder, Duplicator, Wings, Attractorb, Clover). Max weapon + its passive + a chest = evolution (Bloody Tear, Holy Wand, Thousand Edge, Death Spiral, Heaven Sword, Unholy Vespers, Hellfire, Soul Eater, La Borra, Thunder Loop).
5. Enemies each minute from a wave table: bats, skeletons, ghosts, mudmen, mantises, werewolves (library: grimoires, mummies, witches); bat swarms that cross the screen, flower rings, tinted giant elites that drop a glowing chest, the Reaper at 30:00. Enemies flash white when hit, get knocked back, crowd around you and fade on death. Braziers break into floor chicken, coins, coin bags, Vacuum (pulls all gems) and Rosary (clears the screen). Gems are blue, green, red by value and fly to you inside the magnet radius.
6. LEVEL UP!: dark navy panel with a gold-brown frame, 3 (4 with luck) rows: item icon box, name, "New!" or "level: N", one-line description; keys 1-4 or click.
7. Treasure Chest: the chest shakes and opens, five coloured light rays, a coin shower, the item(s) rise out with "Evolved!" or their new level, gold counts up, green DONE.
8. Pause: stats list (Max Health, Recovery, Armor, MoveSpeed, Might, Area... with +% values), the build with levels, RESUME / OPTIONS / QUIT. Options: Sounds, Damage numbers, Visible joystick toggles.
9. GAME OVER in red pixel serif, QUIT to Results: stage, portrait, Survived, Gold earned, Level reached, Enemies defeated, and a table of Weapon / Level / Damage / Time / DPS. DONE banks the gold.
10. POWER UP shop: 15 cards (Might, Armor, Max Health, Recovery, Cooldown, Area, Speed, Duration, Amount, MoveSpeed, Magnet, Luck, Growth, Greed, Revival) with rank pips, prices that rise with every purchase, BUY and REFUND. COLLECTION: a grid of every weapon, evolution and passive, unseen ones as "?", with descriptions and evolution recipes.

LOOK
Panels #1c2046 with a light bevel, #c9ac72 frame and near-black outer edge; buttons blue #2f57c7, green #2a9a3e, red #b42430 with a white border, yellow #ffe34a focus. Gold titles: a serif font rendered into a hard pixel mask with a gold gradient, brown outline and drop shadow. Body text VT323. World zoom in whole pixels (2x at 900 px tall). Web Audio sound effects (gem chime that climbs, whip swish, chest fanfare).

RULES
Seeded randomness so runs repeat; 60 fps with 500+ enemies (spatial hash). Save (gold, Power Ups, items seen, best run, options) in localStorage, seeded with a believable returning player. ?demo=1 is an attract mode: a bot walks the menus, kites the horde, hunts elites, opens chests and picks upgrades; &warp=5.97 starts at 5:58 with a late-game build.

REMIX-READY
brand.ts (name, words, colours, fonts, tuning), data files for weapons, items, characters, enemies and stages, a fixtures save, small files under 300 lines, and a README with the file map and remix ideas.
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