A fearless fusion of roguelite chaos and steampunk swagger
Every once in a while, a game lands that doesn’t just play well — it *feels* like it was crafted by people having as much fun building it as you are playing it. Vampire Hunters is one of those games. With its outrageous weapon-stacking FPS mechanics, roguelite roots, and a gritty steampunk Transylvania dripping in monster mayhem, the game manages to pull off something rare — it’s both chaotic and tightly designed.
After diving into the madness myself, I knew I had to find out more. So, I reached out to Tiago Zaidan, the producer behind Gamecraft Studios’ bold new shooter. What started as a simple curiosity turned into a deep, personal conversation about experimentation, community feedback, and what it means to build something original in today’s gaming landscape.
Here’s what Tiago had to say — and trust me, this one’s worth the read.
Q: What initially inspired the unique concept of ‘Vampire Hunters’, especially the novel mix of Roguelite, FPS, and Survivor genres within a steampunk Transylvania setting? Were there specific games or movies that influenced its design?
A: Vampire Hunters was born at the beginning of 2022 year during an internal game jam we held at Gamecraft Studios. The main idea behind Vampire Hunters was to incorporate the beloved gameplay mechanics from Vampire Survivors into a different genre, in this case, an FPS. We believed that an old-school FPS would be a perfect fit. We are huge fans of the Vampires so having a Transylvania made a lot of sense for us, movies like Underworld, Van Helsing, and Blade contributed to that. The steampunk setting was the final touch because of the absurd amount of weapons stacking in the game.
Q: Can you walk us through the creative process behind the game’s standout feature of stacking up to 14 weapons? That’s something I’ve never seen before. What challenges did you face in implementing this mechanic, and how does it enhance the gameplay experience?
A: During the initial stages, we planned to have one hand for stacking up to 5 weapons. However, after testing this concept, we thought, “Why not add another hand?” And then another, and another… In the end, we ended up with 6 hands! It’s quite amusing because when we attempted to depict the character’s appearance, it turned out to be quite absurd. Fortunately, since it’s an FPS, players can use their imagination! At one point, we even considered replacing a hand with a foot, but we decided to stick with the hands. Survivor’s games are known for the great amount of firepower the characters have. When creating Survivors in FPS we knew how important it was to have this absurd firepower in the game, so having lots of guns sounded perfect to us.
Q: How did you decide on the variety of weapons available to players, from classic revolvers to unconventional tools like a high-pressure holy water hose? What was the process for balancing these weapons to maintain game fun and challenge?
A: One particular weapon has a pretty cool story. We aimed to capture the most iconic weapons in video game history, and one of them that we added to the game is the Ripper from Unreal Tournament. We received a mention in a tweet from a user thanking us for including the Ripper because it brought back fond memories for him. We also like trying new combinations and the inspiration comes from literally everywhere, like the high-pressure holy water hose that you’ve mentioned that came from the firefighter’s water hose.

Q: Could you share some insights into the development timeline of ‘Vampire Hunters’? From concept to launch, what were the key milestones and hurdles you encountered?
A: This is the first game we’re developing in Early Access, so we anticipated a significant learning curve during this phase, been able to develop so close to the community, and we’re really loving that. Furthermore, the fact that Vampire Hunters originated from an internal game jam has proven to be an invaluable experience. The innovative nature of the game Jam translated into Vampire Hunters, making it truly stand out with the weapon stacking mechanic. We entered the Early Access with our timeline completely opened, we really wanted to listen to our players and make it a better game. We are super happy because that’s what happening, if you compare the current version with the one we’ve launched, it’s a completely different game and we are very satisfied with it. That’s why our focus lies on creating more content.
Q: Running a game development studio in Brazil must be quite the adventure, especially when comparing it to other global gaming hotspots. It’s a long way from the gothic castles of Transylvania to the sun-drenched beaches of Rio. How does this vibrant setting influence your studio’s work?
A: I believe that the “Brazilian happiness” is rotted really deep into our everyday life here in the studio. Unfortunately, we are not in Rio and are kind of far from the beautiful Brazilian beaches but the weather here is great. We love what we do and the warm weather really warms our lives.
Q: How did the team approach the design of the steampunk environments of Transylvania? What research or inspiration went into creating these unique settings?
A: There was a lot of inspiration from other vampire movies, like the ones I’ve mentioned, and we initially focused on creating the interior of a Transylvania Steampunk castle, but now we’re expanding to other locations. The new map we are working on is not a “normal” Transylvania setting but fits really well for the game. We are super excited to release it in April.
Gameplay Video
Q: With such a diverse arsenal at the player’s disposal, how did you ensure a balanced difficulty curve that challenges players without overwhelming them? Can you share any insights into the playtesting and feedback-gathering process?
A: We love generating new ideas and experimenting with crazy concepts. We are not only open to ideas from our internal team but also from our players, which is why we’re entering Early Access. Since we’ll be creating new levels, weapons, perks, upgrades, constellations, etc., during Early Access, we are open to all the crazy ideas we believe will fit nicely into the game.
Q: Upgrades play a significant role in ‘Vampire Hunters.’ How did you design the upgrade system to encourage players to experiment with different weapon combinations and strategies?
A: We really like roguelikes. Having previously worked on other rogue-lite and action games provided us with valuable insights, enabling us to create thrilling perks, upgrades, and an overall exhilarating gaming experience. We are also really close to our players so their feedback has been crucial to make Vampire Hunters super fun to play.
Q: How has the community’s feedback influenced the development of ‘Vampire Hunters’? Can you give examples of changes made or features added based on player input?
A: It’s been the heart of the development and we are really loving the experience of creating the game with our players. The first version of Vampire Hunters featured a corridor-like mechanic. A lot of our players asked for an arena-like gameplay and we’ve released it as an update. Now, it’s the main focus of the game.
Q: Looking ahead, are there any updates, expansions, or new projects in the pipeline for Vampire Hunters that fans can look forward to? How do you see the game evolving in the future?
A: Absolutely! We are working on a lot of new content for Vampire Hunters. The game has changed a lot since the initial release and we are super happy with its current state. That’s why putting our efforts to new content makes a lot of sense to us. We believe the game improves a lot with each new map and weapon we create, so we are really excited to see our players enjoying the new content we are working on.
Sound and Music
Q: The soundtrack’s heavy metal and rock energy really amplifies the old-school FPS feel of Vampire Hunters. How did you choose this musical direction, and who handled the composition and sound design?
A: Absolutely! We are super rock and heavy metal fans and we’ve always wanted to create a game that fits a soundtrack of these genres. A FPS where you stack 14 weapons looked perfect for it! So we start looking for music to license and put in the game. We are having a blast in this process and we hope to have new music in the game! We have licensed music from composers like Karl Casey and Escaramucho.
Q: The soundtrack in ‘Vampire Hunters’ really stands out to me, especially as a musician and a fan of old-school games. The heavy metal and rock vibes fit perfectly with the game’s action. Are there any plans for releasing an official soundtrack DLC?
A: That’s awesome to hear! We got a lot of amazing feedback about Vampire Hunter’s soundtrack and that’s super awesome. We don’t have plans for that right now but it may happen in the future.
Q: In the development of a game, at what stage does music integration begin, and how do you collaborate with musicians to ensure the soundtrack aligns with the game’s atmosphere and pace?
A: One cool thing about Vampire Hunters is that the soundtrack is not fixed depending on where you are in the game. So we can constantly add more songs to the game and let our players choose which one they like more.
Q: What’s on the horizon for ‘Vampire Hunters’? Any sneak peeks you can share with fellow gamers eagerly awaiting what’s next?
A: The horizon is bright! Our focus right now is to create more content for the 1.0 release. We don’t have a final date for the 1.0 release yet but our plan is to keep creating more content and updating the game even after the 1.0 release. As long as we have a lot of people playing Vampire Hunters, we want to keep bringing more content to them. What I can say right now is that we have another huge content update planned for April, where we’ll introduce a new map and more weapons and characters!
Final Thoughts
What struck me most in this conversation with Tiago Zaidan was the genuine love poured into Vampire Hunters. It’s not just a clever FPS with roguelike elements — it’s a game shaped and reshaped with players at its heart. From a spontaneous idea at a studio jam to a dynamic, community-driven title with bold design choices, Vampire Hunters is proof that passion and innovation still thrive in indie game development.
Whether you’re in it for the madness of wielding 14 weapons at once or the heavy-metal-fueled carnage, this is one title that’s forging its own path — and we’re lucky to witness the journey. We’re definitely keeping an eye on the next update, and I’d be thrilled to sit down with Tiago again for a follow-up in the near future.
Until then, stake your claim in Transylvania — and keep your trigger fingers ready.
If you’re curious how far the game has come, check out our original launch article right here for a snapshot of where it all started.
Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

