About the Game

UPDATE 1.1: INVADERS OF OAKVEIL IS AVAILABLE NOW!
Experience a Vampire Survival Action RPG adventure like no other.
Awaken as a weakened Vampire after centuries of slumber. Hunt for blood to regain your strength while hiding from the scorching sun to survive. Build a mighty castle worthy of your name and convert humans into loyal thralls to serve your growing empire. Pillage villages, raid bandit camps, and challenge supernatural beings, drinking their blood to steal their power. Make allies or enemies online or play solo locally and wage war in a world of conflict.
Seize your destiny, defy Dracula, and rise as the ultimate predator to rule the night!
Now with native gamepad support and a reimagined interface, prepare for action-packed, hands-on gameplay!
A Gothic Open-World
Explore a vast world teeming with mythical horrors and danger. Travel through lush forests, open countryside, and dark caverns to discover valuable resources, meeting friends and foes alike along the way. Traverse the world with vampire comrades or hunt solo as you ravage villages, fend off holy soldiers, and challenge supernatural bosses.
Fear the light - Rule the night
Stick to the shadows during the daytime, or the burning sunlight will turn you to ashes. Roam the night and prey on your victims in the darkness. As a vampire, you must quench your thirst for blood while planning your strategies around the rising and setting sun.
Raise your Castle
Gather resources and discover ancient techniques to uncover forgotten knowledge. Use your newly acquired insight to build a castle to store your loot and grow your army of darkness. Personalize your domain, exhibit your vampiric style, and make sure to craft coffins for servants and friends. Strengthen your castle to protect your treasure hoard from vampire rivals.
Compete or Cooperate
Travel alone or explore the world with friends. Fighting side by side with other Vampires will give you an advantage in the fight to conquer the greatest threats of Vardoran. Raid other players’ castles, play the diplomat in the game of blood, power, and betrayal, or craft an indomitable retinue of insidious allies. Compete or cooperate - the choice is yours.
Master your Vampire
Learn and master an arsenal of deadly weapons and unholy abilities. In V Rising, you aim skillshots and dodge projectiles using precise WASD controls and cursor-based aiming - no click to move. Tailor your vampire to fit your play style by combining weapons with a variety of spells earned through vanquishing powerful foes. Find and master your personal, perfect blend of sword and sorcery to become the ultimate nocturnal predator!
Screenshots
54 images
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/40467553/a21985846d5075eba74c8458c99f7c23a0941594.png"]
V Rising Patch 1.1.13.0 Notes
After taking additional feedback, here’s a bit of a repost of the previous patch notes from our previous blog. For the sake of identifying changes between the previous notes and these ones, we’ve bolded the changes. Explanations have been left in for the purpose of context!
The patch should be going live at 12 GMT / 2 PM CEST / 8 AM EDT
IMPORTANT NOTE: This patch WILL NOT cause saves to break or reset.
Bug Fixes
An awkward little bug has been around for a while, where the dodge roll on the pistol could still take damage from some effects while mid-roll. This inconsistency was pretty frustrating, so we’re happy to finally crush it.
Explosive Shot (Pistol)
Fixed a bug where you could take damage during the roll.
Snapshot (Crossbow)
Fixed a bug where the projectile could go through objects after it splits.
Camouflage (Slashers)
The range of the attack has been reduced from 4 to 3.3 so that it properly matches the VFX.
Fixed a few performance-related bugs server-side.
General
One of the common issues referenced has been Corrupted Blood in both PvP and PvE contexts. In PvP, the ghosts spawned can become an advantage and are used to trigger free counters. In PvE, they act as a sometimes frustrating downside to using the blood that can add an overwhelming amount of complexity to a portion of the game that can already start to become a little overwhelming.
Our goal with this change to Corrupted Blood is to make it so that they no longer trigger counters. That takes away a significant portion of its PvP advantage, while touching something that is rarely used for such a small amount of value in PvE. Additionally, the dash speed reduction makes them a lot more manageable to dodge in PvE, and that additional touch of making them unable to cause a fatal blow means they’ll never be responsible for an outright death.
Corrupted Blood
The hostile ghost spawned by Corrupted Blood has its dash speed reduced and will now pierce enemies. The damage will no longer trigger counters. Damage from ghosts can no longer cause a fatal blow.
Balance Changes
Sanguine Coil can be a bit oppressive in PvP due to the amount of charges and fast projectile speed. We’re going to slightly reduce the speed, but also buff the healing to give it more of a strong identity in line with its original purpose for those who want to play a more supportive role in both PvP and PvE.
Sanguine Coil
Increased Cooldown from 6 to 7 seconds.
Reduce default projectile speed by 20%.
Increase healing on allies from 14-30% to 20-40% (Jewel Effect).
Blood Rite has outshone similar spells, making it often feel like the best option to pick for a counter spell. We’re tuning it down just a bit in hopes it makes other options more appealing.
Blood Rite
Reduce duration and damage on the follow-up attack from 20-40% (5-second duration) to 15-30% (4-second duration) (Jewel Effect)
For Wraith Spear, we feel like its mobility is being exploited a bit too much with cancel casts, so we’re making it a bit more costly to do. Its AoE jewel also felt unattractive, so we wanted to give it a little buff to give more alternatives for good AoE damage.
Wraith Spear
Cooldown gained from canceling the spell has been increased from 50% to 65%.
Reduced the penalty per target from 6-10% to 8-16% (Jewel Effect)
Spectral Guardian is a fantastic defensive ability, but it often gets neglected due to its lower damage compared to other ultimates. We’re adding a little bit more of an offensive advantage to it so that it feels less like a damage loss, and hopefully makes it a bit more attractive of an option.
Spectral Guardian
Now attacks 15% faster.
The recast of Ball Lightning can feel impossible to react to, and it has no visual feedback. Adding a small delay and improving the feedback of the recast will hopefully put this spell in a better position.
Ball Lightning
Added a 0.5-second delay before explosion on recast. (Jewel Effect)
Veil of Storm has been outshone by other veil abilities in many cases. Increasing its speed will make it a more interesting choice and fit the theme of lightning-fat spells.
Veil of Storm
Dash duration reduced from 0.45 seconds to 0.4 seconds.
Corrupted Skull damage feels low, so we’re looking at ways to improve the damage while also keeping its identity a little divergent from other similar spells of other schools. This might do the trick!
Corrupted Skull
Increase the bonus damage done below the threshold from 40% to 50%.
Veil of Bones is yet another underutilized veil ability. We’re hoping to make it a little more appealing while also leaning into its theme.
Veil of Bones
Increase the bonus damage when below the threshold from 20-40% to 30-50% (Jewel Effect)
Freeze Immunity can feel too punishing for players using frost builds against enemies like V Bloods. To make Frost feel a little more effective in PvE, we’re increasing the bonus damage you deal when trying to apply Freeze to immune targets, making it a solid choice even against units with freeze immunity.
Freeze Immunity
Damage bonus for trying to apply freeze on an immune target has been increased from 25% to 30%.
For Mosquito, the player character was the source of the damage, making Mosquito more of a visual representation of an AoE than being an actual “minion”, which many players found unintuitive. This change makes the Mosquito minion the source, making it more in line with other minion-summoning spells.
MosquitoDamage dealt now scales with bonus minion damage.No longer leeches health to the player through Spell Leech attribute.
The short distance of the dash, along with the quick duration, made it so that this dash was almost impossible to react to in PvP, so we’re tuning it closer to other veils while also trying to keep its identity, and also lengthening the distance in a way that should prove as an advantage in PvE.
Veil of Chaos
Dash duration changed from 0.3 seconds to 0.4 seconds.
Distance changed from 5 to 5.5.
Wisp Dance activation was way too fast, making it impossible to react against and also comboing in a particularly nasty way with Scholar Blood that wasn’t originally intended. Increasing the cast time will reduce the guaranteed activation damage and help ease back on the guaranteed combo.
Wisp Dance
Increased cast time from 0.15 seconds to 0.4 seconds.
The quick unblockable damage felt a tad too high. We’re moving some part of the damage to the end effect, which can be countered, to make it more rewarding to block while keeping the overall damage the same in all other contexts.
Arctic Storm
Reduced damage per tick by 15% and moved that damage to the final tick.
To make more ultimates a bit more attractive, we decided to lower the duration of Raging Tempest while keeping the damage the same. That means the overall damage per second is increased, and lets you hop back into the fight to keep up the pressure.
Raging Tempest
Reduced duration from 3 seconds to 2.5 seconds while keeping total damage dealt.
Curse has high output variance. Increasing its base duration heightens the base value without increasing the max damage potential into dangerous territory. Curse more reliably than ever!
Curse
Increased base duration by 0.5 seconds.
The Ice Block melts too fast, unfortunately. We’re increasing its shield to reward defensive usage of the ability.
Ice Block
Increased shield from 500% to 550% of your spell power.
It’s our impression that the initial heal from Blood Fountain is a bit too weak, especially in scenarios where the delayed healing is missed. We’re giving it a slight buff to help bolster another tool for those of you who were asking for more support playstyle options.
Blood Fountain
Increased initial heal from 50% to 55% of your spell power.
Cyclone’s bonus damage jewel gave it a bit too much damage output, so we’re lowering it to put it more in line with other damage-increasing jewels.
Cyclone
Bonus damage reduced from 20-40% to 14-30% (Jewel Effect)
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Lots of love and a pint of blood,
/The Marketing Team
[img src="{STEAM_CLAN_IMAGE}/40467553/a21985846d5075eba74c8458c99f7c23a0941594.png"]
Hello Vampires!
The time for the October patch is upon us! Based on your feedback, we were able to fit a few extra features and bug fixes in, as well as alter some of the planned changes. While we do strive for some level of balance to the numbers side of the game, the most important thing for us is that the game feels good and fun to play. Largely, the following changes focus on balancing the numbers in small but meaningful ways while preserving and, in some ways, perhaps improving the overall game feel for everyone!
Now, onto the patch details!
The following changes will be applied at 11.00 CEST.
General
Players can no longer equip/swap passives while having the PvP buff active.
Players can no longer use Waygates as an Arena or Duel contestant.
Added admin commands to temporarily ban a player.
Command: BanCharacterTemp <Character Name> <#> <Minutes/Hours/Minutes/Months/Weeks/Years>
Command: BanUserTemp <PlayerID#> <#> <Minutes/Hours/Minutes/Months/Weeks/Years>
Added admin commands to mute a player in either voice or text chat.
Command: SetPlayerMuted <Voice/Chat/Both> <CharacterName> <0/1>
Set 0 for unmuted, 1 for muted.
Command: SetPlayerMutedById <Voice/Chat/Both> <PlayerID#> <0/1>
Bugfixes
Combining the “storm” charged weapon effect gained from jewel effects on Lightning Curtain or Cyclone together with the static consume effect into stun on Veil of Storms no longer instantly stuns a target that was not affected by Static prior to getting hit.
Combining the “arctic” charged weapon effect gained from the jewel effect on Cold Snap together with the chill consume effect into freeze on Veil of Frost, no longer instantly freezes a target that was not affected by Chill prior to getting hit.
Combining the Veil of Illusion shield jewel effect together with Illusion Coating no longer grants a shield unless the target is already affected by weaken when striking the enemy.
Fixed a bug where the Frost Bat area damage jewel would override the damage of the Chillweave passive effect (increasing it up to 60% with maximum jewel tier)
Fixed an issue where Tendon Swing could trigger the FX incorrectly even when the attack was interrupted.
Fixed an issue where Tendon Swing could ignore post-cast cooldowns from other abilities.
Fixed an issue where the displayed Blood Quality could mismatch in different sections of the UI.
Fixed an issue where Carrion Swarm could pierce walls/structures
Fixed an issue where Curse projectiles could pierce walls/structures
Fixed an issue where Veil of Chaos would not trigger on the next Primary Attack when having high latency.
Fixed an issue where the skeleton “Agony” buff would only deal damage once when used on Bone Explosion (jewel effect) when multiple skeletons exploded at the same time.
Fixed an issue where Sword Shockwave could have multiple projectiles active through free-cast, breaking the recast.
Fixed an issue where a servant hunt displayed an incorrect location title.
Fixed a server crash that could occur during character creation.
Fixed Major and Minor Mortium Rift Incursion durations being flipped in the Server Settings popup.
Attributes
Spell Cooldown rate cap reduced to 30% from 35%.
Spell Leech cap reduced to 20% from 25%.
Bonus Spell power cap reduced to 30% from 35%.
Weapon Skill power cap increased to 45% from 40%.
Blood Types
Corrupted Blood
(90%) The shadow now only triggers on spells and not weapon skills, proc chance increased to 30% from 20% and the shadow no longer breaks crowd control effects such as incapacitate.
(90%) Spell and Physical charges reduced to 10 from 15.
(60%) Splash damage increased to 125% from 100% and no longer breaks crowd control effects such as incapacitate.
(60%) Attack Speed bonus reduced to 14% from 18%.
Draculin Blood
(0%) Reduced spell power to 12% from 14% (due to attribute cap change).
(30%) haste on spell hit reduced to 6% from 8%.
(60%) Reduced spell leech to 8% from 10% (due to attribute cap change).
(90%) Cooldown recovery rate from crit buff reduced to 30% from 40%.
Scholar Blood
(0%) Reduced spell power to 12% from 14% (due to attribute cap change).
(30%) Reduced spell cooldown recovery rate to 12% from 14% (due to attribute cap change).
Brute Blood
(90%) Parry physical damage bonus reduced to 15% from 20%.
Warrior Blood
(0%) Veil bonus damage increased to 40% from 30%.
(60%) Increased Weapon Skill Power to 18% from 16% (due to attribute cap change).
Passive Effects
Renewing Flames
Healing reduced to 15% from 25%.
Chillweave
Damage reduced to 25% from 40%.
Dark Enchantment
Cooldown increased to 40s from 30s.
Damage absorbed reduced to 250% from 270%.
Arcane Animator
Chance to spawn skeleton mage increased to 20% from 16%.
Overpower
Weapon charges increased to 8 from 6.
Soul Drinker (Rework)
Now grants 8% maximum health and heals self for 1% of your maximum health when a skeleton dies.
Hunger for Power (Rework)
Increases Spell Leech by 4%. After casting 6 consecutive spells, your damage is increased by 20% and your movement speed by 10% for 6s.
Spells
Bloodrite
Trigger area damage reduced to 60% from 80%.
(Jewel) The effect that increases damage on your next primary attack has been reduced to 20-40% from 30-50%.
(Jewel) Stealth now breaks if the player uses an ability while stealthed.
(Jewel) Immaterial Duration bonus reduced to 12-20% from 16-24%.
Polarity Shift
Casttime increased to 0.5s from 0.4s.
Movement speed during cast is reduced to 50% from 85%.
Cooldown increased to 9s from 8s.
Void
Casttime increased to 0.4s from 0.3s.
Post casttime increased to 0.3s from 0.2s.
Time before impact increased to 0.9s from 0.8s.
Damage reduced to 80% from 90%.
Jewel increasing damage reduced to 8-16% from 8-20%.
Jewel reducing cooldown charge rate reduced to 8-12% from 8-20%.
Mist Trance
Reduced Fear duration on jewel effect to 0.8-1.2s from 0.8-1.6s.
Frost Bat
Jewel effect dealing bonus damage to chilled or frozen target reduced to 20-32% from 20-40%.
Shadowbolt
Damage increased to 200% from 190%.
(Jewel) Effect increasing damage to an enemy affected by leech increased to 40-60% from 30-50%.
Chaos Volley
Damage increased to 125% from 120% per bolt.
Blood Fountain
Healing on secondary impact increased to 85% from 75%.
(Jewel) Effect increasing secondary impact damage increased from 12-24% to 16-32%.
Sanguine Coil
Casttime reduced to 0.4s from 0.5s.
Projectile velocity increased to 28 from 24.
Carrion Swarm
Bat hitbox increased to 0.55s from 0.45s (this also makes it easier to trigger jewel effects that require all bats to hit).
Projectile velocity increased to 26 from 22.
Can now be recast to summon a second swarm of bats (Damage has been adjusted for double cast)
Bat damage reduced to 30% from 50%
Bonus damage jewel reduced to 5-10% from 8-16%
Explode jewel damage reduced to 16-32% from 24-48%
Vampiric curse damage reduced to 30-50% from 40-60%
Rain of Chaos
Total damage increased to 415% from 380%.
Soulburn
Damage increased to 60% from 50%.
Cooldown reduced to 8s from 9s.
Casttime reduced to 0.35s from 0.4s.
Area increased to 3.8 from 3.6.
Unholy Chains
Slow effect increased to 10-40% from 10-30%.
Damage increased to 280% from 260%.
Spectral Wolf
Cast time reduced to 0.6s from 0.7s.
Movement penalty during cast reduced to 40% from 50%.
Projectile velocity increased to 22 from 20.
Cyclone
Cast time reduced to 0.4s from 0.6s.
Damage increased to 120% from 90%.
Crystal Lance
Damage increased to 170% from 160%.
Lightning Tendrils
Casttime reduced to 0.9s from 1s.
Mosquito
Damage increased to 130% from 120%.
Consumables
Chaos Coating
Damage reduced to 40% from 50%.
Blood Coating
Vampiric Curse damage increased to 50% from 40%.
The Blood Orb can no longer be picked up by enemy players (and is visualized with a “grayed” out effect to indicate this).
Weapons
Mace
Mace Slam (Q)
Cast time reduced to 0.55s from 0.65s.
Reaper
Howling Reaper (E)
Damage increased to 180% from 160%.
Twin Blades
Javelin (Q)
Return projectile velocity increased to 30 from 26.
Recasting the ability now does a spin attack when dashing towards the Javelin, dealing 80% physical damage to any enemy in your path.
Artifact version will freeze chilled enemies with the spin attack, as well as the returning projectile.
Sweeping Strike (E)
Tweaks to cast rotation to improve aiming.
Axes
Frenzy (Q)
Attack speed buff duration increased to 1.5s from 1.3s
Claws
Lunge (Q) - Slight Rework
Damage reduced to 90% from 120%.
Post cast duration reduced to 0.3s from 0.4s.
May now be recast once after hitting an enemy.
Skewering Leap (E)
Incap duration increased to 1.2s from 1.0s.
Self-stun duration on miss reduced to 0.45s from 0.7s.
Longbow
Guided Arrow (E)
Casttime reduced to 0.8s from 1s.
(Artifact) Oaksong
Multishot now also inflicts Static (still applies one stack of focus per hit).
Guided Arrow no longer deals bonus damage or stuns when fully charged, now instead inflicts a 0.5s stun on the initial hit if the target is affected by Static.
Pistols
Fan the Hammer (Q)
Can now move at 35% speed while channeling the attack.
Channeling duration reduced to 1.3s from 1.5s (increasing firing rate).
Cone size reduced by ~50% making the spread less random.
Reduced the knockback on bullet hit slightly.
The Endbringers now increase movement speed while channeling to 50% (previously 40%).
Explosive Bullet (E)
Reduced Impact damage to 115% from 125%.
Reduced the damage on Enbringers (Artifact) when consuming explosive shot into a chaos explosion to 50% from 75%.
Crossbow
(Artifact Rework) The Siren’s Wail
Primary Attack
Consuming Marked deals 10% bonus damage and inflicts Weaken.
Rain of Arrows (Q)
Fire 2 additional bolts. (No longer inflicts Weaken).
Snapshot (E)
Now forks towards each nearby enemy on hit; each projectile may consume Marked.
Consuming Marked deals 10% bonus damage and inflicts Weaken.
Whip
Aerial Whip Twirl (Q)
Cast time increased to 0.55s from 0.45s.
Slashers
Camouflage (E)
Movement forward during the follow-up attack was tweaked to fix an unintended collider offset
Elusive Strike (Q)
Fading snare duration reduced to 1.5s from 2s.
(Artifact) Cloud Dancers
Damage reduction on elusive strike changed to -30% from -20%.
Spear
A Thousand Spears (Q)
Reduced the move distance when stepping forward during the cast to 1.25 from 2.
Increased cooldown to 9s from 8s.
Increased Thrust recast time to 0.3s from 0.25s.
If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible! We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game.
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!
V Rising is available now on Steam!
V Rising is also available on the PlayStation 5! Get it here!
Subscribe to our newsletter!
Join The V Rising Discord Server!
V Rising Tiktok!
V Rising Facebook!
V Rising X!
V Rising Instagram!
V Rising Threads!
Eternally yours,
/Stunlock Studios
Greetings Vampires!
More fixes to cap off the week!
The following changes will be applied.
General
- Did some slight reworks to Mace Q, Claw Q, and Whip Q rotation curves that should significantly reduce the potential jankiness of casting them in the opposite direction of your walking inputs while having latency.
- Solved an issue where items would in some cases be taken from non-treasury chests when crafting/building.
- Fixed some minor issues with jewel/legendary names.
- Speaking of names, fixed some typos!
- Fixed some spacing overflow issues in crafting stations in several languages to bring them in line with other localizations.
- Fixed an issue where chain lightning could trigger on floors above or below a player while in a castle.
- Added a safety check to prevent waypoint impaired users from teleporting, though they can still open the menu to check potential teleport locations.
- Fixed an issue where replacing a floor when moving a Castle Relocation Heart would recollect resources that were never spent.
- Fixed an issue where the order of load game saves might not match the last connected.
- Fixed a bug where Veil of Illusion jewels that were supposed to summon an additional illusion on recast did not properly spawn one.
- Fixed an issue where the gear level of servants would be set to zero upon revival.
- Fixed an issue where the Blood Homogenizer and Fusion Forge could be dismantled while having items in them, causing the items to be lost to the shadow realm.
- Fixed an issue where doors that had no floor attached would not fade properly on upper floors, leading to some very annoying raid defense designs.
- Fixed an issue where the incursion hud could get stuck on the screen if the eye of mortium is dismantled.
- Fixed an issue where players could enter a bugged state and not be able to send Charmed units home using the Duskcaller item after being polymorphed into a sheep.
- Fixed an issue where the music player UI could break.
If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!
Eternally yours,
/Stunlock Studios
Hello Vampires!
We’re darkening your doorstep to deliver more delectable bug fixes. A little balance tweak that should make corrupted blood a bit less oppressive in PvE and PvP alike, as well as fixing some wording and unintended behaviors. More to come!
The following changes will be applied.
General
- Corrupted Blood’s chance of spawning a shadow is down from 30% per ability cast to 20% per ability cast. Damage from the shadows has been increased to 150% from 120%.
- Fixed an issue where the vampire horse could land on an upper floor in your castle when called to a lower floor.
- Fixed various typos.
- Fixed an issue where Talons of the Lich Beast did not apply the correct buff on hit when using Skewering Leap.
- Fixed an issue where clan invites could not be accepted in the clan menu.
- Players can no longer feed on minions of the Blood Soul version of Bane the Shadowblade, preventing some edge case issues from occurring.
- Fixed the Draculin blood tier 3 description. It no longer says it increases spell charges gained by 3%, but instead correctly states that it increases the spell charges gained by 3.
- Fix to make Sir Magnus the Overseer stay in combat when he blocks himself in with icicles.
If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!
Eternally yours,
/Stunlock Studios
Greetings Vampires!
We’re getting even more fixes in before the weekend so that you may indulge your blood lust as bug-free as possible in all of your rich upcoming free time.
The following changes will be applied.
General
- Fixed more skinning issues on a few armor sets.
- Fixed mesh clipping on the Undead General Helmet.
- Fixed a potential server crash issue related to pathing.
- Corrected an issue where Cassius’ sword could get stuck under ground, making the boss unkillable.
- Added some missing collisions in a place where the player could jump into the abyss. So if you want to jump into the abyss, you’re going to have to try a little harder.
- Fixed an issue on gamepad where the player could accidentally purchase an item from a vendor if not releasing the interact key quickly enough.
- Fixed an issue where the stems of Cypress Saplings were showing incorrectly on upper floors.
- Fixed an issue where the physics on Domina’s whip could get stuck in an incorrect state.
- Minor fixes to make health restoration after duels and arena contests work consistently.
- Fixed a typo in the Frost Bat spell description.
- Fixed gamepad autoscroll not working in Servant Mission list.
- Fixed servant perks layout order not being consistent with other missions.
- Fixed an issue where players could gain health by spamming the Arena Start/Cancel Contest button.
- Fixed an issue where the Dark Enchantment passive triggered when restoring a lower health state after a contest.
- Fixed an issue with the highlight displays in the player inventory with “Pristine Leather Bag” and “Bat Leather Bag”, where it would identify an incorrect number of slots in some instances. Newly made bags should function properly, but older bags will still have the visual bug. Rest assured that this is a visual bug only, and your older bags are still giving you all of that precious space.
- Quite a few more optimizations!
If you're having issues with the game, make sure to take a look at our known bugs and fixes to see if there's a potential solution to get you back into Vardoran as quickly as possible!
We're always grateful for your help in translating the game at https://crowdin.com/project/v-rising-game
IMPORTANT NOTE! Please report any issues you encounter after this patch here.
ADDITIONAL REMINDER! Regularly back up your server saves! Here's how to do it.
Stay vigilant in the shadows of Vardoran, our fellow Vampires!
Eternally yours,
/Stunlock Studios
Current Release
20402294
Uploaded Feb 18, 2026
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How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
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Download
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3.9 GB
20402294
039B9FCF
38a72a97e672779caac2ec85d87d93c9b24ec215f12c930100395d6ed3343392
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