In our review of Vampire survivors, we’ve noticed how you seem to be “always unlocking some cool new toy or character to play with.” Unfortunately, that’s not literally true. After dozens of hours, most players will be able to find every secret and unlock all of the game’s many unlockable characters, maps, and weapons.
At that point, of course, the game doesn’t immediately lose its hypnotic, epilepsy-inducing appeal. But once you’ve finally accomplished all of the game’s many “official” goals, it gets a little harder to come up with new self-imposed challenges.
log into Legacy of the Enchantment of the Moonthe first official paid DLC for Vampire survivors. While we welcome any new content for one of our favorite games of the year (especially when it’s being offered for just $2), this addition feels a bit limited, especially for a game that has seen dozens of free updates since its launch in 2021 in Early Access.
Mountains of madness
As the name suggests, one of the highlights of this DLC is its new stage, Mt. Moonspell. Poncle developers boast that this map is “25 times bigger than other maps in Vampire survivors, but in practice it doesn’t look like that. That said, Mt. Moonspell seems much more intricately designed than most of its predecessors Vampire survivors maps.
On other Vampire survivors maps, getting to a specific item on the map is usually just a matter of walking in the correct cardinal direction for a while. This isn’t necessarily true on Mt. Moonspell, where you’re likely to run into a cliff edge or impassable walls that force you to backtrack and find a new way through maze-like corridors. There are plenty of dead ends to get trapped in (or trap encroaching enemies in), as well as several new ‘interior’ areas, where entering a door causes the roof to vanish to let you see the chambers within.
While there are a few new enemy types in Mt. Moonspell, most of them amount to fodder that is difficult, if not impossible, to differentiate from existing enemies. However, that doesn’t apply to the stage’s handful of mini-bosses; Giant beasts with fast and ranged attacks require all of your skilled dodging and positioning skills.
Wild Weapons
The Magic filter The new DLC weapons are a mixed bag. I particularly liked the ‘108 Bocce’, a set of eight brown balls that rotate around your character in a hypnotic semi-spiral, lashing out at any enemy who dares to get too close. Similarly, Silver Wind sends tiny white particles whizzing just above your character in a particularly satisfying pattern that I never get tired of looking at. I also liked the Four Seasons, a weapon that sends particularly flashy pyrotechnic blasts to the four corners of the screen, forcing you to carefully position enemies from a distance.
Summon Night is a powerful new weapon that opens multiple vertical gashes across the screen slightly above your character’s position, searing any wandering enemies in their persistent fire. I did find it a bit frustrating to place though, especially in situations where the environment made it difficult to draw enemies on top of me. The Night Sword is much less interesting, performing seemingly automatic cuts on any enemy that gets too close (and possibly stealing some health in the process).
My least favorite new weapon was the Mirage Robe, which regularly leaves behind potentially explosive phantom copies of your character as you move. I found it exceptionally difficult to use this ability effectively, as these ghostly clones only affected a small fraction of the encroaching enemy swarm near my previous location. I did like the evolved form of the weapon, however, which allows any projectile to confuse enemies in a way that causes them to wander in semi-random directions, opening up a lot of open space in even the most pesky hordes.