anchor

Use when

Designing a low-input game whose fun is watching a snowballing build outrun a superlinear threat curve.

Vampire Survivors

What it is. You steer a character with one stick; every weapon auto-fires. Kill enemies, collect gems, level up, pick one of three upgrades, and repeat until you’re a screen-clearing storm of projectiles — or the swarm finally catches you.

Player fantasy / why it’s fun. I started weak and now I am a walking apocalypse. The pull is the power-curve crossover: for the first minutes you barely survive; then your build tips over a threshold and the same enemies that terrified you become confetti. Minimal input, maximal escalation.

Design DNA

Strip combat down to positioning only — remove aiming, remove firing — so the entire skill expression is where you stand and what you build. Then run two exponentials against each other: a multiplicatively growing build vs a superlinearly rising tide of enemies. Fun is the race between those curves, and the drama is whether your build tips over before the swarm does.

The whole design lives or dies on the crossover point. Set it too early and the run is a boring victory lap; too late and it’s a frustrating grind that never pays off. The spawn curve must be superlinear (quadratic ramp) precisely because the build is multiplicative — a linear threat can’t stay ahead of a build that stacks area × count × cooldown, so the upgrades would trivialise the night. Two matched exponentials is what keeps the tension taut for the full timer.

The upgrade draft is the whole game’s decision surface. Everything else is a treadmill you’re outrunning — which is why the draft cadence (frequent, low-stakes, one-of-three) matters more than any single weapon’s numbers.

Load-bearing structures

StructureWhy it works
Auto-attack; you only moveRemoves execution skill, foregrounds build + positioning. Radically low input, high legibility.
Superlinear spawn pressureEnemy density ramps quadratically so it can stay ahead of a multiplicative build — or upgrades trivialise the run. FUN.md truth. system-difficulty-and-dda.
Level-up draft-of-3, sim pausedThe one decision that matters, delivered as a frequent, low-stakes pick. Picks are input actions so runs replay. system-reward-schedules.
Multiplicative build growthWeapons + passives stack multiplicatively (area × count × cooldown), so builds tip over rather than climb linearly. system-build-diversity.
Evolution recipesWeapon + matching passive fuses into a super-weapon — a hidden combinatorial goal that rewards knowledge. system-crafting.
Orbiting is the skillThe safe play is circling the horde, not fleeing (kiting corners you). The map teaches this by shape.
Session = a fixed timer~15–30 min “survive the clock” gives a clean win condition and a legible arc. system-session-structure.

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.