
Realm of Ink: solid roguelite or just another clone?
Realm of Ink arrives with an ink and calligraphy art direction that captures attention immediately. The real question, in a genre this saturated: is that enough to make a good game?
A Vampire Survivors spin-off that translates the original's chaos into turn-based first-person dungeon crawling. The deck builder genre is crowded, but Vampire Crawlers finds its place with one strong idea and a rhythm that sticks.
Alexandrosse
InsertCoins.press Score
7/10
Verdict
Recommended

Yet another deck builder. Slay the Spire opened the box, Balatro slammed it on our fingers, and since then barely a week passes without new card mechanics to master. The genre is saturated. Which makes it all the more surprising that Vampire Crawlers manages to exist in this space without feeling like filler.
The reason is its starting point: it's a Vampire Survivors spin-off. And that changes everything about how you approach it.
Vampire Survivors is pure chaos. Hundreds of enemies on screen, a progression that explodes in every direction, a sense of power that escalates until it becomes absurd. Translating that into a turn-based deck builder should have been a catastrophic idea. It probably should have been.
It isn't. Because poncle and Nosebleed Interactive didn't try to reproduce the chaos, they tried to capture its logic. Vampire Crawlers is played in first-person, through dungeons explored tile by tile, and each turn gives you three cards with a limited mana budget. Combos cascade: playing a low-mana card boosts the next, and so on. The fever of the original is present, transposed into a different register.
First-person in a deck builder is rare. It's not a cosmetic detail, it's a real design decision. Exploration carries weight. Enemy anticipation does too, since the game shows you their intentions in advance: you know what's coming, you decide how to respond. An asymmetry of information that fundamentally changes the nature of decisions.
Between runs, a village hub lets you spend accumulated gold to unlock characters, stat buffs, and gem slots. Permanent progression is well-paced, providing direction without short-circuiting replayability.

Balance wobbles in places. Early game lacks meaningful decisions, standard enemies go down too easily, and bosses create a brutal difficulty spike that can force grinding permanent upgrades before you can progress properly. It's not a dealbreaker, but it shows.
The strategic depth is there, it just takes patience to reveal itself. The first few hours can give the impression of a simpler game than it actually is.
Vampire Crawlers doesn't claim to reinvent the deck builder. It takes one strong idea, a familiar universe, and translates them into a format that holds up. The first-person perspective, the mana-cascade combo system, the tension between what you're dealt and what you can make of it: it works.
In a genre that sometimes lacks personality, Vampire Crawlers has one. And at this price (under ten euros, Game Pass day one), it would be hard to hold imperfection against it.
Strengths:
Weaknesses:
Tested on PC.
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