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186. Mike's New Game: VAMPIRIUM 1997!

Jul 12, 2026 · 1h 7m

Summary

The developer discusses *Vampirium*, an immersive sim where players act as a vampire assassin for Dracula. They explore the game’s modular design, ethical art creation using stock photos, and the use of the Godot engine. The episode highlights how player feedback drives mechanics, such as adding a "shove" verb, and emphasizes the importance of systemic consequences over reflex-based challenges.

Topics discussed

Introduction and Patreon support Vampirium premise and immersive sim mechanics Design philosophy: letting go of player control Music composition and feedback loops Ethical art creation and team structure Rejection of the 'solo dev' label QA challenges and Early Access strategy Playtesting insights and mechanic iterations Godot engine adoption and open source benefits Non-gamer perspectives and tabletop RPG comparisons Creating tension without reflex-based combat Rewarding creative problem solving Production metrics and shipping a simulation Closed alphas and avoiding rushed releases Marketing via serialized short story Outro and sponsor message
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