

V Rising
LiveActionAdventureOpen-world survival
- Platforms
- Release:
- 2022
- Developer:
- Stunlock Studios
- Scale:
- Average concurrent players3,410
- Player rating:
- 89% · 136.9K
- Profile data as of:
- August 29, 2026
Awaken as a Vampire. Hunt for blood in nearby settlements to regain your strength and evade the scorching sun to survive. Raise your castle and thrive in an ever-changing, open world full of mystery. Gain allies online and conquer the land of the living.
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
V Rising Launch TrailerLaunch video
1.1 Update: Invaders of OakveilNot specified
V Rising Date Release TrailerLaunch video
V Rising Full Gloomrot Gameplay TrailerGameplay
V Rising Launch TrailerLaunch video
Secrets of Gloomrot Cinematic TrailerCinematic
Enter Gloomrot Gameplay TrailerGameplay
V Rising Reveal TrailerAnnouncement
Overview
- Franchise
- Unknown
- Release date
- Windows — 2022
- PlayStation 5 — 2024
- Developer
- Publisher
- Age rating
- ESRB T — Teen, age 13+ · Steam Store
- PEGI 12 — age 12+ · Steam Store
- USK 16 — age 16+ · Steam Store
- ClassInd 14 — Ages 14+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- Single-playerMultiplayerOnline PvPOnline co-opLAN PvPLAN co-op
- Session capacity
- 10 online co-op · IGDB mirror
- Access model
- One-time purchase
- Monetization
- Unknown
- Storefront price
- $34.99Steam, US storefront
- Store contents
- 49 Achievements, 6 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianUkrainianGermanFrenchSpanishPortuguese, BrazilItalianPolishTurkish
Classification
- Genres
- ActionAdventureOpen-world survivalEvidence:
- Setting and subject matter
- Unknown
- Camera
- Isometric Evidence:
- Visual style
- Unknown
- Combat system type
- Unknown
Scale
Concurrent players · period average
3,410
August 16, 2026 — September 15, 2026
- Detailed value
- 3,414.29
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Average concurrent Steam players over 30 days from Steam Charts: 3,414
- Date observed
- September 15, 2026
- Source
- Steam Charts
Concurrent players · period peak
6,180
August 16, 2026 — September 15, 2026
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Peak concurrent Steam players over 30 days from Steam Charts: 6,180
- Date observed
- September 15, 2026
- Source
- Steam Charts
- Ratings
- players89% · 136.9KSteam, US storefront · Steam reviews
- players72%Global · IGDB mirror
- critics88.6%Global · IGDB mirror
- Last update
- June 2, 2026 — V Rising 1.1 Hot Fix 11 (0 updates over 90 days) · Steam update feed
Concurrent players
period average · May 2022 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- −96%decrease from 92,400 (May 2022) to 3,670 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 52
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
For V Rising, the reviewed Stunlock Studios material does not establish whether the observed product line contains a persistent in-game player organization with membership, identity, and collective action.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Stunlock Studios material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
For V Rising, the reviewed Stunlock Studios material does not establish whether the observed product line contains in-game transfer of value between players with rules affecting allocation or price.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Stunlock Studios material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
A persistent server stores castle and territory claims, but official material does not publish the transfer rule, contest process, or ownership benefit.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 1 of 5 — Ownership marker
- What limits the result:
- Capture and contest: Component capture_contest remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- Partial presence exception:
- Evidence establishes only the cited part of territorial control; transfer, persistence, or ownership consequences remain unresolved.
- What ownership gives the owner over others:
- Unknown— Official evidence did not resolve owner power over other players; retained as Unknown rather than inferred.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Capture and contestNot assessed — Primary evidence did not resolve capture and contest rules; retained as Unknown.
- Ownership benefits: assets, income, and accessNot assessed — Primary evidence did not resolve ownership benefits; retained as Unknown.
- Competition points and rewardsNot assessed — Primary evidence did not resolve ownership score or rewards; retained as Unknown.
- Ownership duration2 of 4 — Score 2 for cross-session persistence is bounded by the cited official claim: “each server acts as its own ecosystem, with its own player base, …”
- Accumulated developmentNot assessed — Primary evidence did not resolve accumulated development; retained as Unknown.
- Space and map strategy1 of 4 — Score 1 for spatial strategy is bounded by the cited official claim: “on PvP servers where land and conflict are a core part of …”
- Collective organization of warfareNot assessed — Primary evidence did not resolve organized group warfare; retained as Unknown.
- Impact on the wider worldNot assessed — Primary evidence did not resolve effects on other players; retained as Unknown.
- Game integration2 of 4 — Score 2 for links to other game loops is bounded by the cited official claim: “on PvP servers where land and conflict are a core part of …”
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Official-source search did not resolve a built-in PvP contest with formal rules and a recorded cross-match result for this product boundary. Silence was not treated as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for V Rising did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
The checked first-party item does not establish a dated substantive release under section 15.4 for this assessment boundary: The excerpt contains availability and social-channel boilerplate, not a dated game-content release. Presence remains Unknown rather than Absent.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No participation numerator or eligible-audience denominator can be derived because mechanic Presence is unresolved.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked primary item is insufficient for Presence or Depth: The excerpt contains availability and social-channel boilerplate, not a dated game-content release.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
The retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 16.12 is incomplete.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026






