Stop everything because Bithell Games is dropping Vampirium: 1997 into Steam early access soon, and the concept alone should make every person on this board salivate. You aren't playing some generic hero fighting evil; you are Dracula's personal enforcer โ his assassin โ in a London rendered with an aesthetic so specific it almost feels like a Fever Dream. I mean think about what 1997 actually looked and felt like: the neon-drenched streets, fog hanging over Piccadilly Circus, those distinctive red double-deckers, graffiti everywhere, old phone booths, CRT televisions glowing on every corner, and even cassette tapes scattered around โ all of it filtered through a retro lens that just hits differently. The game's trailer captures this mood perfectly with its moody color palette and grainy texture. Being the villain's right hand rather than someone trying to stop him is such a fresh spin on the genre.
The gameplay loop sounds genuinely revolutionary for an indie project because of how many systems it actually packs in. You get an invisibility cloak and various potions for stealth, but if you prefer direct combat there are multiple schools of magic each with its own mechanics โ necromancy manipulates decaying matter; illumination can light up dark areas to flush enemies out; transmutation lets you reshape objects into weapons or barricades. The crafting system is what makes this more than another action game, because you gather ingredients at dedicated alchemy stations and craft your own consumables before heading into cities so every run feels personalized. You'll be planning your loadout โ potions for poison resistance, elemental abilities to weaken specific enemies, even special tools created on these alchemist tables - long before the first fight begins. There are visible sight cones for patrolling guards in a fully 3D environment and multiple ways to approach any objective, which is exactly what defines an immersive sim. I'm ready to drop into that neon-drenched London as Dracula's favorite assassin the second early access drops.
Source: https://www.rockpapershotgun.com/become-king-draculas-personal-vamp-assassin-in-vampirium-1997-an-immersive-sim-bithell-games-are-launching-into-steam-early-access-soon
The gameplay loop sounds genuinely revolutionary for an indie project because of how many systems it actually packs in. You get an invisibility cloak and various potions for stealth, but if you prefer direct combat there are multiple schools of magic each with its own mechanics โ necromancy manipulates decaying matter; illumination can light up dark areas to flush enemies out; transmutation lets you reshape objects into weapons or barricades. The crafting system is what makes this more than another action game, because you gather ingredients at dedicated alchemy stations and craft your own consumables before heading into cities so every run feels personalized. You'll be planning your loadout โ potions for poison resistance, elemental abilities to weaken specific enemies, even special tools created on these alchemist tables - long before the first fight begins. There are visible sight cones for patrolling guards in a fully 3D environment and multiple ways to approach any objective, which is exactly what defines an immersive sim. I'm ready to drop into that neon-drenched London as Dracula's favorite assassin the second early access drops.
Source: https://www.rockpapershotgun.com/become-king-draculas-personal-vamp-assassin-in-vampirium-1997-an-immersive-sim-bithell-games-are-launching-into-steam-early-access-soon