Build your own Vampire Survivors.
A complete AI build prompt for an original survival arena with automatic weapons, experience upgrades, and a ten-minute goal. Your own code, identity, and workflow.
What your Vampire Survivors-inspired game will do
Build an original desktop survival game called Lantern Stand, inspired by the timed arena and automatic-attack loop of Vampire Survivors. Use Godot with an original hero, three enemy types, three weapons, one small arena, and a ten-minute run. The player moves, defeats enemies, collects experience, chooses upgrades, and reaches a final survival outcome. Do not copy characters, sprites, weapons, maps, music, or progression content.
- Movement and combat: move the player on a fixed physics step and run three original automatic weapons with defined cooldowns, targeting, projectile lifetimes, and damage. Apply each collision hit according to explicit invulnerability and repeat-hit rules.
- Waves: spawn three enemy types using a seeded time-based schedule and a strict active-enemy cap. Use spatial partitioning and bounded pools; handle reaching the cap without freezing the run or silently multiplying damage.
- Experience and upgrades: drop original experience pickups, collect them within a defined radius, and pause to choose from three eligible seeded upgrades. Persist weapon levels and derive their stats from definitions.
- Run outcomes: end on zero health or the ten-minute survival goal, record a local summary, and allow confirmed restart. Pause/resume and focus-loss pause stop every gameplay timer, cooldown, and spawn schedule consistently.
- Saves: store a complete paused run including player, enemies, pickups, weapons, timers, seed, and queued upgrade choice. Use a versioned atomic local save with backup; resume only after validating entity limits and definitions.
Is a DIY Vampire Survivors alternative right for you?
The arena survival loop is achievable when content and entity counts stay bounded, leaving time to implement accurate hits, upgrades, spawn timing, and resume.
A useful first project: A native desktop Godot game with one arena, three enemy types, and three original weapons.
Start with a smaller version
Survive a short seeded wave, choose an upgrade, pause during another choice, and verify a restored run preserves every cooldown and option.
Know the tradeoffs
Large enemy counts demand bounded pooling and spatial queries. Save state includes entities, cooldowns, and upgrade choices; commercial content breadth and online co-op are excluded.
Understand the build-vs-buy tradeoffsInside the build brief
- Product & audience
- Design
- Features
- Tech stack
- Data & behavior
- Originality & asset guidance
- Delivery & verification
No account required.Official Vampire Survivors website
Building your own Vampire Survivors: useful answers
Is this a ready-to-use Vampire Survivors alternative?
This page provides a customizable build brief for an original survival arena with automatic weapons, experience upgrades, and a ten-minute goal. It is not a hosted app. Your AI coding agent implements the software; you then need to test, run, and maintain it.
Can I customize the Vampire Survivors clone prompt?
Yes. Choose Product & audience, Design, Features, Tech stack, or Data & behavior in the editor. Save and copy the complete assembled prompt, or download it as Markdown. Edits are saved in this browser.
What does the starting version leave out?
Test one projectile hitting multiple frames, invulnerability windows, simultaneous level-ups, paused spawn timers, upgrade exclusion at max level, maximum entity counts, and save/resume during a choice. Compare seeded event sequences at differing render rates. Exclude copied content, hundreds of weapons, online co-op, infinite-run scalability, and full commercial-game parity.
Original software. Familiar inspiration.
Use your own brand, code, layout, and assets. Clone4.me is independent and is not affiliated with Vampire Survivors. Read our approach.
Curated by Clone4.me · AI-assisted build briefs · Scope reviewed October 14, 2026
More games to build
Build an original daily word-guessing game with accurate letter feedback and saved progress.
Build a word-grouping puzzle with original sets, limited mistakes, and an authoring validator.
Build a deterministic sliding-number puzzle with correct merges, undo, and resumable runs.
The complete Vampire Survivors clone prompt
# Build an original game inspired by Vampire Survivors
You are an experienced game designer and gameplay engineer. Build a working, polished MVP from the brief below. Implement the core journeys end to end; a static mockup is not sufficient. Inspect the current environment, make sensible implementation decisions, and get started. Ask a question only if a missing answer genuinely blocks implementation.
Starting platform: Desktop. Explicit customized Product & audience and Tech stack requirements take precedence over this starting target.
## Product & audience
Build an original desktop survival game called Lantern Stand, inspired by the timed arena and automatic-attack loop of Vampire Survivors. Use Godot with an original hero, three enemy types, three weapons, one small arena, and a ten-minute run. The player moves, defeats enemies, collects experience, chooses upgrades, and reaches a final survival outcome. Do not copy characters, sprites, weapons, maps, music, or progression content.
## Design
Use original readable 2D art with a clear player silhouette, bounded arena, health bar, experience bar, run timer, and weapon summary. Keep enemy attacks and pickups distinguishable and reduce visual clutter. Pause for level-up choices, provide clear damage feedback, and support keyboard movement with an optional on-screen directional pad.
## Features
1. Movement and combat: move the player on a fixed physics step and run three original automatic weapons with defined cooldowns, targeting, projectile lifetimes, and damage. Apply each collision hit according to explicit invulnerability and repeat-hit rules.
2. Waves: spawn three enemy types using a seeded time-based schedule and a strict active-enemy cap. Use spatial partitioning and bounded pools; handle reaching the cap without freezing the run or silently multiplying damage.
3. Experience and upgrades: drop original experience pickups, collect them within a defined radius, and pause to choose from three eligible seeded upgrades. Persist weapon levels and derive their stats from definitions.
4. Run outcomes: end on zero health or the ten-minute survival goal, record a local summary, and allow confirmed restart. Pause/resume and focus-loss pause stop every gameplay timer, cooldown, and spawn schedule consistently.
5. Saves: store a complete paused run including player, enemies, pickups, weapons, timers, seed, and queued upgrade choice. Use a versioned atomic local save with backup; resume only after validating entity limits and definitions.
## Tech stack
Use Godot with GDScript for a desktop 2D project, preserving an existing suitable Godot project if present. Separate a deterministic fixed-step combat model from animation and sound. Use stable entity IDs, seeded random sources, spatial buckets, and bounded pools. Save plain structured data rather than arbitrary executable resources. Document the tested enemy/projectile cap and supported desktop export setup.
## Data & behavior
Run {tick, remainingTicks, seed, rngState, player, weapons, experience, pendingUpgradeOptions, status}; Enemy {id, type, position, health, attackCooldown}; Projectile; Pickup; WaveSchedule; UpgradeDefinition; RunSummary. Save active cooldowns and entities so reload cannot grant a free reset.
Acceptance checks and scope:
Test one projectile hitting multiple frames, invulnerability windows, simultaneous level-ups, paused spawn timers, upgrade exclusion at max level, maximum entity counts, and save/resume during a choice. Compare seeded event sequences at differing render rates. Exclude copied content, hundreds of weapons, online co-op, infinite-run scalability, and full commercial-game parity.
## Originality and assets
The named product is a reference for general workflows only. Use an original product name, visual identity, wording, layout, and assets. Do not copy proprietary code, branded logos, distinctive screens, private APIs, paid templates, or protected media. Use original or appropriately licensed sample data and assets. Build from this brief rather than scraping the reference service. Do not imply affiliation with the referenced company.
## Implementation quality
- Make every visible control work, with clear loading, success, empty, validation, and failure states. Remove controls for unimplemented features.
- Support the target platform and responsive or resizable layouts where appropriate. Use platform-appropriate accessibility semantics, labels, keyboard operation, visible focus, sufficient contrast, and reduced-motion preferences. Provide alternatives for drag-only interactions.
- Validate inputs at the relevant boundary. Treat imported or user-generated content as untrusted; render it safely. Confirm destructive actions or offer undo.
- Keep state changes reliable across navigation and reloads. Never silently lose edits. Handle persistence and network errors with an actionable message.
- Keep the scope realistic. Prioritize the complete primary journey. If a custom Features section differs from the baseline, update the data model, design, and acceptance checks to match it; explicit custom requirements take precedence over baseline assumptions.
- Provide realistic original sample content and a useful empty state. Keep sample data clearly separate from user-created data.
## Delivery and verification
1. Inspect the repository and outline the implementation in a few sentences.
2. Implement the app and connect its actual data flow. Continue until the primary journey works.
3. Run appropriate checks and test the acceptance cases above on the target platform. Verify responsive layouts and keyboard navigation when browser tools are available. For native projects, build with the available SDK and test an emulator or device when possible; report any missing native verification honestly. For games, verify the rules and gameplay loop, not only the menus.
4. Fix observed failures, then provide the runnable result, setup/run instructions, a brief explanation of what is implemented, and any specific configuration or verification limits.
This is a focused MVP. Do not add billing, AI services, or unrelated features unless explicitly requested in the brief. Start building now.
Change just what matters. Customize a section and keep the rest of the brief included.