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The Vow: Vampire's Curse

The Vow: Vampire's Curse Steam news

Mimyr Games LTD | 2026 | game

Coming Soon

GameSteam Store content

IndieStrategy

  • Steam app typegame
  • Steam App ID3291450
  • PriceNo longer available on Steam Store
  • Release date2026
  • DeveloperMimyr Games LTD

The Vow: Vampire's Curse news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID3291450
  • PriceNo longer available on Steam Store
  • Release date2026
  • DeveloperMimyr Games LTD
  • PublisherMimyr Games LTD
  • Parent gameNot available

Genres: Indie, Strategy

Company pages: Developer: Mimyr Games LTDPublisher: Mimyr Games LTD

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

The Vow: Vampire's Curse Steam news

The Vow: Vampire's Curse news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Our Demo's Biggest Update Is Out Now! - 6 August 2026

    Greetings, righteous knights! We've been a bit quiet over the past month, but for a good reason. Behind the scenes, we've been hard at work on the biggest update for our demo. Instead of sharing small changes one by one, we wanted to put our heads down and focus on making the game better. And... we've changed a lot. Over the past few months we've been reading every piece of feedback we could get our hands on. Sooooo.. Here we are, with.... Goodbye Chains, Hello Combos One of the biggest changes in this update is a complete rework of the core card system. Previously, every card had to be played as part of a chain. Before making your tactical move, you first had to solve a little puzzle just to unlock the card you wanted. Some players loved that extra layer of planning, but for many it felt more restrictive than rewarding. So we flipped the whole idea. Now you can play any card whenever y…

  • Dev Diary #9 - 2 June 2026

    Greetings, brave knights. Finally, a devlog after this hectic month. May was huge for us. WE FINALLY RELEASED OUR DEMO, something both we and many of you had been waiting for. Most importantly, we received a ton of feedback from everyone who played the demo, and we've been carefully going through it all. Based on that we're currently working on several improvements to make the overall experience better. More Audio Feedback One of our current focuses is sound design. We're adding audio feedback to many actions and interactions that previously had none, making the game feel more responsive. Faster/Smoother Gameplay A common feedback was that players sometimes had to wait for the game to resolve events before they could act again. To address this, we're speeding up animations, allowing more animations to play simultaneously. Push System Rework We're also reworking the push system. Pushed u…

  • DEMO OUT NOW! - 4 May 2026

    It’s finally here… The demo for The Vow: Vampire’s Curse is now live! https://store.steampowered.com/app/3291450/The_Vow_Vampires_Curse/ We’re super excited to see how you survive your first cursed nights as Richard, so head over to the demo page, jump in, and let us know what you think! If you enjoy it, please consider leaving a review, t tells the algorithm that players are enjoying the game and helps others discover it too. We’re always working on improvements based on your feedback, so if anything feels off, confusing, or you just want to share your thoughts, please come find us on Discord. We’d love to hear from you. And if you play the demo and feel like sharing, whether it’s feedback, a cool moment, a strategy, or even fan art, we’d love to see it! Thank you for being part of this journey. 🩸 Now step into the night… and keep your vow ⚔️🩸

  • DEMO RELEASE MAY 4 - 29 April 2026

    Greetings, righteous knights! We’re super excited to finally share that the demo for The Vow: Vampire's Curse will be available on May 4, 2026. The demo focuses on the core gameplay and lets you experience: The first 5 days & nights of the game (5 unique villages) A day & night gameplay loop, prepare your defenses by day, survive and protect by night 2 boss fights New enemies and mechanics introduced in each village Color-based card chaining mechanic And as you already know a blend of tactical grid-based combat and deckbuilding Since the playtest, we’ve been actively working on polishing and improving the game based on your feedback, making the overall experience smoother and more refined. And this is just the beginning, the demo is only a small part of what’s coming and doesn’t fully represent the final game. The Vow is also a story-driven experience, and we’re working on bringing that…

  • Join the Public Playtest for The Vow: Vampire's Curse #3 - 16 April 2026

    Greetings, brave knights! We’re back with another playtest, and this time, it’s our final one before the demo release! The playtest will go live on April 20th on Steam, and you can request access right now: All requests will be automatically accepted when the playtest opens, so feel free to invite your friends the more players, the better! This playtest includes new levels, biomes, enemies, and an updated action preview system, now you can clearly see how abilities play out (including where the wolf will move ). As always, your feedback means a lot to us. You can join our Discord to share your thoughts, chat with the team, and help us polish the game before the demo. We can’t wait for you to jump in for one last run before release.

  • Dev Diary #8 - 2 April 2026

    Greetings, Brave Knights March was a big one for us! We ran a public playtest, and honestly, thank you to everyone who jumped in, played, and shared feedback. It helped us shape the game moving forward. We made a lot of changes based on your feedback, and also added quite a few new things. Here’s what we’ve been working on: Randomized maps We added map randomization to make each run feel more varied and less predictable, layouts change, so you’ll have to adapt your strategy every time depending on what the game throws at you.Shield reworkThe shield is finally more powerful, it doesn’t just block damage anymore, but also protects from negative effects like burn or the Executioner’s instant kill. Faith rework Faith now scales with the day (its amount equals the current day number). This makes it easier to understand early on, while becoming more impactful in later nights. New backgrounds…

  • Join the Public Playtest! - 9 March 2026

    Our public playtest is now live, jump in and try it out! We’re excited for you to try the game! After playing, feel free to share your thoughts, your feedback helps make the game better.We ran our first playtest back in December, and it was very helpful for us. Players shared a lot of valuable feedback, and we’ve made several changes based on it. In this playtest, you’ll be able to see many of those improvements. If you’d like to chat with us and other players, feel free to join our Discord as well. We’re also participating in the TurnBasedThursday Fest and Wholesome Underdogs, so it’s a great time to check the game out! Thanks for playing!

  • Dev Diary #7 Playtest Announcement - 2 March 2026

    Greetings brave knights! We’re officially announcing our next playtest. Aaaand… It’s happening on March 9. The Public Playtest is open for requests starting NOW. All requests will be accepted when the playtest officially opens, so feel free to invite your friends. The more players, the better! The playtest will run from March 9 onward. If you want to see the game early and help shape it, now’s the time. Now that that’s out of the way, let’s talk about what February looked like for us, because we locked ourselves in and went full polish mode. Changes to Defeat Rules After the last playtest, we received feedback that losing the run immediately after buildings were destroyed felt too punishing and cut runs short.. So we’ve reworked the mechanic. Now, when a building is damaged, it applies a debuff to your deck by cursing one of your cards, increasing the pressure without immediately ending…

  • Dev Diary #6 - 30 January 2026

    Greetings, brave knights! Hope you all had great holidays! We got some much-needed rest, and now that we’re back in our routine. January was a productive month for us. As some of you already know, in December, we ran a playtest, and spent significant time analyzing player feedback. The results showed strong potential for depth and complexity, but also highlighted an important issue, that early on, the game felt overwhelming due to the number of mechanics, abilities, and terms introduced at once. Based on this, our focus shifted toward helping players feel comfortable first, while saving deeper complexity for later stages of the game. At the same time, we integrated several long-awaited visual updates that had been in the works for quite a while. New Blood Visuals We updated the blood visuals and added a spreading system. This makes combat feel more impactful and helps sell the brutality…

  • Thank You for an Amazing Year - 30 December 2025

    As the year comes to an end, we wanted to take a moment to look back, and most importantly, to say thank you for supporting The Vow and our team.This year has been incredibly exciting for us. We announced the game, opened our Steam page, took part in our first festivals, and got to know so many of you along the way. Our Discord community has been growing day by day, and we even ran our first public playtest, the first time the game was played by people outside our friends and family.Seeing real players try the game, share feedback, and enjoy it was huge for us.We’re still early in development, but reaching the point where more people can play and shape the game with us feels really special.And next year is going to be a big one. We're planning to release a demo and run more playtests so we can keep improving the game and make it the best it can be with your help.With all of this in mind…

  • Thank you for being part of our first Playtest! - 23 December 2025

    The playtest is officially over, and we can’t thank you enough for the time you spent playing The Vow and for all the feedback you shared with us. You’ve been incredibly inspiring and helped us highlight some very important issues. We’ve carefully read all the feedback, watched playthroughs, and discussed the results as a team. We think it’s important to share what we’re preparing for the next playtest, and we’re excited to continue running more playtests as we move toward the demo. To make the experience clearer, and more comfortable to play- our first focus is on improving onboarding, overall readability, like from tutorials and cards to combat UI, defeat conditions, controls, and audio. And besides these improvements, the upcoming playtest will introduce 3 new building types. Each run will start with four random buildings, making repeated playthroughs more varied and tactically inter…

  • Join the Playtest for The Vow: Vampire’s Curse! - 11 December 2025

    Greetings, brave knights! We’re excited to announce that our public playtest will open on December 15 and run until December 19! The playtest will be on Steam, and you can request access right now: https://store.steampowered.com/app/3291450/The_Vow_Vampires_Curse/ All requests will be accepted when the playtest officially opens, so feel free to invite your friends. The more players, the better! This is a very early version and our first open playtest, so your feedback is incredibly valuable. You can also join our Discord to share your thoughts, chat with us, and help shape the game. We hope you enjoy your adventure!

  • The Vow featured in BIG Winter Showcase 2025! - 2 December 2025

    Hey, Vampire Hunters!We’re excited to announce that The Vow: Vampire’s Curse is part of Clemmy’s BIG Winter Showcase, an event highlighting some of the best upcoming indie games. You can already find us featured on the official Steam event page.yaaaay!Check out the event on here on SteamWe’re thrilled and honored to be included in the showcase. It means a lot to our tiny team, and if you'd like to support us, the best ways to do it: Wishlisting the game on Steam Sharing it with your friends, Joining our Discord, for playtests and dev updates If you missed the full stream, no worries 👉 Watch on YouTubeThanks for being here with us on this journey!

  • The Vow Joins Midwinter Spirits - 1 December 2025

    Hey, Vampire Hunters!Winter is finally here, the cold, the gloom, and the perfect gothic vibes. So we’re joining the Midwinter Spirits steam event. You can find it hereYou’ll be able to find The Vow: Vampire’s Curse featured among other indie titles celebrating the season. We’re excited to share our world of cursed nights, undead knights, and dark fantasy with everyone! If you’d like to support us:Wishlist the game on Steam Share the game with your friends Join our Discord for updates and upcoming playtests Stay warm out there… the nights only get darker from here.

  • Dev Diary #5 - 4 November 2025

    Greetings to all vampire slayers! October has been a productive month! We focused on improving gameplay systems, updating visuals, and polishing the overall experience as we prepare for the upcoming closed playtest. Here’s what we’ve been working on Library & Deck BuildingWe’ve implemented a brand-new Library system — the heart of the deck-building mechanic. As you know, in The Vow, you choose your deck at the beginning of each run to define your playstyle. Decks now consist of three sets, each containing four cards. These sets are represented as ancient books in the library. Choose your three books wisely and set off to rescue your bride. Enemy Spawn SystemWe completely reworked the enemy spawn logic. Previously, enemies could overwhelm the map if your early turns went poorly. The new system balances their population and ensures greater variety in enemy types. But beware — the creature…

  • Dev Diary #4 - 6 October 2025

    Devlog for September Greetings, defenders of the realm! We’ve been actively preparing the build for the closed playtest. September turned out to be a busy month. We made progress in the technical side, visuals, and gameplay mechanics. We’d like to share the main changes and additions we’ve made. Save SystemAs the amount of content grew, it became necessary to revisit the same situations to test balance. So we implemented a save/load system, now you can replay specific episodes and try them again with different decisions.Temporary HPPreviously, players could “stack up” too much health and made the game less challenging. Now most abilities grant temporary HP, which disappears at the end of the night. This makes the game more tense and strategic. Also, we changed how health is displayed, previously, HP was shown for all units at once, which cluttered the screen. Now it appears when you hov…

  • Dev Diary #3 - 22 August 2025

    This week we want to share great news with you – we finally added music to the game. In the attached video you can listen to excerpts from the main menu theme, the day theme, and the night theme. Also, pay attention to the transitions between the musical themes – we really wanted to make them smooth. We look forward to your feedback!

  • Dev Diary #2 - 15 August 2025

    Mobility is king in tactical games. Line up the attack, save your ally, stay out of harm's way – almost everything requires you to be able to get to places. Or not? Why go somewhere if you can shove your enemies around instead? Force movement in the form of pulling and pushing is a staple of our genre. Now you can look cool doing it too - we added FX animations to our force movement attacks. We draw inspiration for our art from medieval book illustrations, and these animations are the prime example of this approach. Let us know if you like them as much as we doːsteamhappyː

  • Dev Diary #1 - 8 August 2025

    Greetings, knights and vampire hunters! We’ve decided to start a development diary to share weekly updates about what’s new in the game. This way, you can follow our progress and see what we’re working on right now.Here’s what we’ve done this week:1. New language support The game is now available in more than just English. We’ve added Greek, Spanish, German, French, Japanese, Russian, Polish, and Ukrainian. Welcome to players from all around the world!We’ve added so many languages that some of their names barely fit on the buttons.2. Initiative system In battle, it’s often critical to know who will act and in what order. Now you can easily check the turn order, helping you plan your moves and improve your tactics.3. Save & Load Playtesters have pointed out that this feature is already relevant, so we’ve added it. You can now save your progress and continue the game later without startin…

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