Official Press Kit

Could you resist temptation?

Enter

Castlevania meets Tunic: a first-person vampire hunt through a castle of secret passageways and hidden entrances. Faith is your main resource, and the castle will do everything it can to wear you down and tempt you with evil power. Can you resist?

Watch

The reveal trailer.

Vampire Hunter: Nightrise reveal trailer

The Game

The castle is the real opponent.

You came to hunt a vampire. Instead, the gates lock behind you, and you're trapped in his sprawling Gothic castle, a place built to wear hunters down and keep them wandering until he wakes at nightfall.

The castle is a puzzle box: fireplaces rotate, bookcases slide, portraits hide corridors. There are no keys here, only knowledge. Every obstacle is open from the start if you can work out how: which portrait to burn, which bells to ring, which book is really a lever. Progress comes from what you learn, not what you carry. It's a Metroidvania gated by understanding.

Combat is tense and first-person: a stake launcher that pins enemies to walls, skewers several at once, or ignites them through open flame, fed by stakes you tear straight from the castle's own furniture.

Faith is your resource: the conviction that powers everything you can do. Something in the castle is alive, and patient, and it wants you hollow. Room by room it saps that faith, and when you are nearly empty it offers power to fill the space. Accept, and you are stronger now. What it costs you later is the question the game keeps asking. None of this is told in cutscenes. It is the sum of the trades you make.

The hunter approaches the vampire's castle

Ferried to the gates. The hunt begins at dawn.

Key Features

A labyrinth that wears you down.

Castlevania meets Tunic

Gothic vampire-castle action fused with knowledge-gated exploration. No keys, only knowledge: every obstacle is open from the start once you work out how. A "metroidbrainia" in the lineage of Tunic, Animal Well, and Blue Prince.

The whole castle is a puzzle

Rotating fireplaces, sliding bookcases, portraits that swing back on hidden corridors. Rich exploration puzzles where learning the building's logic is the game.

Stake-launcher combat

Pin enemies to the wall, skewer several at once, or ignite stakes through open flame. Tense, tactile, first-person.

Faith is a resource

The conviction that powers your abilities. The castle works to erode it, then offers raw power to fill the void. Every bargain is the story rewriting itself in real time.

A race against nightfall

The castle is a trap meant to stall you until dawn is hopeless. Reach the vampire before he wakes, or you're his.

~3 hours, no filler

A complete, dense, single-sitting hunt that respects your time. Authored start to finish, and some players come straight back for another run.

The Antagonist

Some walls are doors.

There are no keys in the castle, only things you haven't understood yet. What looks like a dead end is a question you haven't answered.

Burn the right portrait. Ring the right bells. Find the book that's really a lever. The castle never hands you progress; it waits for you to see.

Scroll, and the walls give way
to those who know how to look.

No keys.Only knowledge.
Some doors, once opened, can't be unseen.

An unholy mix of Doom and Castlevania.

For Writers

Possible angles.

Pick the framing that fits your outlet. Happy to tailor a pitch.

1
Castlevania meets Tunic
Gothic vampire-castle action fused with knowledge-gated exploration. No keys, only knowledge: a "metroidbrainia" in the lineage of Tunic, Animal Well, and Blue Prince.
2
Story and gameplay are the same thing
A thoughtful story about embitterment and self-reflection, told through its systems instead of cutscenes. The choices you make in the temptation mechanic are the narrative.
3
Faith as a resource
A clean mechanical treatment: power you spend, lose, and are constantly tempted to trade away.
4
The castle is the antagonist
A labyrinth you solve, not just survive. The building itself is the boss.
5
A tight ~3 hours that respects your time
Authored, dense, no bloat. The "short games are good" beat, made for an adult with limited hours.

Quick Facts

The fact sheet.

TitleVampire Hunter: Nightrise
Dev / PubOver the Moon Games (developer & publisher)
FounderJohn Warner, john@overthemoongames.com
PedigreeFrom the team behind The Fall (Giant Bomb's 2014 Best Story) and The Last Hero of Nostalgaia
PlatformsPC (Steam)
ReleaseJuly 14, 2026
Price$14.99 USD, with a launch-week discount
Length~3 hours · single-player · some players replay
GenreFirst-person action / knowledge-gated exploration / atmospheric horror
DemoLive now on Steam
Press / keysjohn@overthemoongames.com

An unholy mix of Doom and Castlevania.

The demo is live now. See the castle open up for yourself.

Play the Demo

The Studio

Over the Moon Games

An independent studio led by John Warner, developer and publisher of Vampire Hunter: Nightrise. Previous titles include The Fall (2014, Giant Bomb's Best Story), The Fall Part 2: Unbound, and The Last Hero of Nostalgaia (2022).

2014
The Fall
Giant Bomb, Best Story
2018
The Fall Part 2: Unbound
Sequel
2022
The Last Hero of Nostalgaia
Action RPG

Press Contact

Get in touch.

Review keys, interviews, assets, and tailored story angles are available on request. The demo is live now, and we're happy to set up a build and answer anything.

john@overthemoongames.com

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