bloodtype

Vampire Life

Survival Supernatural · Roblox

group~1.2K
visibility287K+

Vampire Life Wiki

scheduleLast edited: Sep 28, 2026
Vampire Life key art: an anime vampire in a wide black hat with a silver cross pin and a high-collared cape, red eyes glowing under the brim, against a full moon, dead trees and a distant castle with red leaves falling and a white fangs logo in the lower left

Vampire Life is an early public-test Roblox survival game from dutdk where you start as a Human or a Natural-Born Vampire and spend the session climbing toward Original status. This hub covers which of the two same-named games it is, how turning really works, when the sun makes the map unusable, and what the nine official passes change.

Vampire Life at a Glance

StatValueMetric Scope
Concurrent Players~1.2KRoblox games
Upvotes5,024Roblox votes
Downvotes2,383Roblox votes
Like Ratio67.8%Roblox votes
Server Size20Roblox games
Game Passes9Roblox games

Lore & Trivia

Overview

Vampire Life is dutdk's Roblox supernatural survival test, opened August 28, 2026, and it climbed from zero search traffic to peak interest inside one week. Start Human or Natural-Born Vampire, then push toward Original status while sunlight, blood and guards try to end the run. Money and XP fund that climb; codes shortcut both. Two unrelated games share this title, the developer renamed this listing once already, and nine official passes appeared within its first month. Turning is never your choice — another player bites you. Witch needs a randomly spawning book. Daylight keeps humans safe and kills vampires, so night is the working window, and interiors are the only shelter.

The important thing to understand before anything else is that this is a public test, not a finished game. Systems move weekly, the listing itself still carries a test tag, and the game has already been renamed once. Treat every number here as a dated snapshot.

The Name Collision: Two Different Games

Search results for "Vampire Life" mix two unrelated Roblox listings, and almost every codes page and tutorial online blends them without saying so.

The 2026 public test (this wiki)The older listing
ReleasedAugust 28, 2026February 1, 2023
Place ID12228767891198212342398248
Visitsroughly 287,000 to 762,000 depending on the trackerover 32 million
Concurrent playersaround 1,100 to 1,200close to zero
Codesactive, and turning over every few daysnone published

This matters for one practical reason: a tutorial or code written for the 2023 game will not work here. The older listing still carries video coverage and a fan wiki that were all recorded years before this build existed, and the two games do not share a code system, a progression system, or a redemption box. If a string does not redeem, check which listing you are reading about before assuming the code expired.

The listing has also been renamed at least once, from an alpha label to its current public-test label. Older coverage therefore points at this same game under a name you cannot search for anymore.

Live Numbers for the Public Test

Figures below were captured on September 28, 2026:

  • ~1,155 concurrent players, read from the platform's own search endpoint, with traffic trackers showing it as high as roughly 2,800 at peak moments during the same week
  • 5,024 upvotes against 2,383 downvotes, a 67.8% like ratio — below the 89% that polished Roblox releases tend to hold, which is normal for a test build with live bugs
  • 20 players per server
  • Nine game passes, all created within the first month, the earliest on September 3 and the most recent on September 25
  • Total visits reported between roughly 287,000 and 762,000 across trackers, because each one snapshots at a different moment; treat the figure as an order of magnitude rather than a fact

The gap between the visit number and the concurrent number is the interesting signal. A game that is a month old, has under a million visits, and is already holding four figures of concurrent players is being carried by a wave rather than accumulated retention — which is exactly the profile of a title worth checking again in two weeks before assuming the trend holds.

Human or Natural-Born Vampire

Two starts are offered, and they are not a difficulty setting:

  • Human — the default entry. Humans cannot use vampire abilities, are hunted by vampires, and can still be turned later by another player.
  • Natural-Born Vampire — starts already vampiric, and the listing describes it as having greater potential and power than a turned vampire.

The listing is explicit that humans "can still be turned later," so picking Human is not a permanent choice. What the listing does not publish is how large the Natural-Born advantage actually is, whether it affects Original odds independently of level, or whether a turned vampire can ever close the gap. Those values do not appear on the listing, on the developer board, or in any recorded walkthrough, so any page quoting a percentage here is inventing it.

What the listing does confirm is the mechanism for Original status: level up, and your strength, abilities and chance of becoming an Original all rise together. Level is the only lever anyone has documented.

Becoming a Vampire and the Witch Route

Recorded walkthroughs of the September 2026 build agree on the turning rule, and it is the single most common beginner question:

You cannot turn yourself. A Human becomes a vampire only when another player who is already a vampire bites and infects them. There is no purchase, no menu and no solo route. Once turned, the same mechanic becomes your tool — you can bite other players, and from that point your leveling includes biting and eliminating other players rather than only running villager quests.

The witch route is a different kind of task entirely. Rather than being bitten, you explore the map looking for a special book that spawns in a random location. Because the spawn is not fixed, the route cannot be memorised the way a fixed shop location can; it is a search each time. This is recorded from a single walkthrough and is not corroborated by the developer board or a second independent video, so treat the exact interaction as reported rather than documented.

The developer board does confirm the shape of the wider system, which is broader than most coverage suggests: four races are planned — Vampire, Witches, Werewolves and Humans — with four separate ability trees (vampire, witch, werewolf and vampire hunter). Only part of that is live. If you are looking at a page that discusses this game as vampires versus humans only, it is describing a slice of the design.

Sunlight Sets the Real Timer

Two independently recorded walkthroughs agree that sunlight is the main danger to a vampire, and this single rule should shape how you plan a session:

  • Standing in direct sun during the day deals continuous damage and can kill you quickly if you stay exposed.
  • Interiors are safe — buildings and the castle are the standard shelter.
  • Night is the productive window, because you can move freely without sun damage, which makes it the natural time for travel, hunting and progression.

Practically, this converts the day/night cycle into a soft timer on your session. Outdoor objectives that are safe as a Human become lethal the moment you turn, which is why new vampires die immediately after transforming: the transformation does not pause the clock, and the walkthrough that showed it happening also showed the same player being killed by guards shortly afterwards.

Guard NPCs are a second, separate threat. They are hostile, they appear in the cities, and recorded footage shows them killing a low-level player in a single hit. Villages and cities are where the quests are, and the guards are standing in them.

Money, XP and the Code Economy

XP comes from two places: completing quests from villagers and other NPCs scattered around the map, and — once you are a vampire — biting and eliminating other players. The quest route is the safe one; the vampire route pays more but puts you in front of guards.

Money is the shopping currency and buys survival gear rather than power directly. Shop stock observed in footage includes vampire-themed cosmetics and consumables, and the developer board also lists equipment such as Verbena, a Praesidium Potion, a Metal Ring, Night Vision and a Lantern, alongside a Human Potion. The wider item list is on the developer board; the Vampire Life codes page covers the free Money strings and the redemption box.

Two warnings that will save you time:

  • A vampire hat is reported to protect against sun damage, and recorded footage shows a player wearing one specifically for that reason. The developer has not published a protection value, so it is a reported behaviour rather than a documented stat.
  • Some shop cosmetics are level-gated. Recorded footage shows a cape purchase refused below level 100, which makes leveling a prerequisite for cosmetics and not just for power.

Game Passes and What They Change

Nine passes are listed on the public test, and the official platform data gives their creation dates, which paints a clear picture of how fast the game has been built:

PassCreatedWhat it changes
DonateSep 3, 2026Support only
Money Booster (2 hours)Sep 6, 2026Timed Money multiplier
Double XP (2 hours)Sep 6, 2026Timed XP multiplier
Sun RingSep 6, 2026Sunlight protection
Save ProgressSep 7, 2026Persistent progress
UnbanSep 12, 2026Account reinstatement
Hide Your Level and TeamSep 21, 2026/hide and /unhide; role-play convenience
Custom TagSep 22, 2026/tag and /editag above your name
Custom WerewolfSep 25, 2026Custom werewolf appearance

Two of these matter more than the rest. Save Progress implies that progress is not otherwise guaranteed to persist across sessions, which is a genuine consideration before you invest hours. Sun Ring matters because it is a pass rather than shop gear — several community pages describe a sunlight ring as an item you buy with in-game Money, but the official pass list is where it actually appears, and the shop route should not be assumed.

Robux prices are deliberately omitted here: the platform's price endpoint was not readable when this page was checked, and quoting a stale or invented price is worse than quoting none. Check the in-game store for the current figure. Pass effects marked above are gameplay descriptions; no multiplier magnitudes are published by the developer.

Where to Go Next

Pick the page that matches what is blocking you:

  • "I need Money or XP now" — the codes page lists the strings that are live, what each is reported to pay, and where the redemption box is
  • "I just started and keep dying" — the beginner guide orders the first session, covers the turning problem and explains why the daytime kills you
  • "I want to know if this is still growing" — the live snapshot above is the honest answer, and it is worth re-reading after the next update

Verified by RoboLibrary Editorial on September 28, 2026: The player count, vote split and the full game-pass list were read from official Roblox platform endpoints on September 28, 2026. The listing description, release date and name history were taken from the official game page. Turning-by-bite, sunlight damage, the witch book search, guard lethality and the level-gated cape were cross-checked against two independently recorded walkthroughs of the September 2026 public-test build. Original odds, aging mechanics and exact reward values are not published by the developer anywhere, so they are described here as undocumented rather than estimated.

FAQ

What is Vampire Life on Roblox?

A public-test survival game by dutdk that released on August 28, 2026. You start as a Human or a Natural-Born Vampire, then level up toward Original status while managing sunlight, blood and hostile guards. Servers hold 20 players.

Is this the same as the older Vampire Life game?

No. An unrelated 2023 listing shares the name and still carries over 32 million visits, but it is a different place ID with its own systems and no shared codes. Coverage and fan wikis from that game do not apply here.

How do you become a vampire or a witch?

Vampire requires another player to bite and infect you — you cannot turn yourself, and there is no purchase route. Witch is a completely different task: you search the map for a book that spawns in a random location.

Why does the game get so much harder after you turn?

Because sunlight starts damaging you. As a Human the day is safe; as a vampire, direct sun deals continuous damage and interiors are your only shelter. Night becomes your main window for travel and progression, and guards in the cities can kill a low-level player almost instantly.

Is Vampire Life still being updated?

Yes, continuously. The game is explicitly labelled a public test, it has already been renamed once, and all nine game passes were created within its first month. Expect systems and values to move.

Change Log

  • 2026-09-28: Initial publication of the Vampire Life wiki hub with the September 28 live snapshot, the name-collision disambiguation, the Human and Natural-Born comparison, the turning and witch routes, the sunlight rule, Money and XP sources, and the nine-pass table.

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