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  <title>Ideas for Feedback and Feature Requests</title>
  <subtitle>Ideas for Feedback and Feature Requests as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://feedback.playvrising.com"/>
  <id>pr_rwgjcihwvaxqbde</id>
  <updated>2025-10-03T07:57:32Z</updated>
  <entry>
    <title>[QoL] Allow sending bones from chests to mist braziers with quick send</title>
    <link href="https://feedback.playvrising.com/suggestions/714837/qol-allow-sending-bones-from-chests-to-mist-braziers-with-quick-send"/>
    <id>sug_amccndl0vfmnxcg</id>
    <published>2026-06-03T00:05:11Z</published>
    <updated>2026-06-03T00:05:11Z</updated>
    <content type="text/plain">1. Please allow mist braziers as receivers in redistribution network. (and maybe tombs, vermin nests and castle hearts - unless you think it will impact pvp negatively)&#13;
2. Please allow any container chest in castle to be sender in redistribution network. It's mainly for the 'quick send' button, I don't care if items are transferred immediately after putting them in said chest.&#13;
&#13;
Reason: It's tiring to remember where mist braziers in my gardens/parks are, not to mention filling them with bones manually. These 2 changes are to partly automate the process, by beeing able to fill braziers by interacting with just 1 container, given you have enough bones. Actually only #1 is neccessary, because any unused crafting station could be used in place of sender chest, but #2 would be more convenient, and it has more applications than stated in the title, e.g. sorting loot across other containers.</content>
  </entry>
  <entry>
    <title>DLC new events feature - siege raid/ auction house</title>
    <link href="https://feedback.playvrising.com/suggestions/714595/dlc-new-events-feature-siege-raid-auction-house"/>
    <id>sug_rdughohsoxqqkkh</id>
    <published>2026-06-01T17:20:44Z</published>
    <updated>2026-06-01T17:20:44Z</updated>
    <content type="text/plain">This are some ideas to make the game better and have longer replay-ability especially during late game. They are a rough concept, but have good potential imo. Regardless of the outcome, I still want to share it instead of having thoughts lingering about these things every time I play the game.&#13;
&#13;
1. Siege event - depending on the regions, each force (within the area) e.g. bandits faction in Farbane, military in Dunley and Silverlight will occasionally siege the player's castle in their respective dominion.  The siege could be either random or only targeting lvl 5 castles (or other specific conditions), with a good number of troops plus 1-2 or more siege engines. Without player intervention, a maximum number of decent geared servants could barely repel or defend the siege. New traps and defense mechanism could be added together to boost castle's defenses. The general frequency and difficulty of the siege can be adjusted in the server setting. The siege would result into players gaining or losing prestige points instead of losing their items. Other unique rewards could also be given specifically for this event. The scores for each server can be view in every players' tab.&#13;
&#13;
2. Auction house hosted by  the NPCs, for goods that can be found throughout Vardoran. They can be classified into common, normal, rare, etc. or just unique items  (randomly generated). These may include servants, head gears, weapons, to common items, where players can bid in the auction place using coins, or shards perhaps? Instead of roaming around searching, fighting, and so on (especially in the late game after a long time spent in a server), players can get stuff fast and easily through the auction.</content>
  </entry>
  <entry>
    <title>Screenshot Key That Activates a Screenshot Mode</title>
    <link href="https://feedback.playvrising.com/suggestions/714543/screenshot-key-that-activates-a-screenshot-mode"/>
    <id>sug_mbcbuxsa5sxk2nt</id>
    <published>2026-06-01T08:49:50Z</published>
    <updated>2026-06-01T08:49:50Z</updated>
    <content type="text/plain">Would love a screenshot mode that when entered via a keybind would hide the HUD and allow for closer to the character camera shots and perhaps pose freezing. (Freeze headlook/character position exists in other games I play and it would be a nice quality of life addition!) I really like to take photos of my friends/me ingame as well as cinematic screenshots of things that I think are beautiful, but the default camera and no dedicated screenshot mode makes it difficult to capture what I'd like to. Thank you for considering!</content>
  </entry>
  <entry>
    <title>[Request Feature] Make CritterChar prefabs networked for cosmetic pets and server-side modding</title>
    <link href="https://feedback.playvrising.com/suggestions/714500/request-feature-make-critterchar-prefabs-networked-for-cosmetic-pets-and-servers"/>
    <id>sug_kwyvpwkwnijm2km</id>
    <published>2026-06-01T00:16:37Z</published>
    <updated>2026-06-01T00:16:36Z</updated>
    <content type="text/plain">I would like to request better server-side support for CritterChar prefabs, such as cats, bunnies, squirrels, chickens, mice, spiders, bats and similar ambient critters.&#13;
&#13;
Right now, these CritterChar prefabs are great visual candidates for small cosmetic pets, but when instantiated server-side they do not appear to be networked. They can exist as server ECS entities with transform, height/fall and visual seed data, but they do not receive Networked, NetworkId, NetworkSnapshot or normal replicated entity data. Because of this, server-side mods cannot use them as visible cosmetic companions.&#13;
&#13;
The use case is not combat familiars, stats, aggro, abilities or gameplay power. The goal is only simple cosmetic pets:&#13;
- spawn a small critter such as a cat or bunny;&#13;
- attach it logically to a player;&#13;
- move it near/follow the player;&#13;
- optionally let it idle or wander nearby;&#13;
- combat, inventory, attacks, damage, aggro will be great.&#13;
&#13;
Currently, modders can use larger CHAR_* units because they are networked, but those are usually too large or intrusive for a cosmetic pet system. The small ambient critters are the perfect visual fit, but they are not usable server-side because clients do not receive them.&#13;
&#13;
A helpful solution would be one of the following:&#13;
&#13;
1. Add a supported way to spawn CritterChar prefabs as networked cosmetic entities.&#13;
2. Add a lightweight networked “cosmetic companion” entity type for small critters.&#13;
3. Add official buffs/prefabs for non-combat cosmetic pets using existing critter visuals.&#13;
4. Expose a safe server-side API/component path for registering a spawned critter as a replicated visual-only entity.&#13;
&#13;
This would be very useful for community servers, RPG servers and cosmetic modding without affecting balance. These pets would be purely visual and could be disabled in PvP or restricted by server rules if needed.&#13;
&#13;
Thank you for considering improved modding support for small ambient critters. (All of mods will be open source)</content>
  </entry>
  <entry>
    <title>[Request Feature] Add a server-controlled visual scale buff for NPCs and players</title>
    <link href="https://feedback.playvrising.com/suggestions/714468/request-feature-add-a-servercontrolled-visual-scale-buff-for-npcs-and-players"/>
    <id>sug_hvnvjfzzi0yp6rv</id>
    <published>2026-05-31T18:20:05Z</published>
    <updated>2026-05-31T18:20:05Z</updated>
    <content type="text/plain">Please consider adding an official gameplay buff or server-side component that can control the visual scale of characters, NPCs, and monsters on vanilla clients.&#13;
&#13;
For modded/private servers, many custom events and encounters would benefit from making an existing unit appear larger or smaller without replacing it with another model. Currently, server-side changes to LocalTransform.Scale or Scale can affect server data but do not reliably update the client-side visual model. The only reliable workaround is using existing shapeshift/model-swap buffs, such as turning a unit into a larger form, but that changes the character’s appearance instead of scaling the original model.&#13;
&#13;
A useful solution would be a supported buff with parameters such as:&#13;
- visual scale multiplier&#13;
- optional hitbox/collision scale multiplier&#13;
- duration&#13;
- whether the effect applies to allies, enemies, or everyone&#13;
- whether it persists through model refresh/shapeshift/respawn&#13;
&#13;
This would help server owners create boss variants, event monsters, cursed transformations, temporary giant forms, cosmetic effects, and custom PvE encounters while staying compatible with vanilla clients.&#13;
&#13;
Please It's gonna help our mod community. Thank you Devs &lt;3</content>
  </entry>
  <entry>
    <title>Water in Wash Stand is hard to see sometimes</title>
    <link href="https://feedback.playvrising.com/suggestions/714158/water-in-wash-stand-is-hard-to-see-sometimes"/>
    <id>sug_okovx4nkfb5rzys</id>
    <published>2026-05-29T06:56:07Z</published>
    <updated>2026-05-29T06:56:07Z</updated>
    <content type="text/plain">The water in the wash stand is hard to see, almost looked like it wasn't there until I put a torch over to see the reflected light in the surface.&#13;
&#13;
Could it be made more visible?</content>
  </entry>
  <entry>
    <title>See what is planted in a planter</title>
    <link href="https://feedback.playvrising.com/suggestions/713950/see-what-is-planted-in-a-planter"/>
    <id>sug_hhzckxcuza0knol</id>
    <published>2026-05-28T01:32:25Z</published>
    <updated>2026-05-28T01:32:25Z</updated>
    <content type="text/plain">I would love the ability to know what I have planted in my planters somehow. I like to group my stuff together for my wife planters.</content>
  </entry>
  <entry>
    <title>Chaos barrier rework</title>
    <link href="https://feedback.playvrising.com/suggestions/713620/chaos-barrier-rework"/>
    <id>sug_9qp3igfdlngcvx9</id>
    <published>2026-05-25T23:58:55Z</published>
    <updated>2026-05-25T23:58:55Z</updated>
    <content type="text/plain">It would be great if you change it is property from single projectile to something like frost barrier where when the player get hits it cast the mini version of void under the attacker of course the the explosion should have less damage because of ignite effect and about ignite I think the the damage shouldget stronger by little bit every hit but it is optional I am not pvp player but I like pve part of this game maybe projectile will be great at pvp but still it is so undervelming compared to other shield and barrier abilities and awkward for chaos kit overall. Thank you for your attention</content>
  </entry>
  <entry>
    <title>Deaths for each boss.</title>
    <link href="https://feedback.playvrising.com/suggestions/713522/deaths-for-each-boss"/>
    <id>sug_4dtgwjtta86xfol</id>
    <published>2026-05-25T04:24:23Z</published>
    <updated>2026-05-25T04:24:23Z</updated>
    <content type="text/plain">I would love if you guys added a stat that would show how many times you died to each boss. &#13;
Would be fun to compare it to other people.&#13;
Hopefully isn't too hard to implement.</content>
  </entry>
  <entry>
    <title>Emotes/New Building</title>
    <link href="https://feedback.playvrising.com/suggestions/713508/emotesnew-building"/>
    <id>sug_nuipmssxjn5libo</id>
    <published>2026-05-25T01:13:53Z</published>
    <updated>2026-05-25T01:13:53Z</updated>
    <content type="text/plain">I would love dancing emotes, especially ballroom dancing ones, and more designs to create a ballroom… and maybe even a kissing emote as well &gt;///&lt;</content>
  </entry>
  <entry>
    <title>werewolf servants</title>
    <link href="https://feedback.playvrising.com/suggestions/713398/werewolf-servants"/>
    <id>sug_d3ar1ndxlxvrukc</id>
    <published>2026-05-24T01:31:09Z</published>
    <updated>2026-05-24T01:31:09Z</updated>
    <content type="text/plain">Please let werewolves keep their werewolf shapeshift ability as a servant at night (after servant conversion.) This is one feature I  have seen so many of my friends complain about and really, it's one of the few things left in this game that could be improved.</content>
  </entry>
  <entry>
    <title>Castle Heart upgrade UI is misleading</title>
    <link href="https://feedback.playvrising.com/suggestions/713110/castle-heart-upgrade-ui-is-misleading"/>
    <id>sug_wzlu0wozcuvnhup</id>
    <published>2026-05-21T21:46:23Z</published>
    <updated>2026-05-21T21:46:23Z</updated>
    <content type="text/plain">This is an important issue as it arises early in the game and could quickly bounce new players away from the game.&#13;
&#13;
The current Castle Heart UI makes it look as if you need 1 Servant Coffin and 50 floors.&#13;
This however is actually the limits the player has and not the actual upgrade.&#13;
Hovering over the upgrade shows you what you need.&#13;
&#13;
My suggestion:&#13;
Show both the limits and the upgrade ingredients.&#13;
There is space below so you can move down the castle power and create space for the upgrade ingredients.&#13;
I would keep the benefits of upgrading on the hover state, that is fine, but the ingredients NEED to be displayed! &#13;
&#13;
Please fix this as not only did I have to google this during my free weekend. (Don't worry, I bought the game and I love it :D)&#13;
But also my friends who later bought the game through me all kept encountering the same issue and all individually asked me how to craft the servant coffin for the upgrade.&#13;
&#13;
P.s. at the bottom of the page it shows "Post Bug" so I thought I was not on the feedback page hihi</content>
  </entry>
  <entry>
    <title>Ice Expansion</title>
    <link href="https://feedback.playvrising.com/suggestions/712431/ice-expansion"/>
    <id>sug_ijirunlx3lfvfjf</id>
    <published>2026-05-18T12:36:45Z</published>
    <updated>2026-05-18T12:36:45Z</updated>
    <content type="text/plain">Dear players!&#13;
&#13;
I am writing to present a rather interesting idea for the future of the game.&#13;
&#13;
Currently, we have a legendary gem for each skill school: Blood, Condemnation, Chaos... except for the Ice school. Knowing this, I took the liberty of thinking about a possible solution to bring interesting content to the players.&#13;
&#13;
Snow Expansion:&#13;
The current icy biome is too small to accommodate the new gem, so increasing its size would be interesting. However, to improve it even further, the added terrain could innovate with a difference from what already exists, creating a "deeper snow".&#13;
&#13;
Blizzard:&#13;
The new added region could be enhanced with a blizzard system where the falling snow leaves players with a constant Chill status, allowing for the addition of an item to mitigate this disadvantage, be it a new type of cloak or consumable.&#13;
&#13;
Creatures:&#13;
The addition of new creatures enriches the biome, whether they are peaceful or aggressive, snow spirits, ghosts... Relocating bosses would be interesting, bringing Frostmaw into the blizzard, changing its ability to intensify it instead of causing it, taking Vincent to Frostmaw's old location would be interesting.&#13;
&#13;
The Fearsome Yeti:&#13;
A mythological boss with high combat power, the addition of the great Yeti as the guardian boss of the ice jewel, a frozen arena where he rests.&#13;
&#13;
This is just a basic set of ideas that would add more importance to the icy biome, so it wouldn't be forgotten and only used to kill the current bosses as happens in the game today.&#13;
&#13;
Thank you for your attention.</content>
  </entry>
  <entry>
    <title>Enemy respawn time setting.</title>
    <link href="https://feedback.playvrising.com/suggestions/712311/enemy-respawn-time-setting"/>
    <id>sug_eim5na7dgfpx98r</id>
    <published>2026-05-17T12:19:01Z</published>
    <updated>2026-05-17T12:19:01Z</updated>
    <content type="text/plain">I would love if there would be server setting to adjust the enemy respawning time. I personally just started playing this game &amp; doing it solo for the full immersion.&#13;
&#13;
I personally feel like 10 minutes is too short of a timer for things to respawn, especially when i want to take my time looting specific locations &amp; have to go back to my castle to repo all the stuff i got,  only see things have respawned when i'm going back.</content>
  </entry>
  <entry>
    <title>THE endgame legendary weapon: Soul Taker</title>
    <link href="https://feedback.playvrising.com/suggestions/711988/the-endgame-legendary-weapon-soul-taker"/>
    <id>sug_kdlmenge1rthvgr</id>
    <published>2026-05-14T22:43:24Z</published>
    <updated>2026-05-14T22:43:24Z</updated>
    <content type="text/plain">This is an idea for a custom weapon to end all custom weapons, requiring a new item you obtain from slaying Dracula: Dracula's Shattered Sword.&#13;
&#13;
Crafting this at an Ancestral Forge with ANY fully crafted purple legendary allows you to craft the Soul Taker, which will have the same stats as the purple weapon, but with one very big difference:&#13;
&#13;
The Soul Taker can be given a custom name, and can have MORE of it's attributes adjusted.&#13;
&#13;
Soul Taker is a shapeshifting weapon that can take on numerous forms. As such, you can not only transfer the stats of sacrificial weapons and shards to it, but you can also transfer everything from their element, their basic attack, and even their weapon skills. And you can mix and match whatever you please.&#13;
&#13;
You can have a Soul Taker that uses the Claws basic attack, the Crossbow Q, and the Greatsword E. The element you pick will infuse both skills AND have the same effect as a permanent coating.&#13;
(By default, Soul Taker will offer attributes of a sword, to mix with whatever your purple weapon is so you can try this mix-and-match right away).&#13;
&#13;
To keep Orange-tier weapons unique, they cannot be fused into Soul-Taker. Soul-Taker can only be fed Purple-tier equipment and shards.&#13;
&#13;
In your hand (and inventory), Soul Taker takes the appearance of whatever weapon your basic attack is. The inventory Icon would have a RED glow around it rather than purple.</content>
  </entry>
  <entry>
    <title>The easiest way to do a quick Frost Shard</title>
    <link href="https://feedback.playvrising.com/suggestions/711985/the-easiest-way-to-do-a-quick-frost-shard"/>
    <id>sug_u3ndwiigzv4lnsn</id>
    <published>2026-05-14T22:21:39Z</published>
    <updated>2026-05-14T22:21:39Z</updated>
    <content type="text/plain">Just have Talzur drop two of them, or a special soul shard that can be toggled between frost or chaos states. Maybe by placing it in a corresponding pedestal to transform it as desired?&#13;
&#13;
This works because Talzur spams both frost AND chaos magic anyway, so he might as well.&#13;
&#13;
As for what the soul shard ultimate could be, we could do a frosty version of Dracula's "falling swords" spell where icicles rain down on nearby enemies while trying to follow them. Giving Talzur a move like this would also prepare new vampires to face Dracula when HE does this move.</content>
  </entry>
  <entry>
    <title>(Brute blood) Remove parry to spells.</title>
    <link href="https://feedback.playvrising.com/suggestions/711819/brute-blood-remove-parry-to-spells"/>
    <id>sug_mlyrnh3giou1hoc</id>
    <published>2026-05-13T18:45:16Z</published>
    <updated>2026-05-13T18:45:16Z</updated>
    <content type="text/plain">In PvP, Brute Rogue (or Rogue Brute) has been the dominant meta for a long time. A very large portion of the PvP population now runs this build alongside Bloodrage and Bloodrite, and it has effectively become the meta.&#13;
&#13;
The core issue is that this build already scales harder with endgame weapon stats than almost any other setup, while also benefiting from an extremely forgiving parry system. Because the parry can be triggered by spells including AoE ground effects melee bruisers are rewarded while gap closing, even when they misplay directly into enemy abilities.&#13;
&#13;
If a spellcaster lands a defensive spell or correctly places an AoE, the melee player can still gain a damage increase simply by interacting with the spell through the parry mechanic. This removes much of the intended risk from aggressive melee engagement and disproportionately punishes caster playstyles.&#13;
&#13;
It’s also important to consider that once the bruiser successfully closes the gap, they are already rewarded with sustain, healing, and close-range pressure. That should be the reward for successfully reaching the caster — not additional offensive buffs gained from absorbing spells during the approach.&#13;
&#13;
I strongly suggest changing the parry system so it only interacts with:&#13;
Auto attacks&#13;
Weapon skills&#13;
…and no longer triggers from:&#13;
Spells&#13;
Ground-based magical abilities&#13;
&#13;
&#13;
This would preserve the defensive identity of parry mechanics in melee combat while preventing spellcasters from unintentionally buffing melee opponents through proper defensive play.</content>
  </entry>
  <entry>
    <title>Books stored=Research learned</title>
    <link href="https://feedback.playvrising.com/suggestions/711758/books-storedresearch-learned"/>
    <id>sug_ohltayye0fut0yn</id>
    <published>2026-05-13T13:29:51Z</published>
    <updated>2026-05-13T13:29:51Z</updated>
    <content type="text/plain">Perhaps an option for research, that makes it so you have to keep the book to retain the knowledge, thus giving more practical use of the library room and bookshelves. If the castle is raided and the books taken from the bookshelf, then the player no longer knows that research. Have a setting where this can  be toggle off, or even a harder mode where research can only be done by collecting books that are random drops or randomly sold by merchants.</content>
  </entry>
  <entry>
    <title>Proposal: Reducing Server Wipe Cycles</title>
    <link href="https://feedback.playvrising.com/suggestions/709655/proposal-reducing-server-wipe-cycles"/>
    <id>sug_rm8jrl3r5uieb34</id>
    <published>2026-04-30T14:40:24Z</published>
    <updated>2026-04-30T14:40:24Z</updated>
    <content type="text/plain">I’d like to propose a change regarding Server Wipes. Currently, some servers take up to 3 months to wipe, which makes no sense given that the game has enough content to be finished in two weeks or less.&#13;
I believe a 2-week cycle would be ideal, with a 3 weeks or 1 month absolute limit for the wipe. Even for unofficial servers, keeping it within a month would attract more players, as the current 3-month cycle is just way too long and kills the game's momentum.</content>
  </entry>
  <entry>
    <title>PvP Balance Suggestion: Limiting Weapon Slots</title>
    <link href="https://feedback.playvrising.com/suggestions/709654/pvp-balance-suggestion-limiting-weapon-slots"/>
    <id>sug_tm5jn7txltwnkig</id>
    <published>2026-04-30T14:31:11Z</published>
    <updated>2026-04-30T14:31:11Z</updated>
    <content type="text/plain">I would like to propose a balance adjustment for PvP. At the moment, the 8-weapon slot system puts beginners at a severe disadvantage against veterans, especially when considering the potential for macro abuse.&#13;
As a mid-level player with limited time to train, I find the current ceiling too high. By limiting the loadout to 4 or less weapons, players would be required to make strategic choices about their build, because we already have the option to select &gt;2 types of skills in addition to the DASH&lt;... This would level the playing field, allowing newer players to compete and adding more variety to the meta through forced specialization.</content>
  </entry>
  <entry>
    <title>Custom weapon names</title>
    <link href="https://feedback.playvrising.com/suggestions/708315/custom-weapon-names"/>
    <id>sug_bqzy64e9fs80ung</id>
    <published>2026-04-23T11:02:50Z</published>
    <updated>2026-04-23T11:02:49Z</updated>
    <content type="text/plain">"Iron Heart Annihilator" is pretty neat and all, but as a frost element weapon going with my frost build, I want to call it "Hearthbane".&#13;
&#13;
You should have the option to rename Ancestral weapons at the Ancestral forge and the Fusion Forge.</content>
  </entry>
  <entry>
    <title>Inspired by Castlevania: Movable Castles for Server Migration</title>
    <link href="https://feedback.playvrising.com/suggestions/707649/inspired-by-castlevania-movable-castles-for-server-migration"/>
    <id>sug_wwijme8vr9xxy1r</id>
    <published>2026-04-20T15:48:49Z</published>
    <updated>2026-04-20T15:48:49Z</updated>
    <content type="text/plain">"Hello Stunlock Studios Team,&#13;
​First, I want to say that V Rising is hands down the best game I have ever played. If I started talking about how much I love this game, this message wouldn't be enough to cover it!&#13;
​I have a suggestion that I hope you will consider. Have you seen the famous anime 'Castlevania'? There is an iconic scene where Dracula can move his entire castle to any location. My idea is: could you implement a similar system where the castle and character data become 'mobile'? This would allow players to move their castle and progress from one server to another seamlessly. It would add a magical and practical layer to the game, allowing us to keep our hard work regardless of the server.&#13;
​Thank you for this masterpiece and for your continuous efforts in updating the game. Keep up the amazing work!"</content>
  </entry>
  <entry>
    <title>Official Servers - Allow teleporting with items (QoL)</title>
    <link href="https://feedback.playvrising.com/suggestions/707069/official-servers-allow-teleporting-with-items-qol"/>
    <id>sug_8cor0yuwitysfi7</id>
    <published>2026-04-16T18:01:23Z</published>
    <updated>2026-04-16T18:01:23Z</updated>
    <content type="text/plain">I've noticed about 1/2 of the official servers are totally dead and I for one also avoid them for 1 reason only - Quality of Life.  Specifically not being able to teleport with items.  Would it be possible to change SOME of the official servers (normal and brutal) to allow teleporting but keep all the other default settings?&#13;
&#13;
I don't have the data to support how popular they would be, but they can't fall below the zero population a lot of the servers currently have.  I can only speak for myself, but I'd start utilizing the official servers with just that one change.</content>
  </entry>
  <entry>
    <title>Knockbacks Cause Aim Direction To Bug</title>
    <link href="https://feedback.playvrising.com/suggestions/706085/knockbacks-cause-aim-direction-to-bug"/>
    <id>sug_c33gr82gqjn2ekp</id>
    <published>2026-04-10T23:03:36Z</published>
    <updated>2026-04-10T23:03:36Z</updated>
    <content type="text/plain">Any kind of knockback causes aim to briefly be in the wrong direction. In GIF you can see chaos volley knockback jewel to make the barrier cast the wrong direction. This also happens with other kinds of knockback/displacement</content>
  </entry>
  <entry>
    <title>Dominate Release Doesn't Kill</title>
    <link href="https://feedback.playvrising.com/suggestions/704335/dominate-release-doesnt-kill"/>
    <id>sug_tztjwe4vnbmapl8</id>
    <published>2026-04-01T15:27:03Z</published>
    <updated>2026-04-01T15:27:03Z</updated>
    <content type="text/plain">If anyone has already figured this out, please let me know.&#13;
&#13;
I'm thinking about building sort of a zoo, capturing various creatures and displaying them at my castle. In the garden for example, behind a fence because this doesn't trigger aggro.&#13;
One suggestion I have for this: when you dominate a creature, make it so that releasing it doesn't automatically kill it. Or give us some option to choose (there is an empty spell slot next to the ultimate that could be used for "release without killing").&#13;
&#13;
Imprisoning and deleting the prison cell doesn't work, changing into another shapeshifting form or leaving the  dominate form doesn't work either. Turning them into a servant would obviously not be the same.And even when the aggro range is enough to fence them in, they just teleport out of the castle area.</content>
  </entry>
  <entry>
    <title>Don't Stop Development</title>
    <link href="https://feedback.playvrising.com/suggestions/703822/dont-stop-development"/>
    <id>sug_uljh8fn4prhw8e9</id>
    <published>2026-03-29T22:31:58Z</published>
    <updated>2026-03-29T22:31:57Z</updated>
    <content type="text/plain">New Zone: The Shrouded Atolls (or "Tideveil Coast")&#13;
&#13;
Location on the map: Southeast coast of Vardoran — a brand-new archipelago of misty islands, flooded ruins, and bioluminescent lagoons accessible via a new Waygate after clearing Oakveil Woodlands (or as a level 80+ portal from Silverlight Hills). Think Dunley Farmlands' day/night cycle on steroids, but with tidal phases synced to the moon (not just sun). Low tide reveals hidden caves and coral bridges; high tide floods paths, forces boat/swim traversal, and turns the zone into a deadly water-world.&#13;
&#13;
Theme &amp; Vibe: Gothic siren mythology meets vampire empire. Ancient sea-cursed ruins where a forgotten bloodline of immortal "lurers" (part-vampire, part-siren hybrids) have been singing vampires to their doom for centuries. Foggy, glowing teal-and-purple aesthetics with haunting choral audio cues. It's beautiful… until the song starts and you lose control of your character for 3 seconds.&#13;
&#13;
Major Boss: Elyndra, the Siren Empress (V Blood Carrier, Level 85+)Location: Her lair in the sunken Temple of the Eternal Lure — a multi-level flooded cathedral at the heart of the largest atoll. She only appears during high tide (forcing players to fight partially underwater).&#13;
&#13;
New Power: Elyndra's Dominion — A Tier 4 illusion ultimate that lets you "sing" to charm a group of enemies (or players in PvP) for 8 seconds. Perfect counter to werewolf packs or Oakveil invaders.&#13;
&#13;
Legendary Gear: The Siren's Crown (head slot — massive spell power + passive group charm on kills) and Abyssal Tridents (new polearm type with water-dash attacks).&#13;
&#13;
Crafting Unlocks: Tidal Forge recipes, new servant upgrades (sirens as thralls!), and a castle cosmetic pack of glowing coral spires and haunting chandeliers.&#13;
&#13;
Blood Altar Track: Completes a new "Mythic Rivals" arc that ties werewolves, serpents, and now sirens into one big vampire supremacy story.</content>
  </entry>
  <entry>
    <title>visual effect on legendary weapons</title>
    <link href="https://feedback.playvrising.com/suggestions/703706/visual-effect-on-legendary-weapons"/>
    <id>sug_vj3a19r1e0tkc2p</id>
    <published>2026-03-29T03:15:04Z</published>
    <updated>2026-03-29T03:15:04Z</updated>
    <content type="text/plain">can we get an elemental effect on the legendary weapons? so far only the legendary claws has green effects in its attacks&#13;
we need visual effects on other weapons too like purple effects on the greatsword attacks&#13;
red on the axes&#13;
etc</content>
  </entry>
  <entry>
    <title>Endgame_2</title>
    <link href="https://feedback.playvrising.com/suggestions/702930/endgame_2"/>
    <id>sug_5ybs3ehqqbk2dlo</id>
    <published>2026-03-24T21:23:40Z</published>
    <updated>2026-03-24T21:23:39Z</updated>
    <content type="text/plain">2. Soul Shards should generate points over time for the clan that owns them. For example: 1 shard = 1 point / day 2 shards = 3 points / day 3 shards = 8 points / day Once a clan reaches a certain amount of points (e.g. 5000), they “win” the server, which then resets (wipe). Based on rankings, players would receive reward points that could be spent on cosmetics such as skins or titles. These rewards would persist across servers and act as long-term progression. These points should also be visible during gameplay, so players can see which clan is leading and by how much. This would create natural competition, encourage alliances, and help players decide whether it’s worth joining a server. I believe that tying server resets to player performance — while also providing persistent rewards — would significantly increase long-term engagement and motivation.&#13;
Thank you for your work, and I hope this feedback is helpful.</content>
  </entry>
  <entry>
    <title>Endgame</title>
    <link href="https://feedback.playvrising.com/suggestions/702929/endgame"/>
    <id>sug_7t9kq1mtpay96bx</id>
    <published>2026-03-24T21:22:25Z</published>
    <updated>2026-03-24T21:22:25Z</updated>
    <content type="text/plain">I’m a huge fan of your games — I’ve spent over 2000 hours in Battlerite and more than 1000 hours in V Rising.&#13;
1. Castle raids should not be about complete destruction and looting. Instead, Castle Hearts could generate a special resource over time based on their level. When a castle is defeated, attackers could extract these points and use them at a vendor to purchase resources (wood, stone) or even gear. This way, players wouldn’t lose everything they own — only the “stored value” of their base would be drained, which would regenerate over time. This would reduce frustration and the feeling of being completely wiped, which often causes players to quit the server. It would also give raids a more meaningful and balanced purpose, as they would directly contribute to progression.</content>
  </entry>
  <entry>
    <title>Make all weapons unlockable by act 2 Max!</title>
    <link href="https://feedback.playvrising.com/suggestions/702922/make-all-weapons-unlockable-by-act-2-max"/>
    <id>sug_znbdimpemmjvrs9</id>
    <published>2026-03-24T20:46:45Z</published>
    <updated>2026-03-24T20:46:44Z</updated>
    <content type="text/plain">dont make players in PVE wait half a decade to get to end game to unlock weapons like Slashers or Whips,&#13;
&#13;
why have Iron, merciless Iron verieties if by the time you get the wapons you dont even need those.&#13;
&#13;
make all weapons unlockable by end of Act 1 or even end of Act 2 Max. when you get the smithy, weapons should be relied on research and not on Boss Defeat.</content>
  </entry>
  <entry>
    <title>more raid time options</title>
    <link href="https://feedback.playvrising.com/suggestions/702804/more-raid-time-options"/>
    <id>sug_uypodiaanneq2ml</id>
    <published>2026-03-24T11:24:54Z</published>
    <updated>2026-03-24T11:24:53Z</updated>
    <content type="text/plain">would like to be able to set multiple 1 hour raid windows per day also more customization of what days can be raid days, for example being able to set mon,weds,sat , instead of just either weekdays only or weekend only.</content>
  </entry>
  <entry>
    <title>Vampire Workers</title>
    <link href="https://feedback.playvrising.com/suggestions/702481/vampire-workers"/>
    <id>sug_lubzmv5ossbjoqi</id>
    <published>2026-03-22T16:13:52Z</published>
    <updated>2026-03-22T16:13:52Z</updated>
    <content type="text/plain">When you are able to change so many things in the settings when you want to start a game for yourself or friends and this is not a server that runs 24/7 could you may include a way to reduce the time until the vampire workers come back from there raids with the resources because waiting a whole day for ressources that are never enough to have off is crazy i hope you think about that in the future perhaps love the game will ever do but it would be nice to have</content>
  </entry>
  <entry>
    <title>Free repair base with a single click on the castle heart after a player raid</title>
    <link href="https://feedback.playvrising.com/suggestions/701452/free-repair-base-with-a-single-click-on-the-castle-heart-after-a-player-raid"/>
    <id>sug_toidj1zdnwxuzfy</id>
    <published>2026-03-17T07:43:49Z</published>
    <updated>2026-03-17T07:43:49Z</updated>
    <content type="text/plain">Sadly many pvp servers are plagued with high level bored players just wipe out every piece of wall you have over and over again and completly kill servers.&#13;
Maybe a free repair all on your castle heart wich rebuilds everything for free in a single click that you really can only lose the contents of your chest on a raid.&#13;
&#13;
It is fun to decorate your castle but you are on pvp heavily punished for that because you have to repair every single piece again.&#13;
Also the walls and doors could turn in a ghost print so it can also be repaired completly and free to prevent grieving.&#13;
&#13;
If it would be to much for a server to handle it can use the same mechanics as a base move that piece by piece is repaired rather then all at once.</content>
  </entry>
  <entry>
    <title>Corrupted Blood is Poorly Designed</title>
    <link href="https://feedback.playvrising.com/suggestions/701051/corrupted-blood-is-poorly-designed"/>
    <id>sug_rbisjltsuehg9r0</id>
    <published>2026-03-15T04:29:07Z</published>
    <updated>2026-03-15T04:29:07Z</updated>
    <content type="text/plain">Every blood type works with some form of playstyle... except corrupted blood, of which half the benefits are just fixing issues with the Venom Blades - corrupted attacks and vile corruption. That's not fun, and as a result I always find it's a chore to use rather than a fun option.&#13;
&#13;
Removing vile corruption and halving the damage of corrupted attacks (or making a potion that does both, probably unlocked via Lucille) would be necessary, or at the very least reducing vile corruption to a max of 20% reduced healing. That would allow corrupted blood to be it's own blood type, for those who ride on the edge and want all-out offensive power with zero regard for their survivability.&#13;
&#13;
Consider the following for a potential rework:&#13;
Perk 1 - up to 20% physical and spell power gained, but increase damage taken by 20% (or reduce max health by 20%)&#13;
Perk 2 - gain up to 10% weapon skill and spell leech, but lose 50% healing gained&#13;
Perk 3 &amp; 4 - unchanged</content>
  </entry>
  <entry>
    <title>뱀파이어 영지</title>
    <link href="https://feedback.playvrising.com/suggestions/700288/"/>
    <id>sug_ijgzyam7h2rk8aq</id>
    <published>2026-03-11T02:59:00Z</published>
    <updated>2026-03-11T02:59:00Z</updated>
    <content type="text/plain">저기 다음 패치 때에는 모든 영지 업데이트 좀 요청 부탁 드립니다  영지가 실버 라이트 지역  300 타일 이상 되는 또 다른  엄청 큰 영지 추가 부탁 드립니다</content>
  </entry>
  <entry>
    <title>Ideas for new location</title>
    <link href="https://feedback.playvrising.com/suggestions/700189/ideas-for-new-location"/>
    <id>sug_joqvmad1zw6aqlb</id>
    <published>2026-03-10T16:15:33Z</published>
    <updated>2026-03-10T16:15:33Z</updated>
    <content type="text/plain">A new location, the Samurai Forest or something like that, is home to the samurai who helped people fight Dracula. You could add a couple of bosses to this location, like a tengu or ronin leader or a samurai elder.&#13;
 You could also add new cosmetic outfits, samurai helmets and kasa (I'll attach a picture), as well as new weapons like katanas (long and medium), consumables like poison daggers, shurikens, etc. It's also worth adding to this forest the houses that existed during the time of the samurai (I'll attach a picture)</content>
  </entry>
  <entry>
    <title>Wallpapers Should Match Roofing</title>
    <link href="https://feedback.playvrising.com/suggestions/700103/wallpapers-should-match-roofing"/>
    <id>sug_qzultmpnauh8tnn</id>
    <published>2026-03-10T07:20:19Z</published>
    <updated>2026-03-10T07:20:19Z</updated>
    <content type="text/plain">We have these wallpapers to use for the outside of our castles, but it doesn't change the roof of the building? Lazy or oversight? Wish this would be addressed.</content>
  </entry>
  <entry>
    <title>Cooldown on weapon swapping in PvP</title>
    <link href="https://feedback.playvrising.com/suggestions/699774/cooldown-on-weapon-swapping-in-pvp"/>
    <id>sug_csrquwh4jfprfjt</id>
    <published>2026-03-08T17:11:22Z</published>
    <updated>2026-03-08T17:11:21Z</updated>
    <content type="text/plain">Improving weapon selection for fights is crucial because constantly switching weapons during PvP won't be feasible, thus reducing the use of macros.</content>
  </entry>
  <entry>
    <title>odachi as a new weapon</title>
    <link href="https://feedback.playvrising.com/suggestions/699752/odachi-as-a-new-weapon"/>
    <id>sug_2dnpyumndgaozw7</id>
    <published>2026-03-08T14:11:33Z</published>
    <updated>2026-03-08T14:11:33Z</updated>
    <content type="text/plain">new weapons is never a bad thing and thats why i am suggesting this, specially when dracula uses an katana/odachi against us&#13;
&#13;
odachi:&#13;
&#13;
primary attack: perform a combo of melee attacks dealing 40%/40%/60% physical damage&#13;
&#13;
first skill: dash forward cutting everything in your way and dealing 100% physical damage, recast do swing three times, the first swing incapacitates the enemy for 0,5 seconds&#13;
the damage of each swing is 25%/25%/30%&#13;
&#13;
Second Skill: becomes immaterial and attacks multiple times in an AOE dealing 120% physical damage over 1 second&#13;
&#13;
legendary version: immortal's shadow&#13;
&#13;
ability modifications&#13;
&#13;
first skill: each swing now inflicts leech and release an sanguine energy wave of 20% physical damage and leeching 50% of the damage done as health&#13;
&#13;
second skill: now summons a big blood fountain leeching 100% of the damage done and inflicting leech again</content>
  </entry>
  <entry>
    <title>Help for color blind players</title>
    <link href="https://feedback.playvrising.com/suggestions/698158/help-for-color-blind-players"/>
    <id>sug_4wzkjm8zfij8w3t</id>
    <published>2026-03-05T14:18:05Z</published>
    <updated>2026-03-05T14:18:05Z</updated>
    <content type="text/plain">If full color blind accessibility is to much  it would be nice to be able to change the color of your marked path on the mini map it is so close to the same color do to my disability</content>
  </entry>
  <entry>
    <title>Treasure Map NPC Suggestion</title>
    <link href="https://feedback.playvrising.com/suggestions/697733/treasure-map-npc-suggestion"/>
    <id>sug_nkgok8oe4ngctjr</id>
    <published>2026-03-03T11:05:19Z</published>
    <updated>2026-03-03T11:05:18Z</updated>
    <content type="text/plain">It would be great to add an NPC to the game who sells special treasure maps. These maps could mark the exact location of hidden treasure or show a drawing of the surrounding area, requiring players to explore and figure out the precise spot.&#13;
This feature would encourage exploration, add variety to gameplay, and give players an additional goal beyond the main progression. It could also create opportunities for rare loot, unique cosmetics, or special crafting materials.&#13;
I believe this addition would make the world feel more alive and rewarding to explore.</content>
  </entry>
  <entry>
    <title>PVP spell improvement</title>
    <link href="https://feedback.playvrising.com/suggestions/697454/pvp-spell-improvement"/>
    <id>sug_mlztpswfbt7qxk8</id>
    <published>2026-03-01T20:54:38Z</published>
    <updated>2026-03-01T20:54:37Z</updated>
    <content type="text/plain">the PVP meta is just swapping weapons and doing the exactly same combo pattern everytime and this just don't feel like vampires at all, we use mostly weapons first and skills second, sometimes just double defensive for the sake of using more opportunities to do the exactly same combo pattern, i honestly think the spell system should be expanded to give us more spells slots and more diverse spells like a small range teleport, an limited dash while limiting the weapons to 2 max &#13;
for the sake of creating spells and weapons combo instead of the spells being just second on a vampire game, currently people use them mostly as an way of hitting more with the weapons while the spells are used more in PVE because the enemies won't lock you in a specific combo forcing you to a "meta",&#13;
the PVP should be more about strategy and creativity instead of who can press "1, 2, 3" faster to swap or use the easiest invulnerability skill available</content>
  </entry>
  <entry>
    <title>The possibility of SELLING PRISIONERS</title>
    <link href="https://feedback.playvrising.com/suggestions/697056/the-possibility-of-selling-prisioners"/>
    <id>sug_jsfh42joxaybuzm</id>
    <published>2026-02-27T02:51:37Z</published>
    <updated>2026-02-27T02:51:37Z</updated>
    <content type="text/plain">It would be great to have an option that allows for something like a "prisoner's release" in the jail – since, as we know, there are 9 blood types, and usually 24 jails can be set up. Sometimes we might have the same blood type repeated several times – for example, 4 prisoners who are 100% Rogue blood. It would be ideal to be able to sell them, to enable an option for another player to release them from jail and send them to their castle. This would incentivize a kind of market within each server, built by the community.</content>
  </entry>
  <entry>
    <title>Forest Curse Repeller for your castle</title>
    <link href="https://feedback.playvrising.com/suggestions/696679/forest-curse-repeller-for-your-castle"/>
    <id>sug_nd9jhkj0y79dpky</id>
    <published>2026-02-25T13:16:06Z</published>
    <updated>2026-02-25T13:16:06Z</updated>
    <content type="text/plain">Perhaps we could use something so that our domain within the forest when we build a castle is kept free of the effects of the forest curse?  Seeing as the cloak of the forest isn't really useful outside of said forest I tend to not keep it on me in favor of cloaks with actual stats, so if I need to pop back to my castle in the forest for some reason I'm afflicted with the curse if I don't remember to  go and get the cloak before hand.  This might be more of a me problem than not but...just a thought.</content>
  </entry>
  <entry>
    <title>Location decor as buildable decorations</title>
    <link href="https://feedback.playvrising.com/suggestions/696589/location-decor-as-buildable-decorations"/>
    <id>sug_rcugcfqzawyc2om</id>
    <published>2026-02-25T01:15:28Z</published>
    <updated>2026-02-25T01:15:28Z</updated>
    <content type="text/plain">Would love to get some of the location assets from various places as actual decorations. I would absolute get a DLC for some of the cool things we see in various NPC locations (bookshelves, stacks of books, candles on the floor in Maja's library for example)  or in places like gloomrot or mortium (the research desks and iron maidens we see in the tents?? i want those SO badly). I also think it would be pretty neat if they were something you could farm for, like if they were random loot drops.</content>
  </entry>
  <entry>
    <title>&#129656; Blood Court: Consorts, Scions &amp; Castle Dominion</title>
    <link href="https://feedback.playvrising.com/suggestions/696357/blood-court-consorts-scions-castle-dominion"/>
    <id>sug_zkptfehzfsm9h25</id>
    <published>2026-02-23T20:04:33Z</published>
    <updated>2026-02-23T20:04:32Z</updated>
    <content type="text/plain">This proposal introduces a scalable Blood Court system tied to Castle Heart progression (Levels 3–5). Players may bind up to seven Bloodbound Consorts aligned with each blood type. Each Consort provides structured, castle-focused benefits—prison management, garden automation, research efficiency, servant defense, and territorial enforcement—that increase in potency as the Castle Heart upgrades.&#13;
&#13;
The system is governed by Court Influence to preserve PvE and PvP balance and is designed to expand blood identity and castle progression without replacing servants or introducing gear duplication.&#13;
&#13;
Full mechanical breakdown and safeguards are included in the attached PDF.</content>
  </entry>
  <entry>
    <title>Last soul shard, and expansion for the ice zone.</title>
    <link href="https://feedback.playvrising.com/suggestions/696334/last-soul-shard-and-expansion-for-the-ice-zone"/>
    <id>sug_43rmzdpnqayavbj</id>
    <published>2026-02-23T18:14:28Z</published>
    <updated>2026-02-23T18:14:28Z</updated>
    <content type="text/plain">I think that for the ice zone and the final Soul Shard, we could have a ruined castle from some great empire of barbarian warriors or knights who opposed the corruption of the Church of Light, ultimately fleeing to the frozen mountains only to be frozen alive. Their hatred manifested in a skeleton king, a good reference to the Lich King from WoW, with his own design, but frozen on a throne. This king could then control the entire Cult of the Damned.&#13;
&#13;
We could even add an ice dragon as another new boss, and a new weapon that's a mix between a scythe and a whip, called something like "Dragon Fang." Another boss could be an ice and bone golem that allows you to craft ice-based materials for new decorations or items for the castle.&#13;
&#13;
Also, a pet system that provides small passive bonuses. For example, a bat that grants 5% more quality blood, a wolf that increases the amount of hides and bones obtained by 5%, a raven that increases gems obtained, a snake for minerals, and that these start as</content>
  </entry>
  <entry>
    <title>Auto-closing doors</title>
    <link href="https://feedback.playvrising.com/suggestions/696290/autoclosing-doors"/>
    <id>sug_mcxl7cphgam8srm</id>
    <published>2026-02-23T13:59:57Z</published>
    <updated>2026-02-23T13:59:57Z</updated>
    <content type="text/plain">This...is admittedly a minor thing.  But I've has some Deer get into my castle because I didn't click the key to close the door in just the right place...an auto-close function might be nice.</content>
  </entry>
  <entry>
    <title>Adjustable Lighting</title>
    <link href="https://feedback.playvrising.com/suggestions/696285/adjustable-lighting"/>
    <id>sug_3ztcqvd32xqwamz</id>
    <published>2026-02-23T13:25:29Z</published>
    <updated>2026-02-23T13:25:28Z</updated>
    <content type="text/plain">I love the way one can decorate in this game, but i am having trouble with getting a proper Light in certain Spots in the Castle.&#13;
&#13;
I feel like i am not able to set up proper Lighting especially in Early- to Mid-Game.&#13;
&#13;
Maybe it would be a good Feature to adjust the Lighting a little like one can change the Color of some Decorations.</content>
  </entry>
  <entry>
    <title>Servants can charge batteries</title>
    <link href="https://feedback.playvrising.com/suggestions/696186/servants-can-charge-batteries"/>
    <id>sug_ckwwix2odrbnzb8</id>
    <published>2026-02-22T20:43:16Z</published>
    <updated>2026-02-22T20:43:16Z</updated>
    <content type="text/plain">Make it so that if servants have depleted batteries in their inventory they will automatically charge them if in the area of the charge stations when out on a hunt</content>
  </entry>
</feed>
