It has, however, streamlined some things and added in an endgame zone.
And with its 1.0 release, you’ll be totally unsurprised to learn that this also hasn’t changed.
And to build that something else, you needsomething else.

In most other survival games, I find the building loop grinds me down.
V Rising is different, though, in that gathering materials is generous and simple.
No smashing a button to pick up individual bits.

No holding down a button to lock onto a tree.
Want to slide the material into the box?
Yes, it will work that way.

Want to split those stacks?
The tooltip is displayed where you’d expect it.
In early access you’d hunt powerful V Carriers and receive whatever spells were slapped into your tree.

And the higher you climb, the more complex the spells that can be bought, too.
Early on it’s exploding frost bats and easy to control orb flings.
Later, it’s summoning death knights to bludgeon things for you.

And fights are intense, ramping up as you start unlocking new abilities.
Woods with some rock golems, some snowy mountains, some gloomy bogs.
A word on the sun, which I thought was an “irritant” in early access.

Can I construct a cape to further my sun resistance?
Now I’ll level with you quickly.
Context or no, the Ruins continue V Rising’s tradition of areas being just fine.

There’s a lot of waiting for tells and dodging flashing red zones by the skin of your fangs.
Again, being granted more choice makes it a far more inviting prospect for all types of bloodsucker.
I prefer the PVE side, which is more than catered for here in this 1.0 update.

All those shards and spells and passive abilities?
You’ll want to gather them all for the final hurdle, Mr. Dracula.
Launching into 1.0, V Rising is in a great spot.