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Vampire Survivors' Evolution Chart Explained

Vampire Survivors First Survivaton Mechanics: Decompiled Stat Caps, Limit Break Scaling, Evolution Recipes, and Gold Farming Optimization

Learn about Vampire Survivors' weapon evolutions.

Achieving high-curse viability in late-game configurations requires the simultaneous execution of hard-capped stat calculations, precise spatial overfill inventory pathways, and mathematically optimized weapon transmutations. Professional theorycrafters exploit engine-level update loops to bypass traditional baseline limitations, scaling even the best weapons past nominal system barriers.

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Core Architectural Shifts and Patch-Specific Optimization

The transition of the franchise to Vampire Survivors: First Survivaton marks a structural evolution in the branding and deployment strategy of the developer, Poncle. Framed as an umbrella initiative to distinguish internally developed bullet heaven titles from external game-engine licensing agreements, the Survivaton label, a portmanteau of “survive a ton,” repositions the original game as the foundational benchmark of the series. This architectural expansion includes the establishment of an internal development studio in Japan led by Sawaki Takeyasu. Concurrently, patch v1.15, colloquially designated the Wet Update, shadow-dropped on PC platforms to introduce substantial system-level optimizations. This framework incorporates multiple save slots, advanced character setup panels for Golden Egg toggles, and localized menu filtering.

The mechanical centerpiece of patch v1.15 is The Lycaeum, an underwater-themed stage accessed by collecting 50 physical Vacuums across any standard runs. The progression loop of The Lycaeum diverges from open-arena maps, requiring players to activate localized button sequences, navigate around physical barricades, and clear territorial mini-bosses like crabs. A unique stage hazard, The Drowner, spawns to restrict horizontal exploration; this hazard must either be bypassed by reaching the vertical apex of the stage or eliminated directly via high-damage output. Hidden treasures on this stage are inaccessible via standard pickup ranges, requiring the activation of the Mad Groove (VIII) Arcana or the deployment of the specialized Lavatrix Machina weapon evolution.

This stage serves as the unlock vector for the character Para Kooleo, who begins a match with innate multipliers to Move Speed and Duration, alongside a passive trigger that activates a screen-wide Vacuum pull when his health drops below a critical threshold. His starting weapon, the Penshin Fatcha, represents a procedural evolution model where the player selects one of six distinct tuna forms upon level-up. Rather than relying on a passive item, the weapon requires multiple successive boss chests to transition through its evolution path, eventually converting all stage Vacuum pickups into active Lavatrix Machina hazards. Additionally, the stage introduces Big Troubler, whose starting weapon, the Unearthly Bolt, generates green lightning strikes targeting the closest enemy entity, scaling its base damage exponentially upon landing successive critical strikes.

Mathematical Stat Pipeline and Standard System Limits

A primary source of build failure in high-curse runs is the misunderstanding of how the game engine processes modifications to player attributes. The core engine executes stat alterations using a two-tier math pipeline: standard additive passive pooling followed by a final multiplicative Arcana operator. This behavior is modeled by the equation:

S(total) = (100% + S(additive)) x M(arcana)

The variable S(total) represents the final calculated stat value applied to the character’s weapon output. The variable S(additive) constitutes the cumulative sum of all character-specific bonuses, level-up card selections, Golden Egg increments, and passive accessories (such as Spinach). The independent multiplicative modifier M(arcana) is applied exclusively by specific active Arcanas, such as Boogaloo of Illusions (XVIII).

This distinction is mathematically vital due to the presence of statutory hard caps enforced by the game code on additive stat pools. Under standard conditions, additive values for Might, Area, Growth, and Greed are subject to a strict +1000% hard cap. Any passive items or Golden Eggs collected after hitting this +1000% threshold yield no functional scaling in combat. However, because M(arcana) is processed as an external multiplier, it bypasses the +1000% ceiling, allowing players to scale weapon hitboxes and damage parameters past standard system limits.

Mathematical Modeling of Additive Limitations and Operational Caps

The absolute limits of standard additive pooling determine the late-game scaling capabilities of all standard inventory builds.

Player StatStandard Additive CapLimit Break Behavior and Sub-CapsPrimary Source Items
Might+1000%Unlimited scaling; no upper bound enforced during Limit BreakSpinach
Area+1000%Varies by weapon; capped at +400%, +500%, or +1000%Candelabrador
Growth+1000%Standard utility cap; scales experience value per gemCrown
Greed+1000%Gold acquisition multiplierStone Mask
Cooldown-90%Cannot be reduced past the -90% boundaryEmpty Tome
Amount+10 ProjectilesVaries by weapon; weapon-specific limits set to +5, +10, +20, or +30Duplicator
Duration+500%Baseline item cap +500%; Limit Break sub-caps: +2s, +3s, +6s, +9s, +10s, or +15sSpellbinder

Scaling Dynamics under Limit Break States

Limit Break mechanics, unlocked by obtaining the Great Gospel relic, allow players to allocate stats to fully leveled weapons in lieu of gold or floor chickens. The scaling increments and hard limits of these options are systematically enforced.

Limit Break Stat CategoryBase Level Increment ValueMaximum Operational Limit
Might+0.25% or +0.5%No limit
Area+1.0%, +2.0%, or +2.5%Weapon-dependent: +400%, +500%, or +1000%
Speed+5.0%+200% or +300%
Duration+0.1 seconds (displayed as +100%)Weapon-dependent: +2s, +3s, +6s, +9s, +10s, or +15s
Amount+1 ProjectileWeapon-dependent: +5, +10, +20, or +30
Pierce+1 Enemy pierced+10
Crit Chance+1.0% or +2.5%+100%
Chance+0.5% or +5.0%+100%

Additionally, the Spellbinder passive item scales duration-sensitive weapons by adding +10% projectile and effect duration per level, capping at a baseline contribution of +50% at level 5. Under standard conditions, cumulative Duration from accessories and PowerUps is capped at +500%, though Arcana modifiers can bypass this restriction.

Vol Luminatio Growth Scaling Matrix

The evolved weapon Vol Luminatio (from the Ode to Castlevania DLC) converts utility-based character Growth directly into base damage. The weapon scales mathematically across predefined Growth thresholds.

Cumulative Growth PercentageVol Luminatio Base Damage Modification
100% (Baseline)+0 Base Damage
300%+10 Base Damage
500%+20 Base Damage
700%+30 Base Damage
900%+40 Base Damage
1000% (System Cap)+50 Base Damage

While stats like Might and Area have hard limits, the Curse stat has no upper boundary. Curse scales additively across passive accessories, such as Torrona’s Box (+100% at level 9), Skull O’Maniac (+50% at level 5), Gold Ring (+40% at level 9), and Metaglio Right (+40% at level 9). Characters like Gyorunton scale this difficulty modifier indefinitely at a rate of +1% Curse per level with no cap. Despite infinite Curse scaling, the game engine enforces a hard cap of 500 active monster sprites on screen simultaneously to prevent memory overflow.

This memory protection scheme also governs the acquisition of Golden Eggs, which permanently boost a character’s starting stats. The maximum mathematical ceiling for Golden Eggs per character is restricted to the maximum limit of a 32-bit single-precision floating-point number:

Max Eggs = 3.4028235 x 10^38

However, performance profiling shows that stat calculations cease to scale meaningfully once a character reaches approximately 30 digits of eggs due to CPU memory limitations.

Spatial Overfill Mechanics and Stage Evolution Constraints

To execute a successful evolution pathway, players must satisfy several concurrent mechanical gates: level the base weapon to level 8 (or its designated maximum), hold the matching passive accessory in the active inventory, and collect a treasure chest dropped by an elite boss entity.

Under standard stage rules, boss chests will only trigger an evolution if the elite boss spawned after the 10:00 stage-timer mark. This rule is strictly governed by the timestamp of the boss’s spawn, not its death; if an elite boss spawns at 9:59 and is defeated at 10:05, the resulting chest is mathematically coded to block weapon evolutions. Several stage-specific exceptions bypass this 10-minute constraint:

  • Dairy Plant: Every treasure chest dropped by elite bosses from the first minute of play is mechanically capable of triggering an evolution.
  • Mad Forest: The unique glowing bat that spawns at the 1:00 mark drops a chest that ignores the 10-minute lock.
  • Cappella Magna and Il Molise: The first boss chests spawned on these stages bypass the timer lock completely.

Map Geometry Exploitation for Accessory Overfill

To maximize build power, players exploit looping stage layouts and spatial boundaries to bypass the standard six-slot passive item limit, accumulating eight or more passive accessories.

Stage / MapTarget AccessoriesCoordinate / Spatial Navigation Strategy
Inlaid LibraryEmpty Tome and Stone MaskFill all six active inventory slots using level-up selections. Travel continuously west for approximately two real-world minutes until the static Empty Tome spawn is reached on the northern bookshelves. Collect the Tome to force it into slot 7, then reverse direction and travel east for exactly four full horizontal loops along the northern boundary wall to collect the Stone Mask for slot 8.
Mt. MoonspellOut-of-Bounds Dojo SpaceSelect a character with an elevated Golden Egg count to ensure high movement velocity. Travel directly north toward the archway located in the far top-left quadrant of the physical map. Continuous upward directional input clips the character model through the physical collision boundary of the mini-map, unlocking a hidden, isolated dojo.
Gallo TowerCoffin of Concetta CaciottaNavigate north from the initial spawn point while hugging the western vertical wall. Locate the sparkling, illuminated mirror asset bypassed by flying bats. Move directly into the mirror’s collision box to warp the character into an isolated parallel room housing the coffin.

Transmutation Physics and Computational Gold Farming Optimization

The optimization of late-game gold farming depends heavily on the interaction between character-specific passive code and CPU render limits.

Sammy Gold-Experience Transmutation Loop

Sammy, unlocked by defeating 6,000 Sammy the Caterpillar enemies in Lake Foscari, operates on a rapid leveling and gold-generation loop. Sammy’s code features a passive modification that converts collected gold coins and coin sacks directly into experience points with a bonus (1.1x multiplier, displayed as +10%). To offset this, Sammy begins a run with a temporary -60% Might penalty.

Because Sammy starts with the evolved weapon Vicious Hunger, enemies are transmuted into gold coins on hit. This coin generation triggers an immediate level-up, which applies a Limit Break upgrade to Vicious Hunger, expanding its area and damage to transmute more enemies. While standard characters using Vicious Hunger exhibit a base transmutation rate of 0.5% to 1.0%, Sammy’s code initializes this value at 16.5% and scales it additively by +0.5% per character level:

Chance(transmute) = min(0.65, 0.165 + 0.005 x Level) x Luck

The variable Chance(transmute) represents the mathematical probability of transmuting a hit enemy into gold, where Level is Sammy’s current level, and Luck is the active luck modifier. At level 98, Sammy reaches the hard-coded base transmutation cap of 70% (displayed as 65% in the math limit). When multiplied by a standard Luck stat, almost every active weapon hit converts a target into gold.

Because this gold-to-experience transmutation is hardcoded as an overriding engine update, it completely ignores the leveling restrictions of the Game Killer (0) Arcana. When Game Killer is active, it locks standard level-up Growth to 0%, but Sammy’s coin-experience loop continues to function, allowing the character to reach level 10,000 and accumulate millions of gold coins within a shortened 15-minute run.

Hardware Scaling and Big Trouser Frame Rate Optimization

The computational execution of Vicious Hunger introduces a severe hardware bottleneck. The weapon’s rendering engine must draw and animate unique, scrolling eyeball sprites and falling physical gold assets for every successful transmutation. On high-egg setups, this processing load oversaturates the CPU’s render queue. On mobile and lower-end PC hardware, this oversaturation slows down the game’s internal clock. During high-egg runs, calculating a single in-game second can consume up to 20 real-world seconds, reducing the actual real-time gold yield by more than half.

To optimize real-time gold farming, players must transition to Big Trouser once their character accumulates approximately 1,000 Golden Eggs. By running a single, low-particle weapon (such as Laurel) combined with the Disco of Gold (XV) Arcana, Big Trouser farms gold at a stable 60 frames per second, bypassing the render queue lag and maximizing real-world return on investment.

Glimmer Spark Probability Mechanics and Dual-Stage Evolutions

The integration of the Emerald Diorama crossover update introduced the JRPG-inspired Glimmer system. When utilizing any compatible SaGa-series weapon, the engine runs a probability check on every attack to determine if the character sparks a new combat technique. This check is indicated by a lightbulb icon rendering above the character’s sprite. Once a technique is sparked, it is permanently added to the character’s move pool, unlocking alternative evolution paths and allowing cross-character weapon selections.

For SaGa-series characters, the glimmer spark rate scales directly with the character’s Luck stat. If a character’s HP drops below 30%, they trigger Showstopper mode. This state grants high temporary multipliers to Might, Cooldown reduction, and Luck, while forcing the glimmer spark probability to 100% on all weapon activations. This allows players on low-Luck runs to guarantee technique unlocks by intentionally dropping their health.

The primary starting weapon of this class, Splashers, features unique level-up scaling and damage calculations. While standard weapons treat the Duration stat as an indicator of projectile lifespan, Splashers scales its base damage directly off the player’s total Duration.

Splashers Level Progression Dynamics

The tactical utility of Splashers increases with each subsequent upgrade tier, shifting raw weapon parameters and utility attributes.

Weapon LevelModification and Passive Attribute Alterations
Level 1Damage scales with Duration; enables glimmer checks for the Dual Whirlwind technique.
Level 2Base weapon Area is increased by +25%.
Level 3Projectile active duration is extended by +0.5 seconds; Cooldown is reduced by 0.3 second.
Level 4Base weapon Area is increased by +25%; Base Damage is increased by +10.
Level 5Projectile active duration is extended by +0.5 seconds; Cooldown is reduced by 0.3 second.
Level 6Base weapon Area is increased by +25%; Base Damage is increased by +10; unlocks weapon globally.
Level 7Projectile active duration is extended by +0.5 seconds; Cooldown is reduced by 0.3 second.
Level 8Projectile active duration is extended by +0.5 seconds; Cooldown is reduced by 0.3 second.

To evolve Splashers into Pursuant Blades, the player must level the weapon to 8, max out the Spellbinder passive accessory (level 5), and successfully spark the Dual Whirlwind technique.

Punch Sequential Glimmer Paths

A parallel dual-stage evolution is showcased by the Punch weapon, the starting arm of Bonnie Blair. Punch fires in a curved sweep wrapping above and below the character, penalizing direct frontal aiming but clearing lateral lanes. Bonnie’s passive trait increases her Might whenever a glimmered technique is successfully triggered. Unlike classic evolutions, Punch does not require any passive accessories, relying entirely on sequential glimmer checks:

Punch to Raksha (glimmer) to Shenlong Firefist (glimmer) to Pressure Point to Gilded Hand

If a run fails to trigger the initial Raksha spark, the weapon is locked out of both evolution stages.

Alternate Reality Cryptography and the Wicked Ruler Exception

The resolution of the Gallo Tower web-based ARG unlocked the secret keyboard spell guinigigi. Entering this code in the Secrets menu unlocks the Chaos Rune weapon. When paired with a max-level Spellbinder, the Chaos Rune evolves into the Wicked Ruler. The Wicked Ruler’s shockwave damage scales multiplicatively with Projectile Speed and Duration.

On mobile, console, and legacy Nintendo Switch platforms, obtaining the Wicked Ruler triggers a physics lock approximately 10 seconds post-evolution. The character model and all active enemy sprites freeze in place, and a corrupted loop of dog barking sounds plays in the background. While initially theorized by players to be an intentional cryptographic phase of the ARG, analysis of the game’s Unity Player.log files reveals a fatal exception:

ArgumentException: Expression must be readable. Parameter name: expression at System.Dynamic.Utils.ExpressionUtils.RequiresCanRead (System.Linq.Expressions.Expression expression, System.String paramName, System.Int32…

The traceback maps the failure directly through the main update cycle:

at VampireSurvivors.Objects.Weapons.EX_Rune2_Weapon.InternalUpdate ()
at VampireSurvivors.Objects.CharacterWeaponsManager.OnUpdate ()
at Plugins.PauseSystem.GamePerfFixManager.Update ()

The game’s tweening manager, GamePerfFixManager, crashes when processing the complex expansion vectors of the Wicked Ruler’s chaotic rune.

Garlic Base Parameters and Soul Eater Health Recovery Scaling

One of the weapon evolutions is Soul Eater (Garlic + Pummarola), which features a unique mathematical scaling property that rewards active health recovery. The flat damage bonus added to the weapon’s base damage is calculated using the equation:

Delta D = min(60, floor(HP(healed) / 60))

The term Delta D represents the flat damage added directly to Soul Eater’s base output. The term HP(healed) represents the cumulative total of health points restored to the character’s active health bar. Any healing received while the character is at max HP (overhealing) is rejected by the calculation and does not increment the counter. This flat damage bonus is applied directly to Soul Eater’s base damage and completely ignores the character’s Might multiplier, capping at +60 damage after recovering 3,600 HP.

The baseline progression of Garlic and its transition into Soul Eater operate on these data-mined parameters.

Weapon StateBase DamageBase IntervalBase Hitbox AreaSpecial Properties
Garlic (Level 8)15 (±5 unmodifiable variance)1.0 seconds2.0 unitsReduces knockback resistance of affected enemies; increases freeze chance of freeze effects.
Soul Eater201.0 seconds2.5 unitsSteals life on hit; flat damage scales with cumulative active healing.

Turn-Based Adaptation and Vampire Crawlers Conversion Mechanics

The launch of the spin-off title Vampire Crawlers: The Turbo Wildcard introduces a turn-based, card-driven combat system that diverges from the real-time bullet heaven mechanics of the main game. In Vampire Crawlers, players navigate grid-based maps to locate Evolution Statues. Rather than relying on standard leveling and chests, players must spend specialized Evolution Gems at these statues to sacrifice specific cards from their deck, evolving them into holographic versions with increased Mana costs and amplified effects.

Stats in Vampire Crawlers are subject to distinct mechanical caps:

  • Might: Capped at +1000%.
  • Amount: Capped at +50.
  • Growth: Capped at +1000%.
  • Greed: Capped at +1000%.
  • Revivals: Subject to standard utility limits.

Evolved card values and Mana requirements are outlined below.

Card EvolutionRequired Sacrifice CardMana CostCard Effect
HellfireFire Wand + Spinach3 ManaDeals 225 damage; applies knockback to targets.
Thunder LoopLightning Ring + Duplicator4 ManaDeals 150 damage; triggers a secondary strike at turn-end.
Death SpiralAxe + Candelabrador3 ManaDeals 160 damage; has innate critical strike potential.
Soul EaterGarlic + Pummarola3 ManaDeals 20 damage; heals 2 HP and applies Disarm.
Unholy VespersKing Bible + Spellbinder2 ManaDeals 120 damage; applies knockback to targets.
Heaven SwordCross + Clover3 ManaDeals 100 damage; has innate critical strike potential.
Gorgeous MoonPentagram + Crown1 to 5 ManaErases all enemies; triggers Moonrise to scale effect size.
PhieraggiPhiera + Eight + Tirajisú4 ManaDeals 350 damage.
Valkyrie TurnerShadow Pinion + Wings2 ManaDeals 25 damage; scales via Valkyrie.

Complete Evolution and Union Recipes

Maximizing DPS requires memorable familiarity with the game’s expansive recipe sheets. These formulas cover all classic items and DLC modifications.

Standard Base Game Recipes

Evolved WeaponBase WeaponRequired Passive Accessory / Union Material
Bloody TearWhipHollow Heart
Holy WandMagic WandEmpty Tome
Thousand EdgeKnifeBracer
Death SpiralAxeCandelabrador
Heaven SwordCrossClover
Unholy VespersKing BibleSpellbinder
HellfireFire WandSpinach
Soul EaterGarlicPummarola
La BorraSanta WaterAttractorb
NO FUTURERunetracerArmor
Thunder LoopLightning RingDuplicator
Gorgeous MoonPentagramCrown
Vicious HungerGatti AmariStone Mask
MannajjaSong of ManaSkull O’Maniac
Valkyrie TurnerShadow PinionWings
Ashes of MuspellFlames of MisspellTorrona’s Box (Max Level 9)
Infinite CorridorClock LancetSilver Ring (Max) + Gold Ring (Max)
Crimson ShroudLaurelMetaglio Left (Max) + Metaglio Right (Max)
VandalierPeachone (Level 8)Ebony Wings (Level 8)
PhieraggiPhiera Der Tuphello (Level 8)Eight the Sparrow (Level 8) + Tirajisú (Any Level)
FuwalafuwalooVento Sacro (Level 8)Evolved Bloody Tear
Sole SolutionVictory Sword (Level 8)Torrona’s Box (Max Level 9)
Rocket ScienceScience RocksMini Scientist
ImpostongueSharp TongueMini Impostor

Operation Guns Expansion Recipes

Evolved WeaponBase WeaponRequired Passive Accessory
Prototype ALong GunWeapon Power-Up
Prototype BShort GunWeapon Power-Up + Bracer
Prototype CSpread ShotWeapon Power-Up + Empty Tome
Pronto BeamC-U-LaserWeapon Power-Up + Tirajisú
Fire-L3GSFirearmWeapon Power-Up + Candelabrador
Wave BeamSonic BloomWeapon Power-Up + Armor
Multistage MissilesHoming MissWeapon Power-Up + Duplicator
Atmo-TorpedoDiver MinesWeapon Power-Up + Attractorb
BFC2000-ADBlade CrossbowWeapon Power-Up + Clover
Time WarpPrism LassWeapon Power-Up + Wings
Big Fuzzy FistMetal ClawWeapon Power-Up + Hollow Heart

Ode to Castlevania Expansion Recipes

Evolved WeaponBase WeaponRequired Passive Accessory
Vampire KillerAlchemy WhipTirajisú
Spirit TornadoWind WhipCrown
Cross Crasher TipPlatinum WhipClover
Hydrostormer TipDragon Water WhipAttractorb
Crissaegrim TipSonic WhipSkull O’Maniac
Mormegil TipJet Black WhipStone Mask
Emerald WaveEmerald RaptureCrown
Hecaton Machine GunSaber Machine GunEvolves sequentially
PendragonEagle GunSpinach
DaybladeTown SwordEvolves sequentially
Blood ChaliceSanguine StarStone Mask
JetstreamKhukuriParm Aegis
FalconwindBullovaSkull O’Maniac
LohengrinGlaiveEvolves sequentially

Master Librarian Fusion Combinations

Fused WeaponComponent AComponent B
Million CutValmanwayEvolved Thousand Edge
Ninth CircleIcebrandEvolved Unholy Vespers
Dies IraeArrow of GothEvolved Mannajja
Kardia PhlegetonAura BlastEvolved Hellfire
Arch AngleGrand CrossEvolved Heaven Sword
Spirit of LightSummon SpiritEvolved Holy Wand
Power of LireSoul StealEvolved Vicious Hunger

Technical Build Pitfalls and Tactical Corrections

Optimizing progression paths and maintaining late-game viability requires addressing structural build errors.

Mitigating the Rushed Passive Trap

A primary mechanical error on high-curse runs is selecting a level 1 passive accessory purely to establish an evolution path. In standard runs, most weapons require only a level 1 passive to evolve. However, specialized weapons (such as Rock Riot and Shadow Servant) require their corresponding passives, Stone Mask and Skull O’Maniac respectively, to be at max level 5 to trigger the evolution. If a player leaves these accessories at level 1 to prioritize other inventory items, the weapon is locked out of its evolution at the 10-minute mark, stalling DPS and leaving the character vulnerable to amplified curse waves.

Optimizing Vento Sacro Pacing

Because Vento Sacro scales its damage directly based on active horizontal movement, corner-camping or using static defense builds reduces its theoretical yield to near zero. High-level players must plan movement paths that prioritize continuous lateral pacing, pairing the weapon with high-speed or projectile duration boosts to maximize damage output across the screen.


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