Home PS5 Reviews Priest Simulator: Vampire Show Review

Priest Simulator: Vampire Show Review

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Priest Simulator- Vampire Show Review
Priest Simulator- Vampire Show Review

There are games that try to be funny, games that try to be offensive, and games that try to be chaotic. Priest Simulator: Vampire Show, developed by Asmodev and published by Ultimate Games S.A., confidently attempts all three at once, then adds a mockumentary structure on top to ensure nothing is taken remotely seriously.

Originally released on PC in 2024 after an extended Early Access period beginning in 2022, the game arrived on PlayStation 5 on April 16, 2026, with an Xbox Series X|S release scheduled for May 7, 2026. What players get is a sandbox action comedy set in a distorted version of modern Poland, where religion, absurdity, and vampire folklore collide in ways that are deliberately incoherent, frequently crude, and occasionally inspired.

It is not trying to be subtle. It is trying to be memorable.

Setting & Premise

The game unfolds in San de Ville, a fictionalised rural town that exists somewhere between satire and a fever dream. You play as a vampire priest who has lost his “batoon” (a deliberately misspelled relic the game refuses to explain seriously) and now seeks to return to Hell while navigating the chaos unfolding around him.

That chaos includes shatanists (the game’s intentionally misspelled demon cultists), possessed villagers, corrupted clergy, and a town infrastructure that appears to have been held together by spite and duct tape.

The tone is immediately established: this is a world where nothing is sacred, not even language itself. Dialogue is deliberately “fully unprofessional,” featuring awkward English localisation, broken phrasing, and comedic timing that feels closer to improvisation than to scripting. Whether this lands as charming or grating depends heavily on the player’s tolerance for deliberate awkwardness.

The “mockumental” framing adds another layer, presenting events as if they are part documentary, part satire, and part unhinged gameplay footage stitched together without concern for coherence.

Gameplay & Core Loop

At its core, Priest Simulator: Vampire Show is a hybrid of sandbox exploration, combat, and light management. The player is free to explore San de Ville, fight enemies, upgrade equipment, and gradually restore the local church.

Combat is chaotic and deliberately over-the-top. Players wield a divine arsenal of eight weapons and can dual-wield at all times. This makes combinations matter more than precision. One moment you might be wielding a holy shotgun and an axe; the next, a symbolic relic paired with something far more absurd.

The combat system is not balanced in the traditional sense. It leans heavily into spectacle, encouraging experimentation rather than mastery. Enemies swarm in waves, and encounters often escalate into frantic, messy exchanges rather than carefully structured fights.

There is also a progression system tied to “black metal” crafting, which allows weapons to be upgraded and modified. This system adds light structure to the otherwise chaotic combat, giving players a reason to engage with resource collection and experimentation.

Church Renovation & Simulation Elements

One of the game’s central systems focuses on renovating the church itself. This is where the “simulator” aspect becomes more pronounced. Players purchase blueprints, repair structures, install modern upgrades, and gradually increase the church’s “faith level.”

As the church improves, new gameplay features unlock, including sermons, confession systems, and additional interaction points with villagers. There is a strange satisfaction in watching the church evolve from a broken ruin into a functioning, if still deeply absurd, hub of activity.

However, the simulation elements are relatively shallow. While they provide structure and progression, they rarely move beyond basic upgrade loops. The humour and presentation carry much of this section rather than deep mechanical complexity.

Exorcisms & Side Activities

A significant portion of gameplay centres on exorcising possessed villagers and dealing with supernatural incidents caused by cursed objects, corrupted clerical decisions, and general demonic interference.

These exorcisms are presented as mini-activities rather than complex systems. They vary in execution but often involve straightforward interaction sequences or combat encounters, all with thematic framing.

Side content, including DLC-style additions such as Her Ghost, expands on this formula with additional quests, characters such as Cardinal Godspeed (a returning figure from Infernal Radiation), and short narrative arcs featuring bizarre supernatural threats, such as a rogue tooth fairy.

These additions reinforce the game’s identity: inconsistent, chaotic, and unapologetically odd.

Writing, Humour & Tone

The writing is the defining feature of Priest Simulator: Vampire Show. It is intentionally broken, heavily localised to embrace awkward phrasing, and structured around absurdist humour that rarely pauses for explanation.

Some jokes land effectively because of their sheer unpredictability. Others rely on repetition or deliberate linguistic awkwardness that may not appeal to all players. The humour is not polished; it is abrasive, improvisational, and often self-aware of its own lack of refinement.

The mockumentary framing occasionally enhances this tone, but at other times it feels underused. There are moments when the game seems to forget it is meant to be a documentary parody and simply becomes a chaotic sandbox experience.

World Design & Exploration

San de Ville itself is surprisingly open, offering a semi-sandbox structure that lets players wander between objectives, interact with NPCs, and stumble into events organically. The environment is deliberately inconsistent in tone, shifting between rural absurdity, religious satire, and supernatural chaos.

Exploration is less about traditional discovery and more about encountering unpredictable situations. This aligns with the game’s design philosophy, though it can also lead to uneven pacing depending on what the player happens to trigger.

Visuals & Presentation

Visually, the game adopts a functional yet stylised approach. Environments are legible rather than highly detailed, with emphasis on character animation and comedic timing rather than realism.

Character models often lean into exaggerated proportions and expressions, reinforcing the game’s satirical tone. While not technically impressive compared with larger productions, the visual style is consistent with its intent.

Performance on PS5 is stable, with the console version handling the chaos well despite frequent on-screen activity. Xbox Series X|S performance is expected to be comparable at launch.

Structure & Longevity

The game’s structure is loosely mission-based, with optional activities and sandbox freedom layered on top. Progression is driven by completing exorcisms, upgrading the church, and advancing the central narrative thread about demonic interference and personal redemption.

Longevity depends heavily on player tolerance for repetition and the humour style. The systems themselves are not deeply complex, but the unpredictability of events helps sustain engagement longer than expected.

Final Verdict

Priest Simulator: Vampire Show is not a polished experience, nor does it aim to be. It is a chaotic blend of sandbox combat, satirical writing, and deliberately awkward presentation that prioritises personality over polish.

When it works, it is genuinely funny in an unfiltered, unpredictable way. When it doesn’t, it feels repetitive and structurally thin. Yet its commitment to absurdity gives it a distinct identity that is difficult to replicate.

This is a game that thrives on inconsistency, both as a flaw and as a feature. Whether that makes it entertaining or exhausting depends entirely on the player.