Chapter I
The Throne
Hear petitions from desperate citizens. Command, advise, help, or punish, then live with it. Nothing you say in this room stays in this room.
Demo out now · Twelve · Houses · One · Throne
The Vaal Sector was the heart of vampire culture, power and prestige. Now it is mostly empty planets and collapsed covens, and the royals are fighting over the scraps of a long dead empire.
Twelve proud bloodlines once answered the Vampire Empress, Lady Evelyx Valore. She warred with her own kin for a thousand years to bind them under one banner, then poured their fleets, relics and arcane engines through the Neptune Gates to free the vampires’ imprisoned progenitor from the human Vothica Empire.
The Vothica had never held her. They had never even heard the myth. Forewarned by scouts and by the Empress’s own rivals, they answered with surgical precision and took no prisoners.
You are heirs to that ruin: a faded sigil, a handful of loyal retainers, and debts both mortal and immortal. Only one house can unite the Vaal again.
These are three real scenarios out of Act II, word for word, cast included. Answer all three and the court will tell you what kind of sovereign you turned out to be.
The trial of Bowlen
The Adjudicators
By the Vampiric Code of Law, the Vampire Inquisitor has charged the criminal known as Bowlen with conspiracy, and with aiding the attempted resurrection of a Rival Regent against the sitting Sovereign. What is the judgment of the Sovereign of this court?
The court awaits your judgment.
Eleven rival heirs sharpen their fangs in a twelve-way succession crisis, and only one house can unite the Vaal Sector.
Answer the three petitions above to see your accession
Chapter I
Hear petitions from desperate citizens. Command, advise, help, or punish, then live with it. Nothing you say in this room stays in this room.
Chapter II
Eleven rival heirs plot to become the next Emperor. Plan marriages to expand your borders, forge alliances and declare wars, and keep count of whose spies are in your halls.
Chapter III
Deploy ships and troops to loot, board enemy vessels and claim spoils. Collect artifacts, wonders, legendary figures and elite units to skew the odds before the shooting starts.
Every coven marched, financed, scouted or abstained when the fleets went through the Neptune Gates. None of them has forgotten, and neither has anyone else.
Royal guards and holy knights in armour marked for the goddess Evelynn. They led the ground assaults, and they still hold that the Empress was her incarnation.
Aristocratic poets and intellectuals who financed the crusade and lent it legitimacy, then negotiated on the Empress's behalf with the older covens they call the High Court.
Diplomats and salesmen, and the most despised coven in the Vaal. They will broker anything: a blood supply, a farmer union dissolved, territory inside enemy lines.
Assassins and information gatherers who survive the vacuum and reputedly cannot lie. They scouted ahead, warned the Empress the crusade would fail, and were told their nihilism had blinded them.
A matriarchal oligarchy that keeps the supreme court of vampire law. Warriors and philosophers who flew the crusade's specialised combat units as the Crimson Justicar.
Seven seers and one queen, selling counsel from a convent near the centre of the Vaal. They promised the Empress she would be remembered and would pass the Neptune Gates unharmed. They left out the rest.
The youngest bloodline, grown out of a human cult that siphoned vampiric gifts and paid in rotting features and porcelain masks. The Empress came from this coven, and the older clans have never let it go.
Machine-precise problem solvers who reverse-engineered the technology of a bygone era, and who are rumoured to have worked out how to reanimate the vampire dead. They armed the Empress’s fleet as her Tech Angels, and are rumoured to have gone over to the Vothica before the Crusade failed.
Five nomadic clans with no planets, living out of abandoned mining and military bases. They hired on as mercenaries and kept the crusade fed.
More beast than vampire, descended from a lost species of space spiders. Sent in first, and expected to scavenge the fallen, since they can feed on vampire and human alike.
Ancient space faring bats and the custodians of vampire history. Three in a hundred joined the crusade. The rest watched from the dark and wrote it down.
A vampiric syndicate that manages the human population and keeps the blood and the gold moving. Conscripted for general labour when the call went out.
WhiteVault builds this game live on Twitch: design passes, art, and the arguments that go with them. Stream days shift around, so the current times are on the channel.
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Vampolitics: Vassals of the Void is a text-based, dynamic multiple choice game with light strategy elements.
The Vampire Empire fell with the crusade. Twelve bloodlines remain. You rule the weakest house, broke and barely breathing. Eleven rival heirs plot to become the next Emperor.
Only one can unite the Vaal Sector. Will it be you? Multiple paths. Multiple endings. Your choices shape the fate of vampire space.
Sit in the throne room and hear petitions from desperate citizens. Plan marriages to expand your borders. Forge alliances and declare wars.
Vampolitics is made by WhiteVault Studio in Canada and Bloodchest Games in Finland. WhiteVault leads design and art; Bloodchest leads programming and polish. Both wanted to build the same thing: a narrative game where dialogue and hard moral choices matter more than combat.
“This game needs to be a love letter to the players and these kinds of games. I can’t half-ass it.”WhiteVault
Fuller studio background is in the press kit.