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Pokémon Survivors

Free Vampire Survivors-style roguelite fan game in the browser.

Built with Claude Code

by pedrobarretto · from BRBrazil · added Oct 29, 2026
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Charmander Bulbasaur Squirtle

Pokémon Survivors

A free Vampire Survivors–style roguelite with Pokémon, playable in the browser.

Pick one of 27 starters (or hatch eggs for 55 more Pokémon, 82 in all), survive 15 minutes of wild hordes, learn moves, evolve, and take down Mewtwo.

▶ Play at pokemonsurvivors.com

License: MIT (code) Fan game

Charizard fighting a horde while Moltres attacks

Note

Pokémon Survivors is an unofficial, non-commercial fan game. It is not affiliated with, endorsed, sponsored or approved by Nintendo, The Pokémon Company, GAME FREAK or Creatures. See Legal.

The game is in Brazilian Portuguese 🇧🇷, English 🇺🇸, Spanish 🌎, French 🇫🇷 and Traditional Chinese 🇹🇼, picked from your browser language and switchable in Settings. Pokémon, move and item names use their official English names.

Screenshots

Starter select with the inspect panel Level-up screen offering moves and held items
Pick a starter from any region and inspect its stats, evolutions and moves Level up and build your moveset with held items
Fuecoco evolving into Crocalor Poké Mart with permanent upgrades
Evolve mid-run, just like on the handhelds Spend Poké Dollars on permanent upgrades

Skeledirge on a phone in portrait mode
Works on phones too: floating joystick, touch special button, installable as a fullscreen app

Features

  • 27 starters from every region, each with a full 3-stage evolution line, its own stats, signature move and learnset.

    KantoJohtoHoennSinnohUnovaKalosAlolaGalarPaldea
    Bulbasaur Chikorita Treecko Turtwig Snivy Chespin Rowlet Grookey Sprigatito
    Charmander Cyndaquil Torchic Chimchar Tepig Fennekin Litten Scorbunny Fuecoco
    Squirtle Totodile Mudkip Piplup Oshawott Froakie Popplio Sobble Quaxly
  • Eggs and 54 more playable Pokémon. Bosses, locked chests and rifts sometimes leave an egg. It waits in a 3-slot incubator and hatches with the steps you take in runs, unlocking one of 54 families from every type and generation (Pichu, Eevee, Pidgey, Geodude, Gastly, Abra, Magikarp, Riolu, Zorua… and the rarest Dratini, Larvitar, Beldum, Bagon, Gible, Deino, Dreepy, Slakoth and Feebas), each with its own move, special and mid-run evolution. Hatching plays a little scene with the cry, 1% of hatchlings are shiny for good, and duplicates become Poké Dollars. A 55th family, Munchlax → Snorlax, only hatches from the Friendship Egg, which comes from inviting friends. Four ghost families (Litwick, Phantump, Drifloon and Sandygast) only hatch from the Haunted Egg, which Duskull's stall sells for ₽ or candies during Halloween Night (STALLS in data/visitors.ts, game/stalls.ts). Four more only hatch from the Kecleon Egg, the Showcase's fixed card, one a day (buyKecleonEgg in game/shop.ts): Porygon (Porygon2 needs the Up-Grade and Porygon-Z the Dubious Disc, EvolutionStage.item), Exeggcute (Exeggutor needs the Leaf Stone), Scraggy and Smeargle, which never evolves and copies the nearest foe's move with Sketch (game/sketch.ts).

  • Invites and Mystery Gifts. Every link the game shares carries your handle. A friend who signs up through it gets a Friendship Egg, you follow each other, and once they've played 3 ranked runs you get a Mystery Gift: a Friendship Egg for the first friend, the Ambassador title and an exclusive card frame at 3, a shiny Munchlax at 10. Profiles show how many friends you brought.

  • Supporters. The game is free with nothing for sale; donating (Pix, cards, Apple Pay or Google Pay, on the support page) with an account brings a cosmetic thank-you as Mystery Gifts: the Supporter title and card frame, a ♥ badge by your @ on the boards and profile, a shiny of your choice (any starter, or an egg family, which unlocks it), a companion that follows you in runs, your name in the Hall of Fame and the victory's credits, and a vote on the next egg family. R$ 50 or US$ 10 in all makes it Gold: a golden card background, PC Box wallpaper and badge. A donation made without an account comes with a code to redeem in the game. Nothing changes a run or the ranking.

  • Ideas board. The lobby's Ideas tile (or ?ideias) lists what players want next: anyone reads it, an account votes each idea up or down, and once you have a handle you can post your own (3 a day). Ideas that ship move to the Shipped tab.

  • 196 moves and 32 held items. Every family has its own signature move (Brave Bird, Weather Ball, Spore, Fiery Dance, Gigaton Hammer, Moonblast…) and a learnset that grows at each evolution, with more moves than the 6 slots, so no two runs build the same. Max out a regular move, pair it with the right item, and it evolves (Ember + Charcoal → Flamethrower; 48 move evolutions), and evolved moves keep leveling up to Lv 5.

  • Level-ups are decisions. Every base move forks into two paths at Lv 4 and Lv 7 that change how it plays (bounce, explode, trail, echo…). Cards roll a rarity (rare: +2 levels; shiny, 1 in 64: a free pick), the Forget button bans an offer for the rest of the run, and each run opens with a draft for the 2nd move.

  • 91 Abilities and branching evolutions. At the first evolution you pick 1 of 3 Abilities (the third is the Hidden one). Eevee picks among its 8 eeveelutions (the weather and place favor one), and Kirlia, Snorunt, Poliwhirl, Scyther and Charcadet branch too, each form with its own type, special, moves and Abilities.

  • Moves from outside the learnset. Beaten wave bosses drop a TM (Rock Slide, Yawn, Ice Beam, Psystrike…), a Move Tutor tent teaches types you lack, and each rift legendary offers its own legendary move (Sacred Fire, Origin Pulse, Roar of Time…). With 6 moves, learning asks which to forget ("1, 2 and… Poof!").

  • Duo moves and cursed items. Two maxed moves whose types form a recipe fuse into a duo move (Fire Pledge, Water Pledge, Grass Pledge, Fusion Flare, Fusion Bolt, Ion Deluge, Freeze-Dry, Nightmare; one per run), and locked chests may hide a cursed item (Life Orb, Choice Band, Flame Orb, Iron Ball): strong, at a price.

  • Real type matchups, burn, poison, paralysis, freeze, confusion and more, and a manual special attack for each of the 18 types that grows stronger at the final evolution: Blast Burn, Hydro Cannon, Frenzy Plant, Bolt Strike, Draco Meteor, Astral Barrage, Precipice Blades and more.

  • Readable damage numbers: hits on the same target add up into one growing number, a few per target at most, with super-effective hits kept apart. On a crowded screen only the biggest hits show (or all of them, or none: it's a setting).

  • 415 wild Pokémon from all 9 generations, Dragon types included, in 5 tiers by base stat total. Kanto, Johto and Hoenn are complete: every species but the legendaries and mythicals (and Unown and Castform, whose look depends on a form) shows up, as a wild Pokémon or as a starter, egg or boss. Every run draws its own cast, a few new faces per stage, from basic Pokémon early to evolved ones late, and each biome pulls the draw towards its types (more Grass and Bug in the forest, Rock and Ground in the cave).

  • Bosses with telegraphed attack patterns: Onix, Snorlax, a legendary trio drawn per run (the Kanto birds, the Johto beasts or the Hoenn Regis, at 7:00, 9:30 and 12:00, with the same stats per slot whichever trio comes) and Mewtwo. Sometimes a rare mythical joins the finale: Mew, Celebi or Jirachi. Each one switches between rushing in with area slams and hanging back to aim at you, and enrages under half HP (faster, quicker attacks, sometimes two in a row). The horde thins for each boss's first minute, and each boss has until the next one arrives, then it flees with its reward; Mewtwo blasts the horde away and thins it further, so the finale is a duel. Bosses also aim at the path you're taking, leap at you when you keep away, unlock a new attack when enraged and get an extra one on Nightmare; on Hard and Nightmare Mewtwo has a second phase.

  • Elites, runners, spitters and Alphas: when the horde nearly fills, new arrivals come in as red-outlined elites (more HP, EXP and damage; none during the Mewtwo duel), and one new species each stage runs, aiming where you're going to be. From 3:00 (2:00 on Nightmare) one species per stage spits: it keeps its distance, glows and fires slow shots flavored by its type that pass through your aura (every enemy shot wears a red rim, so it stands out from your own), so you have to step aside. From about 4:00, Alpha Pokémon join the horde: giants with a red glow that shrug off knockback and charge along a red lane they aim first; beat one for EXP, ₽ and the Alpha's prize, a level-up of rare cards.

    Onix Snorlax Articuno Zapdos Moltres Raikou Entei Suicune Regirock Regice Registeel Mewtwo Mew Celebi Jirachi

  • Legendary rifts: three times per run a rift opens on the map. Step in to duel Lugia, Ho-Oh, Kyogre, Groudon, Rayquaza, Dialga, Latias, Latios or Deoxys in an arena of its own (shallow water, pillars, a rising tide, lava rivers, a crumbling edge, an island ringed by surf, a meteor in space) for big rewards, before it collapses.

  • Places to explore: a few times a run the entrance to a place shows up on the map, with an arrow on the screen edge. Stand in its doorway to step in: the world outside waits, and the place has its own Pokémon, a goal and a time limit. The Dark Cave is a Mystery Dungeon: floors of rooms and corridors in the dark (only a circle of light around you, wider for Fire and Electric types; wild Pokémon in the dark show only their eyes), stairs down, a Monster House guarding a chest, and the PMD wind that blows you out. The Haunted Graveyard holds only ghosts, rising from the graves; every one you defeat sends its spirit into the Odd Keystone, and with enough of them Spiritomb breaks out, before dawn. Above the Clouds is for Flying types only: an updraft takes you up where only flying Pokémon come, flocks cross the sky and wings drift in on the wind, each raising a stat for the rest of the run.

  • Landmarks: points of interest stand on the map, placed from the run's seed like the rest of the terrain and dressed by each biome: an abandoned cottage without its roof (walk in through the door; a crate in the corner), a mine tunnel through a long ridge (stand in one mouth to come out of the other while the horde loses track of you), a hedge maze with a chest at its heart, Unown ruins whose altar lights the glyphs up and spills Exp. Candy, and an abandoned camp with its fire still burning and a backpack left behind. Standing at a treasure for a moment opens it, once. A wooden sign names each one as you come close. Between them, bushes, fallen logs and lone rocks and trees.

  • Mega Evolution: the first rift legendary you beat with a Mega line drops its Mega Stone. At the final evolution, the MEGA button plays the transformation and the Mega form lasts 20 s (60 s recharge), with its own stats, special and ability. 38 Megas across 33 lines, from Mega Venusaur to Mega Greninja; Charizard, Raichu, Garchomp and Lucario have two, and the rift drops both stones so the player keeps the one picked up. Megas SpriteCollab hasn't drawn yet wear their final stage with a rainbow outline.

  • Endless mode: after Mewtwo, keep going while the horde scales forever and Arceus, the reaper, hunts you from 20:00. Time survived is the score.

  • Three difficulty levels, picked on the select screen and all open from the start: Normal, Hard (faster, denser hordes that hit harder) and Nightmare (brutal, fast and dense hordes and half of every heal). Each run records its level for the ranking. A pressure director watches how easily you're winning: while nothing hurts you and the horde melts at the screen edge, spawns come faster and closer, more of them elite, with extra rings and swarms (gently on Nor

Description taken from the repository README.

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