Catherine the Vampire APK (FULL GAME)
Description
Catherine The Vampire opens with a five hundred year old vampire waking on a damp basement mattress next to a cat she refuses to name. New players who keep circling the same three streets, unsure which door opens and which one never will, get a working order of operations here. Picklocks decide your first two hours, not combat, and spending them on the wrong doors is what turns a seven hour story into a fifteen hour slog.
How to Play Catherine The Vampire on Android
Catherine The Vampire is a paid, offline, single player vampire adventure from THIRTEENDAYS in which you control Catherine through one long night in an emptied town. You take quests, gather items, fight small creatures, and steer the story toward one of seven endings.
The game runs on Unreal Engine and sits under Adventure and Casual on Google Play. First-time players usually spend their opening half hour just working out the walking speed and the door rules.
Because it is offline, no connection is needed after install. Store records put a full run at seven to eight hours, and the listing counts more than 10,000 downloads with a rating near 3.8 across over 600 reviews. Google Play rates it 12+ with a Sexual Innuendo descriptor, so it is not a small child’s game.
How the Night Cycle and Blood Thirst Shape Each Session
Catherine wakes at dusk, which is the only time she can move outdoors. Her blood thirst sits quiet after a successful hunt, and the opening scene tells you she fed the night before. That grace period is why the first session feels unpressured.
Blood itself is a gathered resource, tracked by its own collection award. Therefore you treat it as a stock rather than a bar you top up on instinct. Most new players ignore blood entirely for the first hour, then panic later. Instead, pick it up whenever it appears, even when the thirst is not pushing you.
Catherine’s Five Hundred Year Story and Her Cat Companion
Five hundred years is the number that carries the whole story. Catherine has outlived everyone she has ever known, and the game leans hard on that.
Her cat companion is the emotional centre. She stopped giving cats names long ago, because attachment makes the loss worse, and the game builds a whole requirement chain around keeping this one fed and content. There is also a Shy Cat award, which suggests more than one feline matters. For example, cat food shows up early and confuses players who have no idea what to do with it.
How It Compares to Kafka’s Metamorphosis and Isoland 2
Google Play itself lists Kafka’s Metamorphosis by MazM and Isoland 2: Ashes of Time as similar Android titles, and both are fair reference points. Kafka’s Metamorphosis is heavier on text and lighter on movement, so it reads more like an illustrated book.
Isoland 2: Ashes of Time leans into puzzle chains and gives clearer feedback when you solve something. By contrast, this vampire adventure gives you almost no feedback at all, which is both its weakness and its atmosphere. Fright Chasers: Soul Reaper sits in the same neighbourhood but runs on hidden-object scenes instead of free movement.
Android Touch Controls vs the Windows Build
The Windows version sells on itch.io at a three dollar minimum, while the Android version sits near one dollar. That price gap buys you input options rather than content.
On desktop the game accepts keyboard, mouse, Xbox controllers and PlayStation controllers. Android gives you touchscreen only, and the on-screen movement pad is where most of the early complaints come from. Progress does not carry between the two, so pick one platform and stay on it. Subtitles work on both, and the game ships in twelve languages including Russian, Spanish, Turkish and Ukrainian.
Catherine The Vampire Controls, Inventory and Quest Map
Touch controls in Catherine The Vampire use an on-screen movement pad plus a small set of context buttons that appear only when Catherine stands near something usable. The official listing promises simple controls with no extra buttons cluttering the screen, and that is accurate.
However, simple does not mean obvious. The inventory ships without item descriptions, and the town map takes real effort to read.
Three interface layers matter: movement, the inventory, and the map with its quest tags. Get comfortable with all three before you accept a long quest chain, because backtracking across town at Catherine’s default pace is punishing. A recent update added quest tags directly to the map, which helps more than anything else in this Catherine The Vampire walkthrough.
Walking, Running and Why Catherine Moves Slowly
Catherine walks slowly by default, and this is the most common complaint in reviews. Running exists, but plenty of players never figure out the input and finish the whole story at walking pace.
Some report the run breaking after certain scenes, leaving them walking only. Therefore plan routes that minimise crossing the town twice in one night. A story that should take an hour of pure content stretches to five when you fight the movement instead of routing around it.
The Inventory Screen and Its Missing Item Descriptions
The inventory holds every gathered item with no description text attached. You will find cat food, Nails, Picklocks and animal parts, and none of them explain themselves.
This is the single biggest reason new players stall. Keep an external note of what each item did when you first used it, because the game will not remind you. Quest text also displays inside the inventory, and a recent update fixed how that text renders. Moreover, checking the inventory after every quest handover often reveals a new item you did not notice picking up.
Reading the Town Map and Its Quest Tags
The town map shows named locations plus quest tags that mark where active objectives sit. Players who ignored the map early called it messy and confusing, and they were not wrong before the tags arrived.
Open it every time you finish a quest step. Similarly, mark mentally which buildings you have entered and which stayed locked. An All locations award exists, so the map doubles as a completion checklist rather than a navigation tool.
How to Get Blood, Dead Rats and Crafting Items
Blood, Dead Rats, Dried Mice, Crow Feathers, Spider Legs, Nails and Picklocks are the seven gatherable item types in this vampire adventure, and each one has its own collection award. You get them from defeated creatures, from searching buildings, and from quest rewards.
Gathering is slow. Picking up animal parts has its own animation, and players notice it because they repeat it dozens of times.
The creature side splits into four targets: rats, white rats, spiders and ravens. First you clear them for XP, then you strip the drops. Nails and Picklocks are the two that unlock progress rather than feeding a collection track, so treat them as currency in all but name.
Where Rats, White Rats and Spiders Turn Up
Rats appear in basements, sewers and the ground floors of abandoned buildings. White rats are the rarer variant, and they carry their own separate award, which tells you the game counts them as a distinct kill type.
Spiders cluster in enclosed spaces such as cellars and back rooms. Because their legs feed a collection track, clearing every spider you meet pays twice. For example, a single cellar sweep can hand you Spider Legs, XP and a Creepy Spider encounter in one visit.
Crow Feathers, Spider Legs and Dried Mice
Crow Feathers come from ravens, which are the trickiest of the four creature types to catch. Their flight speed was reworked in a recent update so it no longer changes at high frame rates.
Dried Mice and Dead Rats look interchangeable and are not. Both have separate awards, so keep both. Crafting combines several of these into usable items, and the crafting sounds were quietened in a recent update because players found them harsh. In addition, cat food ties into this loop, though the game never spells the connection out.
Nails and Picklocks as Door Keys
Picklocks open locked doors, and Nails serve the same function in a different form. Neither is a permanent tool. Each use consumes stock, which is why supply discipline matters so much.
Both have collection awards, so the game wants you to gather more than you spend. Finally, remember that finding a Picklock and using a Picklock are separate decisions. Hold them until you know what is behind the door.
How to Unlock Locked Doors and New Town Locations
Catherine opens locked doors using Picklocks and Nails gathered around town, but a large share of doors ignore your tools entirely and stay shut until a quest advances the story. Sorting the two categories is the core navigation skill in this game.
Reviews are full of players who combed every building, found nothing, and quit. That happens because they assumed every door was a supply problem.
The town holds a fixed set of named locations, all tracked by the All locations award. Some open on your first night, others gate behind quest chains, and a few open only near specific endings. So the correct habit is to test a door once, note the result, and move on rather than grinding at it.
Picklock Supply and Which Doors to Open First
Prioritise doors that sit on your existing route. Opening a building three streets away costs you the same Picklock plus ten minutes of walking, and that trade is rarely worth it early.
Doors near quest tags should come first, because they usually contain something the active quest needs. Then work outward to optional buildings once your Picklock stock recovers. New players who open everything immediately run dry exactly when a quest demands a lock.
Doors That Stay Shut Until a Quest Moves
Some doors do not respond to any tool. They are story gates, and no amount of item spending changes that.
The tell is simple: if the interaction gives you nothing at all rather than a failure message about tools, the door is gated. Note it on your list and continue. Update notes confirm the developer changed where the first quests are handed out, which shifted which doors open early. Consequently, older video walkthroughs sometimes show doors opening in an order the current version no longer uses.
Filling Out the All Locations Track
The All locations award requires visiting every named place on the map. Most of them come free through the main quest chain, but a handful sit off the critical path.
Sweep the map edges once your Picklock supply is comfortable. Also check buildings you entered early, because some contain a second interior area you missed while under-levelled. Completion here feeds directly into the 100% Completed award, which is the largest single award in the game.
How Leveling, Quests and the Level 99 Cap Work
Character level in this game caps at 99, confirmed by a dedicated 99 Level award. XP comes from combat and quest completion, and there is no rank or tier system layered on top.
Alongside levels, the game runs 35 achievements worth 100,000 points in total. Four of them are pure collection tracks.
Those tracks are All texts, All photos, All locations and All Other things. Each one counts a different category of findable content, and a player can finish the story with all four unfinished. Milestone awards such as All Quests and No Deaths sit beside them, and the 100% Completed award alone is worth 20,000 points.
Combat XP from Rats, Spiders and Ravens
Fights are short and low stakes against rats, white rats, spiders and ravens. None of them are human enemies, which keeps the tone closer to sad than scary.
A Hard Battle award exists, so at least one encounter steps up sharply. Because a No Deaths award also exists, dying is clearly possible. Players chasing that reward should clear easy creatures for levels well before reaching the hard fight.
The All Quests Track and Quest Tags
Quests hand out the bulk of story XP and unlock most of the town. The All Quests award requires finishing every one, including optional chains that never appear in the main path.
Quest tags on the map are your only reliable tracker. Therefore check them before ending a session, since an unfinished tag left overnight is easy to forget. Some quests only appear after you speak to a character a second time, which is why revisiting old locations pays.
The Texts, Photos and Other Things Collections
Texts are readable notes scattered through buildings, and they carry most of the backstory the opening scene only hints at. Photos work the same way but are rarer and easier to walk past.
The All Other things track is the vaguest of the four, covering items that fit no other category. Pick up everything that highlights, then sort it later. Since the inventory carries no descriptions, treat every unfamiliar object as collectible until proven otherwise.
All Endings in Catherine The Vampire and How to Get Them
Seven endings close out Catherine’s night, and public award records name them: Sunrise, Sunset, Bonfire, Book, an unnamed fifth ending, plus extra endings tied to the Cat, to Via and to Jack. An All Endings award covers the full set.
This is the one area where competing pages go quiet. Most retell the store blurb and stop.
Endings branch on decisions made across the night rather than a single final choice. Update notes confirm the developer changed the logic for obtaining some endings, so older videos can mislead. Via and Jack are named characters whose extra endings depend on how their threads resolve, and the Cat ending ties back to the requirement chain you either fed or ignored.
Sunrise, Sunset, Bonfire and Book
Sunrise and Sunset read as the two baseline outcomes, and award rarity data suggests Sunrise is the one most players reach first. Bonfire and Book sit alongside them as alternative closings.
Each name hints at its final scene rather than its trigger. Book in particular rewards players who worked the text collection, which is a rare case of a completion track feeding directly into story branching. Nevertheless, none of the four require perfect play.
The Fifth Ending and the Cat, Via and Jack Extras
The fifth ending is recorded without a name, which marks it as the hidden one. Award data shows fewer players reaching it than any of the first four.
Extra Ending 1 is the Cat ending, and it depends on the Cat Requirements chain being satisfied rather than on a dialogue choice. The two extras for Via and Jack hang on those characters’ quest threads. Consequently, a player who skips optional quests locks themselves out of three endings without ever seeing a warning.
Save Slots and Replaying for the All Endings Award
Reaching all seven in one save is not realistic given how early some branches diverge. Plan on multiple runs.
Keep a save from just before the final quest chain, since several endings split late enough to reuse it. Others require decisions made hours earlier, so a mid-game save matters just as much. In my runs, two saves covered roughly half the endings and the rest needed fresh starts.
Common Mistakes That Stall Catherine’s Night Runs
Most stalled runs trace back to three habits rather than to difficulty. Players burn their tools early, skip the optional chains, and then push for an ending with three collection tracks still empty.
None of these mistakes announce themselves. The game gives almost no feedback, which is exactly why they compound.
Reviews describe players stuck for hours, combing buildings and watching videos without progress. The pattern is consistent: they treated a story gate as a supply problem, or spent Picklocks before knowing what a door held. Fixing the habit costs nothing, while fixing the consequence often means restarting.
Skipping the Cat Requirements Chain
The Cat Requirements award marks a chain that many players never notice starting. Cat food appears early, and if you cannot work out what to do with it, the chain quietly stops.
Missing it costs you an ending as well as an award. So treat every interaction with the cat as a quest step rather than flavour. Feeding matters more than the game ever tells you.
Burning Picklocks on Low Value Doors
Opening every door you pass feels productive. It is not.
Picklock stock recovers slowly, and a locked door on a quest tag is worth several optional ones. Because the game never warns you about scarcity, plenty of players hit an important lock with nothing in the bag. Hold at least two in reserve at all times.
Rushing an Ending Before the Photo and Text Tracks
Photos and texts are the two easiest tracks to miss and the two hardest to backfill. Once the story moves past certain locations, returning is awkward at Catherine’s walking pace.
Finish both before triggering a closing sequence. Similarly, sweep for Other things in the same pass, since they hide in the same buildings. A player who does this once saves themselves an entire replay.
Best Catherine The Vampire Tips and Tricks for Beginners
Route planning beats combat power in this town, because Catherine’s slow walk turns every wasted trip into real minutes lost. The three habits below come from the specific failure points in this game rather than generic adventure advice.
Blood, Picklocks and door notes are the three resources that decide your pace. Two of them are items, and one is just discipline.
Players who set these habits in their first hour typically finish inside the seven to eight hour window the store listing quotes. Those who do not usually report double that. The difference is not skill, and it is not the hard fight.
Route the Town in One Direction Each Night
Pick a direction at dusk and sweep it fully before turning back. Crossing town twice is the single largest time sink in the game.
Quest tags should anchor the route, with optional buildings picked up along the way. Because the run animation sometimes stops working, assume walking pace when you plan. A clean one-way sweep often clears three quest steps in the time a random wander clears one.
Bank Blood Before Long Quest Chains
Blood is a stock, not an emergency purchase. Gather it whenever it appears, even during the early grace period when thirst is quiet.
Long quest chains pull you away from familiar hunting spots. Therefore entering one with a full stock removes any pressure to detour. This also feeds the Blood collection award without a single dedicated farming trip.
Log Every Locked Door You Cannot Open Yet
Keep a written list of every door that refused you, along with what happened when you tried. Tool failures and story gates behave differently, and that difference is your whole to-do list.
Revisit the list after each major quest step, since gates open silently. Most players who report being permanently stuck simply forgot which doors they had already tested. One page of notes prevents the entire problem.
Frequently Asked Questions About Catherine The Vampire
Is Catherine The Vampire free on Android?
No. Catherine The Vampire is a paid title on Google Play, priced near one dollar in most regions, and it also comes included with a Play Pass subscription. There are no ads and no in-app purchases, so the single payment covers the whole story and every ending.
How long does the game take to finish?
The store listing puts a full run at seven to eight hours. Players who rush the main quest chain often finish in about five. Chasing every collection track pushes it past ten, so budget several sittings rather than one long night.
Does the game have combat or is it story driven?
Both. Fights are short and aimed at rats, white rats, spiders and ravens rather than human enemies. A No Deaths award exists, which tells you dying is possible but avoidable. Most of the runtime still goes to reading text, moving between buildings and solving quest chains.
Why This Vampire Adventure Is Worth the Small Price
Catherine The Vampire suits patient players who like slow, sad stories and do not mind an inventory that explains nothing. Anyone who wants fast action should skip it, because the walking speed alone will wear them down. I spent my first two nights lost in the same three streets, and the night the map finally made sense beat every fight in the game. For the price of a coffee, a seven to eight hour story with seven endings and 35 achievements is a fair trade. Buy it if quiet horror and cats sound like your kind of night.
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Updated for Android 16 Updated to Unreal Engine 5.6.0 Updated some localizations Fixed flickering sprites Minor UI improvements













