Dawnwalker’s Blood — Dawnwalker’s Blood Trailer and Project Overview

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Dawnwalker’s Blood: Rebel Wolves Studio’s New RPG Preview

Dawnwalker’s Blood is the new role-playing game from Rebel Wolves, a studio built by veterans who previously worked on The Witcher 3 and Cyberpunk 2077. A full trailer has arrived, offering cinematic sequences and a wide view of in-game moments that hint at a grand, story-driven adventure.

The video presents moody visuals and world-building cues that align with the studio’s track record for ambitious, character-driven games.

What is known about the project:

  • Development on Unreal Engine 5 has stretched over more than two years, driven by a team crafting a rich combat system, immersive exploration, and branching sequences to unfold in the summer 2025 gameplay reveal.
  • The project is steered by Konrad Tomaszkiewicz, formerly Witcher 3 director, and Mateusz Tomaszkiewicz, who led quest design on Cyberpunk 2077, bringing a deep focus on narrative nuance and world coherence.
  • The emphasis is a narrative sandbox where dialogue choices, exploration routes, and environmental storytelling steer outcomes, ensuring no two playthroughs feel identical and every path reshapes relationships and power dynamics.
  • Vale of Sangora is a fictional continental region in a 14th century-inspired setting, offering sprawling valleys, fortified towns, and dense forests that reward careful planning and discovery.
  • The world bears plague, famine, and social upheaval, creating fragility in factions and communities and inviting players to navigate competing interests under pressure.
  • Eastern European influences shape the aesthetics, from Polish timber cabins to Ukrainian and Balkan garb, Romanian fortified churches, and a layered sense of regional authenticity.
  • Vampires watch the collapse of humanity with patient, sinister vigilance, choosing moments to influence events rather than chase overt action, and clashing only when necessary.
  • Day and night cycles drive behavior, with light revealing vulnerabilities and shadow offering new powers, making time a central mechanic rather than a backdrop.
  • Cohen, the lead character, occupies a liminal space between predator and protector, his choices tipping the balance toward or away from bloodlust and humanity.
  • Daytime combat centers on melee skills, while night grants access to vampiric capabilities, creating a dynamic rhythm that rewards positioning, timing, and resource management.
  • A 30 day and 30 night window confines the hero, and each quest advances time, gradually altering the world state, NPC behavior, and available options.
  • Throughout the journey, a diverse cast appears who can join as allies or oppose him, with relationships forged or fractured by prior actions.
  • Bloodlust is a core mechanic that pressures players to balance feeding, power, and restraint, injecting tension into decisions and combat.
  • If feeding is neglected, the bloodlust can surge, pushing Cohen toward impulsive acts and risking betrayals of trusted companions.
  • In the game world vampiric fangs grow with age, a visual cue signaling increased power and a more intimidating presence.
  • Brensis heads the vampiric order and pursues a hidden agenda to shift the balance of power, seeking to change the world order by expelling people.
  • The narrative avoids simple good versus evil, presenting moral ambiguity and showing both sides bearing strengths and flaws.
  • Brensis responds to the player in real time, issuing orders to his wards and occasionally obstructing tasks, creating a living, reactive world.

The Blood of Dawnwalker is being developed for PC, PlayStation 5 and Xbox Series X/S, with no official release window announced yet. Bandai Namco Entertainment will publish the game.

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