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When I previewed The Blood of Dawnwalker, its prologue was an impressive snapshot of what Rebel Wolves was hoping to achieve with its vampiric open-world role-playing game (RPG). It was a tight and tense introduction to a game that encourages you to spend your time wisely, live with the consequences of your actions, and balance Coen’s newly acquired Vrakhir abilities with the hope of maintaining his humanity.
Now, after sinking dozens more hours into the full release, this team that includes several ex-Witcher 3 developers hasn’t quite made that formative game’s spiritual successor. However, I can’t fault the ambition found in the studio’s debut release — even if not every idea is fully realised and a few elements lack polish.
Review info
Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC
Release date: September 3, 2026
Ever since playing through that exciting opening, which sees Coen’s village razed and his family held captive to be used as sacrifices in an upcoming coronation for the valley’s vampire overlord, Brencis, I’ve been desperate to get back in and see what awaited in the rest of the game.
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So, it’s strange that when you first hit the open world, the game starts to feel a little aimless. Your main goal may be to kill Brencis and save your family, but the direct approach is almost certainly going to lead to your death. Instead, it’s smarter to take the time to destabilise Brencis’ reign by going after his generals and increasing your power for the upcoming showdown.
No rest for the wicked
Unfortunately, that means engaging with a lot of dull and fairly repetitive tasks dotted around the map, mostly clearing camps of soldiers and smashing up boxes of supplies. The set dressing changes a little depending on which vampire lieutenant you’re going after (it may be blood supplies for Ambrus or slivovitz distilleries with Bakir), but you’re ultimately going through the same motions.
And I was surprised at how little some of the vampire leaders actually feature in the story while you’re being such a thorn in their side. Most development happens off-screen, while notes are found on soldiers bemoaning Coen’s actions and edicts are issued as you become more notorious.
There isn’t as much time given to interacting with these villains before an inevitable confrontation. And that’s a shame, because when you do come face-to-face with these flamboyant, furious, and fascinating characters, they end up being killed off just as they’re starting to get interesting.
I did find that The Blood of Dawnwalker found its feet when you dig into one of its many lengthier multi-part quests. Given the developer’s history and pedigree, and what was shown off in the prologue, this is more of what I expected. You get to spend time with some entertaining and well-written characters, explore interesting environments and dungeons, tackle challenging combat encounters, and often emerge with some nice new loot.
Choices and consequences come front and center in many of these quests, and I felt the game gives a surprising amount of room, as your investigations can open up different approaches or outcomes. And quite cleverly, not all effects are felt immediately, with some outcomes or repercussions only felt much later down the line. It shows Rebel Wolves really thought about the interconnectivity of its world and wanted to show the impact you have on it. A huge plus for the RPG lovers who thrive on that level of world-building.
The final countdown
Tying it all together is the 30-day time limit that’s central to The Blood of Dawnwalker. Much has been said about this mechanic, but the countdown to Brencis’ coronation and your family’s execution wasn’t a constant threat looming overhead. I considered it a lot at the start, but eventually, instead of making me question whether every single action was worth doing or made worthwhile progress, losing chunks of time eventually became something I just accepted as the price of doing business.
Where it was always a frustration, though, was during levelling up, where almost all skills and perks require you to spend time learning them, meaning you could lose half a day (or night) simply to make Coen stronger. I would understand this if it were reserved for learning more advanced skills, but when the same price must be paid to get 25 per cent more health or some passive stamina regeneration, it doesn’t feel worth the cost.
Best bit
Getting stuck into one of the game’s more involved quests is when I feel The Blood of Dawnwalker really hits its stride. These are the moments I reflect on most fondly after my time with the game, mixing in dungeon crawling, exploration, and investigation — often alongside a well-written character or two — to create compelling and exciting scenarios. Even more so when they layer on tough moral choices at the conclusion, which sometimes come back to help (or hinder) you later.
The transition from day to night didn’t substantially change the game, either. Yes, it enables Coen’s vampiric powers, with neat tricks such as shadowstepping across chasms or walking up walls, but these don’t have the impact I feel they could have.
For starters, there’s so much blood available in consumables or animals to hunt out in the wild that I never felt this moral dilemma the game wants to push about Coen needing to feed. There is a neat idea that only happens if you’re low on health in vampire form and chatting with a non-player character (NPC), where you risk Coen giving in to the hunger and sucking the blood from his conversation partner, but it didn’t happen to me once in my playthrough.
Tonight I’m going to suck…your blood
When it comes to a clash of steel and fangs, the vampire powers don’t elevate what is a perfectly serviceable, if mostly underwhelming, combat system. The foundation is based on directional inputs to attack, block, or dodge, and picking the correct direction will set up your opponent for a devastating riposte from your sword or claws.
You can weave in a few abilities that range from the mundane, such as using pocket sand to temporarily blind an enemy, to several witchcraft or vampiric skills that burn your opponent’s blood or set them up for a gruesome and bloody explosion. And while it all works fine, it never flows as smoothly as you would like or feels as impactful as you wish it did. Combat ultimately became something that I got through impassively rather than finding myself excited for the next encounter.
And that’s ultimately what makes me struggle to wholeheartedly recommend The Blood of Dawnwalker. Too many elements are dull, repetitive, or underused to keep me fully engaged over its lengthy playtime. There are captivating moments, though, that I feel some may be able to appreciate more if you’re able to overlook some of its flaws. Perhaps with some updates or a sequel, the ambitions of Rebel Wolves can be fully met.
Should you play The Blood of Dawnwalker?
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Accessibility
The Blood of Dawnwalker has limited accessibility features. Subtitles are available in 14 languages, but you cannot customise the size, color, or position on the screen. Two control options are available, with the ability to invert both axes if required.
There are more choices when it comes to refining the difficulty of the game, though. As well as general preset options ranging from Story to Duelist, you can also specifically tweak enemy health, enemy aggressiveness, how easy it is to perform perfect blocks, and whether blocking is automatic if you want an easier combat experience.
How I reviewed The Blood of Dawnwalker
I’ve put around 25 hours into The Blood of Dawnwalker over the past week and a half, and while I haven’t completed it yet, I feel I’ve seen more than enough of the game’s main story and side quests to offer a comprehensive verdict.
I spent all my time playing on a PlayStation 5 Pro on a Samsung S90C OLED TV and Samsung HW-Q930C soundbar while using a DualSense Wireless Controller.
I played on Balanced mode, which aims to run the game at 40 frames per second (fps) in dynamic 4K. A 30fps Quality mode is also available, but I preferred the option with a more stable fps that didn’t impact the visuals significantly. A Performance mode targeting 60fps will also be made available at launch.
First reviewed September 2026.
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