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The Blood of Dawnwalker Review

Review

The Blood of Dawnwalker Review

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Rebel Wolves' debut has the best-written open world since The Witcher 3 and the nerve to refuse you a happy ending, built around a thirty-day clock that genuinely changes how you approach an RPG map. It is also a first game, and it plays like one: targeting that never gets fixed, an enemy roster that runs dry, and a launch-week technical picture on PC that ranges from flawless to stuttering depending on whose rig you ask. Go in accepting you will not see everything, and it is one of the year's most memorable RPGs.

View game pageSeptember 7, 202620 min read
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Pros

  • The Vale of Sangora is the best-realised big-budget open world since The Witcher 3 - a place you inhabit rather than a map you traverse
  • The day/night split is genuinely structural: witchcraft and open shops by day, shadowstep, wolf form and rooftop routes by night
  • Writing with real nerve - almost every choice is between two evils, and none of the endings offer you comfort
  • The thirty-day clock makes questing tactical, and idle exploration is free so the pressure never punishes you for looking around
  • Excellent supporting cast and one of the most-praised scores of the year
  • Vampire abilities - spectral crows, blood-boiling, soul extraction, outright possession - are a deep and genuinely fun toolkit
  • Fail the deadline and the game becomes a revenge story rather than a game-over screen

Cons

  • Lock-on regularly targets the furthest enemy instead of the one in front of you, and the camera cannot keep up with three or more opponents
  • Enemy variety is thin, so combat runs out of ideas well before the forty-hour mark
  • The time system is simultaneously too intrusive for completionists and too forgiving to deliver the tension it was designed for - most players are effectively unstoppable by day 20
  • PC controller support is rough at launch: sprint drops to a walk, input lag on the pad, and no button mapping for PS5 controllers
  • Stuttering reported across a wide range of hardware, DLSS frame generation still labelled experimental, and graphics settings stored inside the save file
  • Cutscenes locked to 30fps with no ultrawide support
  • Stiff facial animation, and a deliberately ordinary lead who some will find flat
  • Loose quest signposting means a major companion and their entire questline can be missed for thirty hours

Thirty days. That is what The Blood of Dawnwalker gives you, and it tells you so within the first hour. Brencis — the century-old vampire who has just razed your village and dragged your sister and father off into the dark — will be crowned in thirty days. After the coronation, your family is gone. Not missing. Gone.

It is the boldest thing Rebel Wolves could have built its debut around, and it is the thing everyone is arguing about. The studio is stacked with people who made The Witcher 3, and their first game outside CD Projekt is not a bigger open world or a longer questline. It is a smaller one with a clock attached. Whether that clock is the most interesting structural idea in a big-budget RPG this decade or an anxiety machine bolted onto a game that did not need it depends almost entirely on what kind of player you are — and Rebel Wolves, to its credit, seems to have known that going in.

What is not in dispute is that it worked commercially. Dawnwalker sold a million copies inside its first two days, which for a brand-new IP from a brand-new studio — no franchise, no nostalgia, a $70 price tag — is a genuinely remarkable number. It sits at 85 on OpenCritic with 92% of critics recommending it, 83 on Metacritic, and "Very Positive" on Steam with roughly 83% of nearly 13,000 reviews positive. Those aggregate numbers hide a much messier picture underneath, and the messiness is the interesting part.

A peasant, a plague, and two kinds of monster

You play Coen of Laslea, and the game is careful to establish that he is nobody. He works the land in a village in the Vale of Sangora, a valley in 1300s Romania where the Black Death is doing to the population what the local aristocracy has been doing more slowly for generations.

The political setup is the game's sharpest piece of writing, and it lands in the first twenty minutes. Skender Dragosti, the murderous lord who ruled Sangora, was conquered and killed by Brencis, a vrakhir — a vampire — who took one look at feudal Europe bleeding out from plague and saw waste. Brencis offers vampire blood as a cure for the pestilence. It works. The price is that you belong to him afterwards. He has industrialised the harvesting of peasant blood, and here is the part that matters: not everyone in Sangora thinks that is a bad trade. Brencis killed the tyrant. He stopped the dying. Some of the people you meet would rather be livestock for a monster than free under Skender.

That is the moral floor the whole game is built on, and it never rises. When Laslea shows the faintest sign of resistance, Brencis's men burn it and take Coen's family. Coen, dying, is dragged into a ritual by a witch and comes out the other side as a Dawnwalker: human by day, vrakhir by night.

Coen shirtless with red ritual runes carved into his skin as a witch stands behind him by firelight in The Blood of Dawnwalker

It is a clean bit of design work disguised as lore. Rebel Wolves gets to have the vampire fantasy — the powers, the predation, the ceilings and the rooftops — without ever forcing you into the "avoid sunlight" straitjacket that has strangled most vampire games since Bloodlines. Coen carries a sword around the clock. What changes is what else he can reach for: witchcraft by day, vrakhir abilities by night. He is not cowering in cellars waiting for dusk. He is simply a different kind of dangerous depending on where the sun is.

The clock is the game, and the clock is the fight

Here is how it actually works. Each of Coen's days is divided into sixteen units of time. Almost everything meaningful spends at least one: advancing a major quest, doing a side job, unlocking a fast travel point, and — this is the contentious one — putting points into your skill trees.

The design intent is legible and, on paper, excellent. Urgency is normally something big RPGs put in their scripts and then contradict with their systems. Every one of these games tells you the world is ending and then hands you a fishing minigame. Dawnwalker makes the urgency structural: you cannot save everyone, help everyone and see everything, so you have to decide what Coen is actually going to do with the last month of his family's life. Do you spend a week assassinating Brencis's three vassals to weaken the regime before the confrontation? Do you run errands for Anca, the local witch, because she can teach you things — and because you may want her for reasons that have nothing to do with tactics? Some tasks only exist by day; some only by night. You end up sitting in the quest journal doing logistics, which is not a sentence I expected to write approvingly about an action RPG.

In practice, two very different complaints have formed, and they contradict each other in a way that tells you a lot about the game.

The first comes from players, and it is loud. Pre-launch messaging left many with the impression that only story-critical activities would burn the clock. They do not. Levelling skills costs time. Fighting bandits costs time. Unlocking a fast travel point costs time. One of the most-upvoted negative reviews on Steam puts it plainly: the only things you can do for free are pick herbs and kill animals. For a certain kind of open-world player — the kind who wants to clear the map, see every quest and finish at 100% — that is not tension, it is a tax on the part of the game they came for. "Now in stock: FOMO for quests," reads one review. Within days, the top-downloaded mods on Nexus were the ones that rip the timer out entirely.

The second complaint comes from critics, and it is the exact opposite: the clock is not strict enough. PC Gamer's Shaun Prescott found his Coen effectively unbeatable by day 20 with several viable routes to Brencis already open, and concluded that "the pressure is largely illusory" — that essentially everything important can be wrapped up well before the deadline, with time left over for exactly the frivolous wandering the system was supposed to forbid. His verdict is that Dawnwalker "doesn't have the courage to allow this system to show its fangs," and that if it had, there would be a modern classic here.

Coen walks through a crowded medieval market street of timber-framed houses in daylight in The Blood of Dawnwalker

Both of these are true, and that is not a paradox. The clock is punishing enough to make a completionist miserable and loose enough to leave a systems player unsatisfied. The people it works perfectly for are in the middle: players willing to accept that this is a single, specific run through a story rather than an exhaustive tour of a map. And that group is clearly large — a lot of the warmest reviews are from people describing the same moment of surrender, where they stopped trying to see everything and started playing a character who has to make choices.

Two pieces of implementation deserve real credit. You are always warned before an action spends time, and idle exploration is genuinely free — you can spend as many real hours as you like walking the valley and picking St John's-wort without the sun moving. Time only passes when you knowingly trigger it. And if you fail to reach your family in thirty days, the game does not end; it becomes a revenge story instead. There is a branch there, not a fail state.

Human by day, monster by night

The dual-form structure is the best-executed idea in the game, and the one I would most like to see other developers steal.

By day Coen is a man with a sword and a small amount of borrowed witchcraft. Shops are open, so you buy skill manuals from vendors who keep daylight hours. NPCs behave like people. The valley looks like a place where farming happens.

By night, the toolkit opens up and the level design quietly changes shape. Coen can shadowstep, which means rooftops, cliff shelves and ledges that no mortal can reach become routes. He can walk on ceilings. He can turn into a wolf and cover ground at a gallop. In a fight he can summon hectic waves of spectral crows between sword strikes, warp behind an enemy and drain them to top his own health back up, boil a man's blood inside him, temporarily rip a soul out, scream loudly enough to freeze a group in place, or possess an enemy outright and turn him on his friends.

What makes this more than a power fantasy is that it interacts with the clock. A quest that is a grinding slog by daylight might be trivial after dark, and vice versa, so "when do I do this" becomes a real question with a real answer. The three skill trees are also, by general agreement, riddled with things that are frankly overpowered once you find them — which is part of why the game's difficulty curve collapses somewhere around day 20.

Coen fights armoured guards by torchlight on a wet cobbled street at night in The Blood of Dawnwalker

Combat: the thing nobody agrees on

Swordplay borrows its skeleton from Kingdom Come: Deliverance. Enemies telegraph the direction of an incoming swing and you block in that direction, which opens them up. Dawnwalker makes this dramatically more approachable than Warhorse did by putting a clear icon on every incoming attack, readable at any distance — and then lets you switch that icon off at higher difficulties, which is the right way to handle it.

On top of that skeleton it layers something closer to the Batman: Arkham lineage that The Witcher 3 also drew from: Coen sticks to a primary target and circle-strafes it. Where it improves on Geralt is precision — hits land where you aim them, and the sword has real weight. PC Gamer went out of its way to seek fights rather than avoid them and called the swordplay "precision-oriented and gratifying," if a little easy for hardened players.

And then there is the other half of the response, which is impossible to wave away because it is coming from people with forty-plus hours in the game.

The single most-repeated complaint is the lock-on. It picks targets for you, and it picks badly. One long Steam review describes the failure state exactly: someone charges you, you dodge, you counter — and your counter auto-targets the enemy furthest away, so you swing at air while three men hit you from behind. The camera compounds it. In any fight with more than two opponents, several players report it simply cannot keep up with telling you which direction to block, which turns a directional blocking system into guesswork. Enemy variety is thin — The Games Machine called it "extremely poor" — so the encounters that do work start repeating themselves well before the forty-hour mark. The reviews that landed hardest on the game, TheReviewGeek at 5.5/10 and GameRant at 6/10, both lead with combat repetition and system jank.

My read: the foundation is good and the fights are fun for the first fifteen hours or so, and then two things happen at once. Your skill trees make you strong enough that the directional blocking stops mattering, and the enemy roster runs out of new ideas. What is left is a combat system carried by its vampire powers, which are genuinely great, and undermined by targeting that never gets fixed.

Coen kneels with a drawn blade facing a masked shadow creature in a light-shafted crypt in The Blood of Dawnwalker

The Vale of Sangora is one of the best open worlds in years

This is where the CD Projekt pedigree shows most clearly, and where the game is least controversial.

Sangora is not a large map by 2026 standards, and it is better for it. The fir-forest backroads and alpine highlands are lit and composed with an eye that PC Gamer compared to Caspar David Friedrich's landscape paintings and the sleeve art of Tolkien-themed black metal records, which is about as precise as that description gets. Coen can move at absurd speed once he has his powers, and yet a striking number of reviews — professional and player alike — describe deliberately slow-walking the place instead. One Steam review mentions just holding the walk key and looking around. That is the highest compliment an open world can get.

Crucially, it feels like a place rather than a delivery mechanism for content. The fantasy is kept on a short leash: this is a world of hand-to-mouth poverty and materialised superstition, where the supernatural elements read less like magic and more like a symptom of how bad ordinary life is. Villages have economies. The plague is present in the background of scenes rather than announced. Nothing about it is folksy or nostalgic.

It is not free of open-world habit, though. There are icons, and there are a lot of them. Some quests are excellent and winding; others are "kill these men" or "follow the glowing yellow hints." The detective-vision hint trails and the rotate-this-object-to-find-the-interesting-bit puzzles both wear out their welcome — PC Gamer got sick of both, and I do not blame them. Quest signposting is also genuinely loose in a way that will divide people: it is entirely possible to reach day 21 without ever having found a major companion and their entire questline. That is either thrilling or infuriating, and which one depends on the same personality split as the clock.

Writing that never offers you the good option

Dawnwalker is bleak in a way that big-budget games usually are not permitted to be. Not edgy-bleak. Structurally bleak. Choices are, with real consistency, between two evils. Quests move toward bad or worse outcomes. It is entirely normal to pick a dialogue option without any confidence that it was the decent thing to say.

The effect over forty hours is that your sense of who the enemy is keeps shifting. Brencis is a monster who is also demonstrably better than the man he replaced. The resistance has its own body count. Reviewers describe finishing the game with a Coen who behaves nothing like the one they imagined in the opening hours — not because the game railroaded them, but because the world kept removing the options they would have preferred. PC Gamer saw three endings and reports that none of them offered any hope, and that there are more.

It is also, and this is worth saying plainly, unrelenting to the point of occasional absurdity. There is a sequence involving a vampire pinned to a cave wall and eaten alive by kobalds for two years, kept alive by their own regeneration, that reads more like a challenge than a scene. Whether that is bracing or exhausting is a matter of taste. Several reviews independently arrive at the same phrase: they laughed, but not out of enjoyment.

A woman with red rune tattoos on her hand sits and talks with Coen outside a wooden cabin in The Blood of Dawnwalker

The performances hold it up. Will de Renzy-Martin's Coen has been the one recurring casting criticism — Tom's Guide called the lead "insipid," and that reading is defensible for a protagonist written as an ordinary man out of his depth — but the supporting cast is widely and rightly praised, and the score is one of the most-complimented things in the entire response to the game. Facial animation is the weak link: several reviews flag stiffness in cutscene performance, and the "dead eyes" complaint appears more than once in player reviews.

Brencis stands in a candlelit church flanked by three vampire vassals in The Blood of Dawnwalker

The technical picture is a genuine mess of contradictions

This is the section where the review scores and the player reviews diverge most sharply, and it is worth untangling because it will decide whether you should buy now or in a month.

Some critics had a clean run. PC Gamer reviewed it on a laptop RTX 3060 with a Ryzen 5 5600H and 16GB of RAM, held 60fps at 1080p on low, and called it "a very well optimised game." The Games Machine agreed for 1080p specifically, while noting the caps: gameplay is limited to 60fps and cutscenes to 30.

Plenty of players did not. Negative Steam reviews from people running a 5070 Ti or a 7800X3D report stuttering, and the same handful of specific faults recur often enough to be treated as real rather than anecdotal:

Rebel Wolves has been fast, if not yet comprehensive. Patch 1.0.2 landed the day after release across all platforms. It is small — three specific quest and NPC bugs, plus "adjustments to controller dead zone and input issues while sprinting" on PC — but the studio published workarounds alongside it (run in full-screen to reduce stuttering; update your BIOS if you are crashing) and explicitly named stuttering, crashes and the missing PS5 button mapping as known issues. "We will continue to make improvements so that you can enjoy The Blood of Dawnwalker more comfortably," the studio said. A second update on September 4 followed with quest progression and AI pathfinding fixes.

On consoles, the story is better than it looked a fortnight before launch. Rebel Wolves' own console footage in August confirmed only a 30fps Quality mode and a 40fps Balanced mode, which went down exactly as you would expect. After the backlash the studio confirmed a 60fps Performance mode would ship on day one via the launch patch for PS5, PS5 Pro and Xbox Series X — it had been in testing all along and they had not wanted to promise it early. So console buyers now get all three modes. Note that Xbox Series S was not named in that announcement.

One regional caveat worth knowing: the Japanese CERO Z build is censored for blood, dismemberment and nudity, and switching the language in-game does not restore it. That is a Japan-market release rather than something applied globally, but if you are buying on a Japanese account, buy carefully.

What the critics said

The spread here is unusually wide for a game with an 85 aggregate, and reading the outliers is more informative than reading the average.

At the top, PlayStation Universe went to 10/10 and called it "a landmark statement in game design that proves restraint, atmosphere, and meaningful player agency beat mindless scale." IGN's Travis Northup gave it 9/10 — "an impressive, bloody cocktail of interesting ideas and well-written characters" — and Wccftech and Shacknews also landed on 9, the latter singling out a world "where the clock is ever-ticking, and the results of our actions and words have real consequences."

In the middle, where most of the coverage sits, the pattern is consistent: extraordinary writing and world, uneven systems. GameSpot's Phil Hornshaw at 8/10 called it "incredibly ambitious, deeply interesting," while noting "not every good idea lands and not every envelope is pushed as far as it could be." Eurogamer's Robert Purchese gave it 4/5 for being "familiar" but carrying "bold and provocative ideas of its own." TheSixthAxis at 8/10 flagged that it is "probably even darker and grimmer than you're expecting."

At the bottom, Push Square's 7/10 is the most useful review of the lot for a prospective buyer, because it identifies what the game is: "a starting point" for a planned series, with "some of the most serviceable, yet frustratingly stunted gameplay I've encountered in quite some time." Hobby Consolas at 72 argued the project's scope was mismeasured and a smaller game would have been more solid. GameRant's 6/10 and TheReviewGeek's 5.5/10 both come down to the same charge: repetitive design and constant jank leaving it "less than the sum of its parts."

What the players said

Steam sentiment is a useful counterweight, because 13,000 people playing 20 to 47 hours notice different things than someone on a two-week review deadline.

The positives are remarkably consistent, and they are not the things a marketing deck would lead with. Almost nobody's favourite thing is the combat. What comes up again and again is the atmosphere, the writing, the voice performances, and the specific relief of a competent vampire game after a long drought — "a game to FINALLY fill the gaping void in my heart left by VtMB," as one 33-hour review puts it. "This is Vampire done right. None of that Twilight bull. This is Nosferatu reinvented," says another at 31 hours. The most common structural comparison is "The Witcher meets Kingdom Come." Several reviewers explicitly say the game starts slowly and asks for patience before it clicks.

The negatives cluster just as tightly, and they are mostly fixable: performance, controller input, camera, and the time mechanic's scope. What is notable is how many negative reviews are conditional. Multiple reviewers state outright that they will flip to positive once the listed technical issues are resolved, and one of the most-upvoted negative reviews opens by conceding that "by all accounts, this should be" a game they love. That is not a game people dislike. That is a game people are annoyed at.

Should you play it?

Yes, with one calibration and one timing question.

The calibration: decide now that you are not going to see everything. If you are the kind of player who cannot enjoy an open world without emptying it, the thirty-day clock will fight you for forty hours and you will resent it — and while mods that remove the timer exist and are popular, they also remove the single most distinctive thing about the game, which leaves you with a good-looking action RPG with mediocre combat. Dawnwalker is designed to be a run, not a completion.

The timing: if you play on PC with a controller, or you are sensitive to stuttering, waiting a month is a legitimate call. The problems are real, they are specific, and the developer has publicly committed to fixing them. On console, with the 60fps Performance mode now shipping, there is less reason to hold off.

What you get in return is the best-written big-budget RPG world since The Witcher 3, a day/night structure that genuinely reshapes how you approach a map, a valley worth walking slowly through, and a story with the nerve to refuse you a clean ending. It is a first game, and it plays like one — the combat runs out of ideas, the targeting never gets fixed, and the clock is simultaneously too intrusive for completionists and too forgiving for the systems it was built to support. But almost every one of Dawnwalker's problems is an execution problem, and almost everything it does well is a design and writing problem that most studios never solve at all. That is a very good position for a studio's debut to be in.

Rebel Wolves says this is the first instalment of a saga. On this evidence, they have earned the second one.

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