Rebel Wolves is taking significant risks with The Blood of Dawnwalker, the studio’s debut RPG. During a four-hour hands-on session earlier this month, it became clear that the game is prioritizing physical immersion and complex systemic depth over the cinematic, "hands-off" approach often found in modern third-person action games.

While the team includes veterans from The Witcher 3 and Cyberpunk 2077, the game aims to capture the mechanical rigor typically reserved for isometric RPGs like Baldur's Gate. Game director Konrad Tomaszkiewicz noted that while the team briefly considered an isometric perspective, they ultimately chose a third-person view to maintain visual attachment to the player character, allowing for better visibility of equipment and detailed character customization.

Quick Facts

  • Developer: Rebel Wolves
  • Platforms: PC, PlayStation 5, Xbox Series S/X
  • Release Year: 2026

Combat Design and Learning Curves

The combat system in The Blood of Dawnwalker is built for active engagement rather than spectacle. Tomaszkiewicz compares the learning curve to Guitar Hero, where players must master inputs and observe opponents closely. Combat is real-time and directional: both attacking and parrying require the player to match their input direction to the opponent’s stance, preventing enemies from easily blocking blows.

Coen’s capabilities shift dramatically based on the time of day. In daylight, he relies on a sword and an ability wheel. Once night falls, he gains access to vampiric powers, including a Dishonored-style blink for instant repositioning. Healing mechanics also change; while food is used during the day, Coen must snatch enemies in combat to feed on their blood to regain health at night.

Building Two Games in One

The studio has spent the last four years iterating on these systems to ensure they remain engaging across multiple playthroughs. Tomaszkiewicz admits the process was demanding, describing the day and night dynamic as essentially creating "two games in one." Because quests behave differently depending on the time of day, the game offers distinct choices and consequences that shift based on when the player chooses to act.

This iterative approach, which Tomaszkiewicz compares to the design philosophy of Max Payne, was focused on ensuring that combat remained fun even after hundreds of repetitions. By avoiding the "press a button and watch a movie" style of action, Rebel Wolves hopes to deliver an RPG that feels as involved as Dragon's Dogma 2 or Kingdom Come: Deliverance 2, while remaining accessible to a broad audience.