Rebel Wolves revealed a new gameplay overview for The Blood of Dawnwalker. In this video, they show the difference in doing a mission during the day vs at night. They also address some feedback received by future players.
The Highlights at a glance
- New gameplay reveals unique mission playthroughs based on day vs night.
- The Devs prove they listen to feedback and made changes since June, 2025.
- Improved combat: abilities now happen in real time, no need to pause.
- You can customize the position of the camera for both in and out of combat.
- Questionable UI: some players may find it too big and distracting.
Day vs night approach
Part 2 of this gameplay overview showed us Coen on a quest to get a legendary silver sword. What surprised me the most was how different it is doing the quest as a human vs completing it as a vampire. It’s pretty much a whole different mission.
During the day, you have to talk to an NPC, go to another location where you’ll speak and pay another NPC, and finally, you end up learning something disturbing about the character you are looking for. The last step is an encounter with a strange creature that raises even more questions.

At night, Coen has to use his vampiric powers to get inside the cathedral without alerting Xanthe and the Blood Guards. After wandering around, Coen finds the way to a small area where he also encounters an undead enemy.

I was under the impression that missions done during the day would not be as dark, mirroring the human vs vampire approach, but this quest reveals that daytime isn’t an indicator of the mission’s tone.
What it did was reinforce the developer’s claim that how we do every mission has different consequences. We’ll have to wait to see what happens when said consequences stack with each other, but so far, it looks like the replayability of this game is going to be one of its best qualities.
Listening to feedback
While the first gameplay reveal showed many exciting things, it also made us question some of their approach. The most notable ones were how players would have to “pause” in order to use the Active Abilities. I remember immediately thinking how that would break the immersion.
Thankfully, that is no longer the case, and now it’s going to be in real time. There are plenty of games that require you to do something similar in the middle of a fight, so I doubt that most players have a hard time getting used to this.

Another thing that many people pointed out was camera placement. It was way too close to Coen, and everything looked awkward in the demo they released.
In this video, they show how you can adjust it to a different distance and angle that is better than the first one. The following image shows the two options.


It’s really good that they are listening to people’s output even before the game is released. We know how a bad launch can hurt a game in the long run. This is a good indication that they are open to hearing players and their feedback.
More questions
As it’s usual with these types of reveals, while some things were addressed, there are new questions. The first one if players will be able to customize the UI. There are many elements present in this video, and that is something that not everyone loves.

Ideally, we can decide what shows up on the screen and its size. This would prevent our screens from being clogged with a ton of information. I’m sure players who play on smaller monitors would appreciate it.
I am also curious about if and how NPCs are going to react to Coen using magic or his vampiric abilities close to them. It’s common in many games that they don’t react, or if they do, it’s something very simple, like getting scared or running away.

Normally, I don’t mind, but in this case, it would be super fun to have witnesses impact the gameplay to some degree. Especially because one of the biggest selling points of this game is the narrative sandbox. Obviously, I am not a game developer, so it’s hard for me to grasp how easy it would be to implement something like this, but if possible, it could take the immersion to the next level.
So far, I am not convinced about the combat. It looks a little basic and stiff for a game set to release in 2026. I hope they will do another overview focusing on combat and skill trees to truly understand how complex it can get.

While they have revealed a considerable amount of information, we still don’t have a launch day. Hopefully, we’ll get an exact date before the year ends. You can watch the whole video below:





