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  1. Games
  2. Action RPGs
  3. The Blood of Dawnwalker

I love The Blood of Dawnwalker's Duelist mode, but playing on the hardest difficulty is forcing me into vampire vigilantism

Features
By Andrew Brown
Published 10 September 2026 9 min read

RPG Club, report in – is your first week in The Blood of Dawnwalker going better than mine?

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The Blood of Dawnwalker screenshot showing protagonist Coen looking up, his mouth covered in blood
(Image credit: Rebel Wolves)
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The Blood of Dawnwalker's protagonist, Coen, is rather salty. He's just been turned into a vampire against his will, his family has been kidnapped, and I'm making him eat a lot of rats. If there's a silver lining, he can't touch it.

Going into my playthrough of The Blood of Dawnwalker on the hardest difficulty, Duelist, I intend to take Coen's vampirism as far as it will go – partly to keep up with the challenge, but mostly because I just think vampires are neat. The gnarlier the better, and if being an unstoppable creature of the night helps me complete September's RPG Club challenge, Coen will have to suck it up with the rat blood.

With just 30 days and nights to rescue Coen's family – and on Duelist to boot – there's a long month ahead. I'll be chronicling my journey with weekly write-ups, starting with my eventful first days in Vale Sangora below.

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Join the GamesRadar+ RPG Club: Every month we pick a new RPG to play together. In September we are diving into The Blood of Dawnwalker. Sharpen your fangs, bring your best witchcraft, and share your adventure alongside ours in the RPG Club.

Quest Log

The Blood of Dawnwalker

1. Family rescue

We have 30 days to save Coen's family. We'll use that time to prepare as best we can.

The Blood of Dawnwalker gameplay, showing Coen raising his sword to fight a scaly monster in a bog

2. In for a duel

I'll be playing on 'Duelist' difficulty for tougher combat, but consider this optional.

The Blood of Dawnwalker protagonist raises a flexed fist

3. In thrall

Take every opportunity to make Coen a stronger vampire. Even if it means eating rats.

The Blood of Dawnwalker gameplay, showing a woman in white robes and a herbalist's pouch speaking

4. Live by our decisions

I won't reload saves to get out of unforeseen consequences. No matter how much it hurts.


Exit, pursued by a bear

The Blood of Dawnwalker protagonist Coen staring down at the camera as the sun shines behind him

(Image credit: Rebel Wolves)

I like to leave the beaten path as soon as possible in RPGs, so I leave Coen's smoldering village and wander toward the mountains. Time in The Blood of Dawnwalker is a resource itself – think Persona, where choosing to do an activity uses a portion of your time – and while I'm not worried about my 30-day deadline (yet), I do have one pressing concern: I am getting my ass beat.

A sloping path winds into the mountains proper, where I follow the sound of wind chimes to standing stones in a cliffside clearing. That's as much as I take in before one of the standing stones gets up – oh, it's actually a massive bear – and charges forward. I roll out of the way, but a swiping paw catches me off-guard and kills Coen in a single hit.

Duelist mode amps up enemy aggression and makes their attacks much harder, while Coen's stamina is greatly reduced. The only saving grace is that enemies have less health. You don't have the stamina to play sloppily, so combat is surprisingly close to the likes of Sekiro – requiring you lean into the momentum with perfect blocks and last-second dodges. But knowing what to do isn't the same as being able to do it, and after repeatedly dying, I make the executive decision to run away.

Fleeing downhill, it dawns on me that this bear is the least of my worries. It's optional! But the main goal of September's RPG Club, saving Coen's folks and siblings in a month, isn't – and will presumably involve fighting tougher foes than bears. On the bright side, now we have a concrete plan for our first week in Vale Sangora: gitting gud.

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Bat-man

The Blood of Dawnwalker gameplay showing Coen hiding on a rooftop as guards camp below

(Image credit: Rebel Wolves)

With bears now off-limits, puny humans seem like the best targets for combat practice. Vale Sangora is occupied by an army of Brencis' footsoldiers, and as night falls, their torches and campfires make them easy to spot. I spend perks in the vampirism skill branch, upgrading my claws to inflict bleeding and stamina to… not die, then prowl the roads for easier prey.

The Blood of Dawnwalker's stealth isn't great. You can sort of skirt around enemy detection, but it's an imperfect science and rarely worth trying. I shadowstep behind a straggling guard outside a ruined tower and sink my fangs in, but his pals immediately throw themselves at me. They're nimble, but I've trained at the school of Big Bear. Coen's claws feel far more fluid than his sword, and having made the connection to Sekiro, I'm finding more success through last-minute parries. Within a minute, there's nothing left of the guards but bloody corpses. I'm not faring much better – after taking one too many blows, I scurry away to drink rat blood and heal.

Over the next few days and nights, I take every opportunity to fight Brencis' men. It's certainly easier as a vampire, with shadowstep and souped-up claws proving invaluable, but the practice turns me into a pretty mean swordfighter by day. While rescuing the local miller from a fortified outpost, I also make inroads with Vale Sangora's rebel faction, who tell me to seek them out in the capital city of Svartrau once I've proven myself an enemy of the vampires. Getting to grips with Duelist mode has already raised my notoriety by a few notches, while also turning up leads on prisoner transports to ambush and blood stockpiles to destroy.

The Blood of Dawnwalker screenshot, showing Coen as a vampire in dialogue

(Image credit: Rebel Wolves)

After four days of hit-and-run war, I feel ready to head south and wade into the main story. First, there's unfinished business in the mountains . Who would win in a fight: a bear or a guerilla?

Having honed my skills, I charge into the sunny clearing and meet the bear's charge head-on. Now used to fighting crowds of soldiers at once, one enemy proves much easier to predict. Perfectly blocking every paw-swipe leaves the bear open to heaving greatsword slashes across its chest, and within a minute of furious back-and-forth, Big Bear is dead. Our reward is a glyph on the standing stone, which allows Coen to summon a flock of ravens in battle – but only as a human, so it's not especially helpful as my plan is to go all-in on vampirism. The real reward is knowing that we're ready for The Blood of Dawnwalker in Duelist mode, as well as a valuable lesson that Coen puts best: "Bears are fucking scary."

Having fun isn't hard...

Red light coming in through a crucifix-shaped window in The Blood of Dawnwalker

(Image credit: Rebel Wolves)

With just three days left in the week, I head south to meet with Anca. She believes an abandoned convent may hold the secrets we need to beating the vlakhir, with forbidden books hidden inside. There is, predictably, just one problem. The convent is shrouded in scarlet fog, and its nuns have all died of plague. The problem, though, is that they're still walking. The courtyard is thick with shambling undead, their faces peeling and eyes clouded. Worse yet, there seems to be no way to kill them – after besting one, I'm halfway through investigating the corpse when it shoots back up, arm outstretched.

A cohort of soldiers have barricaded themselves in the infirmary, and offer to let us through – a safe passage to the library – in return for a relic they've been sent to retrieve. Instead, I make a mental note to come back and drain them dry, spend the night looking for clues, then ring the convent's church bell to draw the horde away. At dawn, searching the library leads us into the catacombs, where a rotting nun hacks long cuts of meat from her arm. She turned to the devil to protect the convent from the Black Plague, and is too far gone to be talked down from yet another ritual.

As the inevitable boss fight begins, I'm– dead. Wow. And again. Days of practice were enough to fight a bear, it seems, but not a supernatural nun. She can use the spell I learned earlier that day, pointing flocks of ravens in my direction, as well as blink across the catacombs and raise more undead. I'm hard-pressed to keep up, constantly dying to surprise blink attacks and her dagger, which seems to swing from every angle at once.

The corpse of an undead nun that seems to have been defeated permanently in The Blood of Dawnwalker

(Image credit: Rebel Wolves)

After too many failed attempts to count, I draw on the teachings of Big Bear – constant aggression, no breathers – and triumph, killing the nun and lifting the convent's curse. Our reward is a trove of banned books, which we haul to Anca's hideout to sift through. This turns up two promising leads – a saint's magical sword, and a mysterious Font of Life – but reading eats through the day. Old maps suggest the Font of Life lies in nearby mountains, but Anca (sensibly) won't go hiking at night. I raid nearby blood stockpiles until dawn, but ding-ding-ding. Our first week is up.

So far, The Blood of The Dawnwalker isn't what I expected. It sits close to The Witcher 3 in style and tone, but there haven't many meaningful side quests to sink my fangs into. On the other hand, combat in Duelist mode has been an absolute treat – as challenging and expressive as last year's Kingdom Come: Deliverance 2, albeit even less forgiving. But with combat fundamentals locked down, my plan for next week is to search for the Font of Life before visiting Svartrau for the first time. I'm a sucker for big cities in RPGs, and have high hopes for Vale Sangora's Big Apple. See you there?

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Andy Brown is the Features Editor of Gamesradar+, where he shares a lifelong love of games with delightful readers - that's you!

From strategy games to RPGs and shooters, Andy dabbles in a bit of everything. Just don't get him started on Total War, or his delightful two huskies.

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