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  1. Games
  2. RPGs
  3. Blood of Dawnwalker

Rebel Wolves isn't afraid of creating its own vampyric folklore for The Blood of Dawnwalker: "We want to tell a story with vampires, not a story about vampires only"

Features
By Josh West published 6 January 2026

Big in 2026 | In part two of our spotlight series into The Blood of Dawnwalker, Rebel Wolves explores its twist on the traditional vampire fantasy

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The Blood of Dawnwalker screenshot showing coen in a supernatural situation
(Image credit: Bandai Namco)
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In part one of our spotlight series into The Blood of Dawnwalker, Rebel Wolves details its ambition to create a video game that draws us "a few steps closer to pen-and-paper RPGs." That's a great place to start, or you can keep reading to discover the studio's approach to building new folklore.

The Blood of Dawnwalker isn't all that interested in tradition. The extent to which developer Rebel Wolves is willing to play with convention extends well beyond its unique approach to RPG design, where every action taken in service of saving your family quite literally costs time – it's the scarcest resource in Vale Sangora, a kingdom ravaged by famine, plague, war, and an undead insurgency. It's also reflected in the characters, story, and the studio's approach to vampire legends too.

Take Brencis, hailing from ancient Rome, and his three powerful vampire allies who have seized control of the open world – sealing it from outside forces as control is exerted over a desperate population. The vampires walking this cursed earth have a maw of needle-like fangs protruding from their mouths rather than two sharp ones; the older these creatures become, the more fangs they are able to grow. A helpful trait, given that humans aren't turned through bites but rather a needle being ripped from the jaw and plunged into the heart of a victim.

The Blood of Dawnwalker screenshot showing four vampire lords

(Image credit: Bandai Namco)

"We want to tell a story with vampires, not a story about vampires only," says game director Konrad Tomaszkiewicz. "Our vampires are different. They are more wild and they have these small cliques, and sometimes those cliques fight with one another. Our vampires come from many regions of the world; we tell different stories throughout the game to show you their origins and why they are doing what they are doing. There are interesting stories to be told in the bond between them and how their relationships have changed over time."

He adds: "We have some traditional vampire themes, but aspects like silver, sunlight, and garlic work in different ways." Silver is a great example, as the element helps protagonist Coen to transform into the titular Dawnwalker – a human by day, vampire by night.

Coen suffers from argyria, a silver poisoning that he received from working in mines. This condition weakens his human form, but ultimately protects him from fully transforming into a vampire – giving him the presence of mind to set out on a journey to topple four vampire leaders. "It's another twist on the vampire fantasy."

Headshot of Konrad Tomaszkiewicz, game director and CEO at Rebel Wolves
"With every story, we have had to think about these two ways to play"
Konrad Tomaszkiewicz, Game Director

Coen existing between two worlds will provide an interesting wrinkle to The Blood of Dawnwalker. His two forms not only impact the story – where you'll have the freedom to embark on a quest to save your family, swear revenge on your sire and burn his burgeoning empire to the ground, or something in between across the narrative sandbox – but the way this RPG plays too.

"We needed to create two distinct gameplay loops," says Tomaszkiewicz. "While playing as a human, we wanted to give you the feeling that you're weaker, but you'll have different toys to play with to compensate," he says, teasing out the blades and ritualistic magics that Coen is able to wield by day. "When you're a vampire, you are not only stronger but able to wield vampyric capabilities to reach your goals. With every story, every quest line that we design, we have had to think about these two ways to play."

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The Blood of Dawnwalker screenshot showing Coen in combat

(Image credit: Bandai Namco)

Almost every quest in The Blood of Dawnwalker can be approached from day or night, or a combination of the two, greatly changing the composition of the experience. A small example of this could be Coen wielding a Hex spell during the day called Compel Soul, which allows the Dawnwalker to communicate directly with the dead to find new paths ahead. At night, Coen could instead choose to wield a vampyric ability like Shadow Step, allowing him to scale buildings and look for alternative routes through quests while weaving around weekly blood mass rituals forced upon the populace.

The problem with the former is that the dead speak in riddles, potentially leading a human Coen into battle with powerful undead threats in ancient catacombs that litter the 14th-century sandbox. And with the latter, any nighttime activity sees you contend with Blood Hunger, an affliction where, should Coen's lust for blood go unsatisfied, he may devour a friendly or key NPC to feed. The Blood of Dawnwalker is packed with these sorts of micro-decisions that play with traditional vampire fantasies, but then nobody said that being caught between two worlds would be easy...

Line Break

Blood of Dawnwalker release information

(Image credit: Future)

Learn more about The Blood of Dawnwalker as part of our Big in 2026 Spotlight series. Every day this week we are diving deeper into Rebel Wolves' narrative sandbox. We're exploring the the studio's open-ended approach to quest design, how combat leverages Coen's human and vampire natures, and going into more depth on the time resource system which draws all of these ideas together.

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Josh West
Josh West
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Editor-in-Chief, GamesRadar+

Josh West is Editor-in-Chief of GamesRadar+. He has over 18 years of experience in both online and print journalism, and was awarded a BA (Hons) in Journalism and Feature Writing. Josh has contributed to world-leading gaming, entertainment, tech, music, and comics brands, including games™, Edge, Retro Gamer, SFX, 3D Artist, Metal Hammer, and Newsarama. In addition, Josh has edited and written books for Hachette and Scholastic, and worked across the Future Games Show as an Assistant Producer. He specializes in video games and entertainment coverage, and has provided expert comment for outlets like the BBC and ITV. In his spare time, Josh likes to play FPS games and RPGs, practice the bass guitar, and reminisce about the film and TV sets he worked on as a child actor.

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