Tuesday, February 3, 2026

The Blood of Dawnwalker Interview: Killing Time and Main NPCs in Ex-CDPR Devs’ New RPG

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In the event you’ve performed quite a lot of role-playing video games, you’ll know the way your hero’s journey sometimes performs out. Within the prologue, a horrible factor will occur – an occasion that calls for you progress shortly to stop an apocalypse or defeat an all-encompassing evil. Within the following hours, you’ll spend 90% of your time fully ignoring that impending risk, as an alternative serving to randomers you met within the pub and gathering loot from dungeons. That’s okay, although, as a result of the large unhealthy will all the time watch for you. The world perpetually teeters on the point of extinction till you’re prepared to repair it.

Not so in The Blood of Dawnwalker, the primary RPG from Insurgent Wolves, a brand new studio based by former CD Projekt Crimson employees. Its marketing campaign places you on a clock: you’ve gotten 30 days and 30 nights to avoid wasting your loved ones from evil vampires.

That hold-on-while-I-do-a-thousand-side-quests meme “was positively one of many causes” for this attention-grabbing method, creative director Mateusz Tomaszkiewicz says with a smile. “I would not say it was the only cause, however I’d say this was positively a place to begin for a dialog.”

To correctly perceive that point strain system, it’s finest to begin with how The Blood of Dawnwalker’s marketing campaign is structured. Dubbed a “narrative sandbox,” it doesn’t comply with a linear sequence of occasions. There’s no quest one, quest two, quest three and so forth.

“After the prologue, you’ll be able to go on to the citadel. You can attempt to rescue your loved ones instantly,” explains Tomaszkiewicz. “There’s quite a lot of quests you’ll be able to take part in. You may ignore them, or you are able to do them. There are lots of actions which can be immediately focused in opposition to [main villain] Brencis that may weaken him, for instance, and make the assault simpler. However at any level you’ll be able to determine, ‘Okay, I’ve acquired sufficient, I will the citadel, I will do it.’”

If The Blood of Dawnwalker was a ebook, then, you’d learn the primary chapter after which can be free to skip on to the top. As for the optionally available chapters between these two factors, you’ll be able to learn them in any order… however you’ll want to search out the pages first. “You aren’t railroaded into these plotlines,” Tomaszkiewicz reveals. “It’s important to discover them [in the world] by yourself. We do go away breadcrumbs in fact, however we need to make it possible for it would not really feel like ‘These are the three plotlines, do them after which go there,’ proper? We needed to reinforce the sensation of exploration and discovering these tales on the planet.”

That brings us again to the time system. You might have 30 days and 30 nights to discover Vale Sangora, a 14th-century kingdom nestled within the Carpathian Mountains, and undertake as many (or as few) of these plotlines as you need. That point ingredient advanced out of Dawnwalker’s protagonist, Coen. A person affected by each silver poisoning and a vampiric curse, he lives as a mortal throughout the day and turns into a blood-sucker at evening. “The time passage was form of central to the character,” Tomaszkiewicz notes, particularly since your vampiric skills enable for a really completely different, extra supernatural playstyle after darkish.

A Clock That By no means Ticks

Maybe an important factor to know is that there is no such thing as a real-time ticking clock in The Blood of Dawnwalker. The minutes don’t begin counting down from the second you begin a brand new sport. This isn’t Majora’s Masks or Outer Wilds. “We have been considering that if time would stream naturally, it is likely to be fairly disagreeable. The playstyle would change on the go [from human to vampire and back to human] continuously with out your enter,” explains Tomaszkiewicz. “In order that’s the place the time as a useful resource thought got here in.”

It’s finest to think about time in The Blood of Dawnwalker as a forex moderately than a stopwatch. A bar, break up into eight sections and displayed within the upper-right of the display screen, represents your day by day allowance of that forex. Performing important actions marked with an hourglass icon, equivalent to finishing goals or participating in sure conversations, will “spend” a bit of the bar. Just like Deathloop, then, merely exploring or finishing lower-level duties won’t progress time. Theoretically, you may keep within the midday interval of the seventh day for dozens of in-game hours, offered you don’t do something marked with that hourglass image.

Whereas Insurgent Wolves may be very enthusiastic about the best way time has formed The Blood of Dawnwalker’s selections and quest design (of which you’ll be able to be taught extra about in our recent preview), Tomaszkiewicz is conscious that many individuals will probably be skeptical of the system. “I do know there are lots of gamers which can be afraid of lacking out, so we positively tried to not minimize off an excessive amount of content material,” he explains. “We’re aiming, at the least in a standard, common playthrough, for you to have the ability to do 80% of the content material.”

You will have a time restrict to avoid wasting your loved ones, however there is no such thing as a time restrict to finish the sport.

Insurgent Wolves has twisted temporal guidelines to ship on that objective, notably in terms of how time-sensitive occasions are dealt with. For instance, one storyline entails a burning home, however the flames will blaze indefinitely till you truly uncover the constructing. Solely then will you want to act earlier than you spend too many sections of the time bar. There’s no probability of you turning up someday to discover a home you by no means knew even existed is now a pile of rubble and ash.

After all, no matter how quests and time are dealt with, there’s all the time that looming strain: 30 days and 30 nights to avoid wasting your loved ones. However there’s unwritten nuance in that deadline. “Do not give it some thought as a sport over factor,” Tomaszkiewicz hints. “It is extra like a alternative and consequence factor.”

That’s the important takeaway: you will have a time restrict to avoid wasting your loved ones, however there may be no time restrict to finish the sport. You may proceed to play indefinitely after that time. And who’s to say that saving your loved ones will even be an important a part of your story? The Blood of Dawnwalker’s Steam web page states: “Embark on the hunt to avoid wasting your loved ones, or swear revenge in your sire and destroy everybody standing in your means.” Maybe that story of revenge will present an alternate journey for the primary marketing campaign? I ask Tomaszkiewicz to elaborate, however he refuses. That Steam description is already greater than sufficient, he says.

Management Your Darkish Urge

It’s simple to see time, even when it solely strikes throughout particular actions, like sand slipping by means of your fingers. As one thing you lose. But it surely’s vital to do not forget that progressing time brings you nearer to one among The Blood of Dawnwalker’s most fun options: Coen turns into a vampire at evening. When the moon rises, you unlock the flexibility to stroll up partitions and alongside ceilings, and to teleport to rooftops and out-of-reach balconies. Such expertise unlock quite a lot of alternatives, to not point out a stealthier play model. And so, if you need, you’ll be able to skip the times and play solely throughout the evening. It’s a “completely viable method to play,” Tomaszkiewicz confirms, albeit with a warning that ignoring the day additionally means lacking quests solely obtainable throughout the waking hours.

A vampire’s supernatural energy and expertise come at a value, although, and it’s one everyone knows: gulping down huge portions of blood. You’ll have to fulfill Coen’s starvation commonly, and the one actually gratifying meal is discovered within the neck of a human. You may decide to disregard that starvation, or feast on a lot less-satiating animals, however there are penalties to such a way of life.

“In the event you starve Coen, should you do not feed him sufficient, and should you go into vital conversations, he can lose management and simply kill off vital NPCs,” Tomaszkiewicz reveals.

Insurgent Wolves isn’t distinctive in making a sport in which you’ll be able to kill important characters, but it surely’s doing so in its personal means. You may’t simply stride as much as somebody and minimize them down together with your sword, as an example – it’s all the time to do together with your vampiric urges. However you do have a alternative. “You may determine to provide into your vampiric nature every time it comes knocking,” Tomaszkiewicz explains, describing it as “the whispers of your darkish nature.” However that’s solely attainable if Coen is merely hungry. In the event you starve him, then each dialog is a roll of the cube. The starvation might seize management, and also you’ll don’t have any possibility however to observe him chow down.

In the event you starve Coen, he can lose management and simply kill off vital NPCs.

This technique is feasible due to that aforementioned “narrative sandbox” marketing campaign construction. “In a sport that has extra of a strict core narrative, you could not kill off a personality that’s pivotal to the story, proper? As a result of the story would disintegrate,” notes Tomaszkiewicz. Since all quests in The Blood of Dawnwalker (except for the primary and final) are basically optionally available, it means anybody could be killed with out derailing the story. As an alternative, these deaths turn into the story. You may punish characters you hate, or be caught off-guard abruptly slaughter.

This bloodlust is a part of a wider set of overlapping methods designed to make the dominion of Vale Sangora really feel alive. NPCs have routines, they usually’ll increase the alarm in the event that they see you stealing or feeding on their neighbours. Rival factions will brawl one another within the streets. And the evil Brencis watches you from afar.

“As you acquire extra notoriety within the valley, as you do these acts in opposition to Brencis, he gained’t keep passive,” Tomaszkiewicz reveals. “He’ll enact these edicts that may hamper your development. So he would possibly ship out extra troopers into the streets, or patrolling the roads, or implement a curfew. So now it is harder to feed at evening.”

Notoriety initially seems like GTA’s needed degree, or the escalating response of Steel Gear Strong’s guards. But it surely’s truly extra advanced than a easy problem spike. “Generally it could actually truly be a boon,” Tomaszkiewicz explains. “It isn’t simply Brencis and his troopers [who react to your notoriety,] it is also the folks within the valley. They’ll acknowledge you and be afraid of you. So in some quest conditions it truly is likely to be useful. There are some factions that struggle in opposition to Brencis, they do not like him. So build up notoriety is definitely a great way to realize a superb standing with them.”

The Finish and Past

The narrative sandbox method means Insurgent Wolves has needed to pay shut consideration to how the story ends. The power to skip over each main quest, or kill off important characters, means each participant will hit the finale with completely different ranges of data. Some might not even know what a Dawnwalker is, whereas others may have discovered options to all the foremost issues. And so once I ask what number of endings the story has, Tomaszkiewicz doesn’t have a simple reply.

“This can be a very difficult net of connections,” he says. “I can let you know the designer engaged on the endings is… as an example the meme of [It’s Always Sunny in Philadelphia’s Charlie Day] with the red tape. That is him mainly. It’s lots of enjoyable, but it surely’s quite a bit to maintain observe of.”

That’s not the one factor the story staff wants to contemplate, both. The Steam web page claims that this undertaking is “the start of a brand-new saga constructed with love for the role-playing style,” and so The Blood of Dawnwalker is simply chapter one. The Insurgent Wolves staff could also be constructing a sport, however they’re additionally constructing a complete universe that they plan to discover in subsequent video games.

“We’ve got concepts for the overarching story of Coen,” reveals Tomaszkiewicz. He says sequels are, in fact, not assured, however the staff has concepts of the place to go ought to this primary sport be a hit.

“There may be way more within the IP than simply vampires, as an example,” he teases. “There may be this complete hidden world that we’re not exploring on goal on this first sport. We need to go away lots of gas for the sequels and so forth. However we do go away breadcrumbs and trace at these items. So yeah, we have now a common thought of the place we need to take Coen.”

Such sequels and grander saga ambitions are past Insurgent Wolves’ grasp for now, simply as The Blood of Dawnwalker is past our personal – at this yr’s Gamescom, we have been solely in a position to watch an illustration moderately than go hands-on ourselves. And as thrilling and promising as that demo was, it’ll take first-hand expertise of the narrative sandbox to actually inform if the studio’s daring method to RPG design has paid off. However simply as Coen thirsts for the blood of mortals, I starvation to style extra of this fascinating, risk-taking Slavic fantasy.

Matt Purslow is IGN’s Govt Editor of Options.



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