
The Blood of Dawnwalker is an open-world dark fantasy action RPG set in 14th-century Europe. You play as Coen, human by day and vampire by night, fighting to save your family in a story shaped by your actions and the secrets you uncover.
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About

14th-century Europe. Bloody conflicts sweep the lands, and the Black Death comes for the survivors. It's a moment of weakness - and that's all they needed. Vampires seize their opportunity to walk out of the shadows and claim what they've been denied for centuries: freedom, and the power that comes with it. Other creatures of the night follow their lead. Legends turn into reality, and history as we know it will never be the same.
You play as Coen, a young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night. Fight for your humanity or embrace the cursed powers to save your family. Whatever your choice, the question stands: is your soul worth the lives of those you love?

Experience and shape the plot the way you want. Embark on the quest to save your family, or swear revenge on your sire and destroy everyone standing in your way. Discover ancient secrets lurking in the valley. Rush in head first or risk taking time to prepare. Go alone or search for friends and forge unlikely alliances.


Experience two different gameplay loops, offering distinct abilities to choose from, mysteries to uncover, and varying ways to achieve your goals. Experiment with different approaches and discover how the world reacts to your actions.

Every action - and inaction - shapes the world around you. Your family’s days are numbered, and every time you take on a quest, time moves forward, compelling you closer to the end. Choose carefully whom to help and whom to leave behind. You will not have time for everyone. The world waits for no one. And neither does the villain.

Defy gravity, become a brutal force of nature, and use your supernatural skills as a vampire. Or raise your sword, and employ powerful magic to take on opponents as a human. Experiment and adapt as your form changes during the day and night; each has its strengths and weaknesses.

Venture through the hand-crafted open world and discover all it has to offer. Roam through the lush forests, the vast plains, the treacherous swamps, the steep mountaintops, and the medieval settlements. Explore forgotten ruins, find remnants of an ancient civilization, and uncover truths that should probably remain hidden.

Experience the beginning of a brand-new saga built with love for the role-playing genre. Immerse yourself in a visually stunning world powered by the next-gen Unreal Engine 5.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 17.3Kreviews | 86% | #31 | $49.1M |
| $69.99 | 2Kratings | 88% | Top 100 | not modelled |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1760 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
吸血鬼很爽
Botou minha placa de vídeo pra mamar com força, mas aplicando um MOD de geração de quadros (Optiscaler) dá pra quebrar um galho. Travei o jogo a 30 FPS e habilitei o gerador de quadros para dobrar para 60 FPS. Resolução em 1440p e DLSS em Desempenho. Monitor 1080p com DSR Factors para chegar aos 1440p.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.1M | 35.4K | 94% | $59.99 | |
| $49.1M | 35.1K | 66% | $59.99 | |
| $49.1M | 64.2K | 77% | $39.99 | |
| $49.2M | 59.2K | 84% | $29.99 | |
| $49.3M | 161.7K | 81% | $19.99 | |
| $48.9M | 49.5K | 86% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $8.3M | 9.3K | 84% | $49.99 | |
| $3.7M | 7K | 66% | $19.49 | |
| $2.5K | 4 | 100% | $24.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
Latest in each market: best FR #29, worst CN #100 · 14 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Czech, Hungarian, Japanese, Korean, Polish*, Portuguese - Brazil, Simplified Chinese +3 more
| $69.99 | 558ratings | 88% | #12 | not modelled |
| $69.99 | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Zazwyczaj piszę recenzje do gry jak ją skończę ale w tym przypadku nie mogę się powstrzymać żeby napisać wcześniej ta gra jest NIESAMOWITA ma poprostu tak dobry klimat, walka jest wymagająca ale BARDZO satysfakcjonująca, fabuła miała mnie już na początku a system dnia i nocy oraz mijających 30 dni sprawia że wszystkie decyzje mają znaczenie. BARDZO MOCNO POLECAM a ci co źle oceniają grę poprostu mają słaby komputer.
Damn
APPROVED, GREAT GAME!!
다 괜찮은데 시간제한이 너무 타이트하다. 심지어 스킬트리 마저 시간을 잡아먹게 만들어서 뭘 하기가 힘듬 전투와 필드 서브퀘가 단순해서 지루해지는걸 막기 위해 설정했다는건 이해 하지만 그래도 심한편 다회차를 하려는 사람은 모르겠지만 1회차에 다 긁어먹고 스토리 진행하는 스타일의 유저는 시간 늘려주는 모드가 반필수임
dope
Before sinking my teeth into the review, I want to clarify that I don't usually write these. However, given the criticism this game has received, I want to express the high level of enjoyment I've been getting from it. TLDR: Rebel Wolves has come out swinging with a debut game as refreshingly unique, well-written, and engaging as The Blood of Dawnwalker. If you love narrative-driven RPGs like The Witcher and Dragon Age, you will likely enjoy this game too. The time mechanic: It's understandably stressful for many when a dedicated time limit is placed on your ability to dive into and explore an open-world game you just picked up, but in The Blood of Dawnwalker, that is the point both narratively and mechanically. If you're reading this, you're likely familiar with Fallout 4's opening, wherein your significant other is murdered in front of you and your infant son is stolen. The game creates a real sense of urgency for the player as they emerge into a world ravaged by a nuclear apocalypse. You're tasked with hunting down the people who stole your son and killed your spouse; your number one goal should be to hit the ground running in this search. ᵀʰᶦˢ ᵘʳᵍᵉⁿᶜʸ ᵒⁿˡʸ ˡᵃˢᵗˢ ᶠᵒʳ ʳᵒᵘᵍʰˡʸ ᵗʰᵉ ᶠᶦʳˢᵗ ᵗʰᶦʳᵗʸ ᵐᶦⁿᵘᵗᵉˢ ᵒᶠ ᵍᵃᵐᵉᵖˡᵃʸ… After this opening, most players will spend the next few hours rebuilding and helping settlements for Preston Garvey, doing odd job side-quests, and assisting companions with their problems before ever getting around to the main questline and finding your son, Shaun. There's nothing wrong with going off and doing these things by any means; the game was designed with that intention in mind, but The Blood of Dawnwalker was designed differently, keeping this same urgency but putting a 30 in-game day limit on the player to save the family of Coen, the main protagonist. This design forces the player to be meticulous with their own time management because, narratively, Coen does as well. A clock ticking down to your end goal adds a compelling reason for players to make decisions based on the potential rewards or benefits gained by these time investments. One thing to note that I've seen left out of most reviews is that the timer pauses during significant main and side quests. If there is a questline spanning multiple environments, the vast majority of the time, you do not need to worry about your time being eaten away. The largest time sink comes in the form of leveling up certain skills and open-world exploration. Some skills will cost time to learn, which, also narratively, makes sense since Coen does not begin the story as a badass monster slayer and needs to take his time learning how to use his new abilities. When exploring, something as simple as hunting down pieces of treasure in a cave while your family is in mortal danger has real consequences, adding weight to each decision you have to make. Maybe you'll find a legendary sword to upgrade your rusty butterknife or a few skill books that will unlock abilities you didn't have access to before, but finding these will come at the cost of a few time segments, which will which could eat up the rest of your night. These choices add a level of decision-making engagement I've rarely seen in modern AAA games, so adding an option to disable this feature or increase the amount of time you have, I feel, would cheapen the experience as a whole, but I wouldn't judge anyone who would want an easier time deciding to do more treasure hunting. The writing: I've seen several people criticize the game's writing, and man, I just don't see it. The main questline, on paper, is the classic hero's journey but in practice has many twists and turns that change your perspective and the final outcome, depending on the choices you make. As of writing this review, I've only seen a few endings, but they very poignantly address the choices you have made throughout your playthrough. Fans of The Witcher 3 will appreciate that Dawnwalker's side quests also carry this same level of weight and difficult subject matter, where at moments they can be even more compelling than the main questline. Without getting into any spoilers, there was a completely optional questline that I stumbled on by reaching the higher floors of a tower where a man is casting a ritual in a dark room covered in runes. If you know which quest I'm referring to, you'll know that this storyline explores a VERY significant aspect of Coen's younger life that is only hinted at in the main questline. This seemingly random side quest helped to deepen my attachment to Coen as the main protagonist, shedding a new light as to why Coen is so determined to carry the world on his shoulders and save everyone he can, even at his own expense. Complaints people have made about "the writing" being poor may actually be due to a lack of polish during some cutscenes rather than the actual stories being told. There are moments when the delivery of some dialogue feels off within the same scene, which is no fault of the writing. For example, Coen may be emotional, projecting his voice and clearly upset about something, then after choosing a white optional dialogue, he'll taper off into a more calm tone, which mostly feels natural, but once you progress with a yellow story option, Coen will be right back to his previous emotional state, projecting the emotion he had prior to the optional dialogue, which can feel a bit jarring in some scenes. Needs a bit of polish: Moving from writing to overall polish, more fluid animations could have helped alleviate some of this awkward delivery. Currently, some cutscene animations feel quite stiff with some odd pacing. Characters in Dawnwalker may have limited dialogue in a cutscene; however, you can tell that a lot of what's not being said should be communicated through body language. Due to the rigidness of the animations and pacing, it's tough to read what's being communicated exactly. I'm not a game dev, so I'm speaking entirely from player experience, but it almost feels like a limitation with the engine causing some of the scenes to feel more clunky than they should. The effectiveness of four to five lines of short dialogue can greatly depend on the amount of buildup and the time between responses, so it feels awkward when these lines are exchanged quickly back and forth, especially when the subject matter is significant. More on polish: I didn't have any real performance issues outside of one out-of-the-blue lag hitch when exploring, which came and went very quickly, and a random crash. Only two instances of negative performance in an almost 50-hour playthrough leave me with nothing to complain about. Everything else: The omni-directional combat took a bit to get used to, even after playing games like Kingdom Come: Deliverance, but by the end of the first hour after the prologue, it felt solid. The camera snapping to targets was the biggest element to get used to, but on a controller, it felt natural after a few fights. I noticed the more I attempted to wrestle with the camera, the more trouble I had with it. The camera did a solid job shifting towards any targets I needed to pay attention to if I just let it do its thing. More on combat, I loved the balance between the magic Coen uses as a human and the nighttime vampire abilities. If you keep both skill trees leveled up evenly, each one will compete for the top DPS slot as your playthrough progresses. Ultimately, in the late game the vampire abilities came out on top, but never at the cost of the magic ever feeling weaker. Traversal as a vampire never got old for me and, once everything was fully upgraded, really felt like Coen had grown into his new abilities. Sum: While the game does have some issues, it was very easy for me to overlook them due in no small part to the unique mechanics that Rebel Wolves crafted in this captivating story. The game left me wanting more, in a positive way, which is why I'd love for this project to get the love it deserves.
Good game, combat is a learning curve but its actually pretty satisfying once you get the hang of it. The main issue I have is that the game is pretty graphically demanding, maybe it's because my graphics card is a little dated but still. Be prepared to lower your settings.
Très Bon jeu, prometteur à l'avenir si le studio Rebel Wolves décide de pousser plus loin la license. On peut vraiment saluer la prise de risque d'initier un nouvel univers même si un partie des devs ne sont pas des juniors (vétérans de the witcher 3) et notamment l'ancien game director Konrad Tomaszkiewicz. Il coche toutes les cases du RPG d'aventure qu'on aime, une histoire originale et revisité des vampires "vrakhir" dans une Transylvanie médiévale orienté Dark Fantasy et prenant appuis sur des mythes réels de l'époque et de la région. Les environnements sont fantastiques (Unreal 5) rendant l'exploration et la découverte vraiment agréable. Une narration bien réalisée. Les personnages ont tous un charisme et une histoire qui les rend intéressants et avec qui on aime passer du temps et découvrir les secrets. Des dialogues qui servent l'histoire et pas un blabla inutile qu'on skip à chaque phrase. Des choix à effectuer qui changeront la fin de votre histoire et de celle de nombreux personnages (pour de vrai, pas de faux choix) Des mécaniques RPG très réussie ou a défaut intéressantes comme le temps qui défile à chaque quête validées. Vous avez 30 jours pour sauver votre famille et toutes les actions que vous faites résultent sur ce timer. Le choix des quêtes est y lié mais aussi les talents de l'arbre de compétence car il dépense du temps pour les sélectioner, ce qui induit des choix judicieux à effectuer. Vous ne pourrez pas faire toutes les quêtes et vous ne pourrez pas compléter l'intégralité des talents. Mécanique qui peut stresser certains mais pas de soucis à ce niveau la le temps est largement suffisant pour effectuer les quêtes principales et un certains nombres de quêtes annexes ou d'activités. un bon 50h de gameplay s'offre à vous en flânant légèrement à droite à gauche, de quoi vivre une aventure riches en rebondissement. En parlant de l'arbre de talents, je le trouve personnellement très réussi avec 3 grands axes qui alternent (comme tout le jeu) autour du jour et de la nuit. A vous de décider comment vous ferez évoluer votre personnage, un vampire assoiffé de sang la nuit ou un sorcier épéiste qui fait tout pour garder son aspect humain le jour. On sent une vrai maitrise sur la réalisation du jeu au globale même si après tous ces éloges le jeu n'est pas exsangue de défauts. Une optimisation qui laisse légèrement à désirer (qui rappelle la encore The Witcher 3 à sa sorti ou cyberpunk 2077). Dorénavant l'impression qu'il vaut mieux attendre 6 mois et une promo avant de s'y lancer. Un système de combat qui m'a laissé très très très perplexe. Notamment parce que certains aspects sont très bon et d'autres parmi les plus mauvais que j'ai connu. Dans les bons coté on retrouvé un système de parade directionnel intéressant et des animations de combat fluide et agréables. Le jeu est clairement à jouer en duelliste en rajoutant l'affichage du curseur pour la parade sinon il devient infame. Mais c'est à peu près tout. Du coté négatif on peut noter le dynamisme vraiment rater. Notre personnage est une brique qui attend qu'on l'attaque pour parer puis contre attaquer. En boucle. Encore. Et encore. A la fin on en peut plus. J'ai vraiment rechigné les 15 dernière heures au combat car je savais que j'allais passer 15min à soupirer. Et surtout il faut parler du PIRE système de gestion de la caméra et de lock des ennemis que j'ai vu de ma vie. Une sélection automatique qui fait n'importe quoi et ne nous laisse pas le choix de la cible. On se retrouve souvent à vouloir taper le premier mob devant nous et en fait le jeu décide de sélectionner un autre pnj à 30 mètres derrière. Des ennemis qui surgissent hors cadre laissant au joueur un fenêtre de réflexes extremement faible. Bref une véritable catastrophe sur laquelle le studio doit réagir en le patchant ou à la limite le changer pour le prochain opus. Ceci dit je souhaite le meilleur au studio et on attend la suite avec impatience!
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