Overview
The Blood of Dawnwalker features a four-way omni-directional sword combat system during daytime gameplay. Players manually choose the direction of Coen's weapon swings (up, down, left, or right) to hit enemies where they cannot parry. The same principle applies to defense: if an opponent swings to the player's left, they must block to the left to deflect the strike. Gaming outlets have compared the system to For Honor, Kingdom Come: Deliverance, and Blades of Fire.
How it works
Each attack has a directional input that determines where Coen's blade travels. Enemies telegraph their attacks with directional indicators, and successful defense requires matching the correct blocking direction. A parry (timing the block precisely) creates an opening for a counterattack, while a missed directional block allows the enemy's strike to land at full force.
The system is fast and not animation-locked. According to hands-on reports, players can change attack direction quickly and swap between offense and defense with ease. Fights require on-the-fly decision-making about where to strike and when to guard, rather than memorizing fixed combo strings.
Design intent
Design Director Daniel Sadowski stated that the goal was to make the player "feel like a real swordmaster who closely observes his enemies." Rebel Wolves invested in authenticity: they studied medieval fighting styles and employed trained swordsmen on the development team. The result is a human combat system that feels grounded in historical technique rather than flashy fantasy animation.
The studio acknowledged a specific design challenge: they "were afraid that people wouldn't want to play as human Coen" when vampire abilities were the flashier alternative. Their answer was to make the human combat system compelling enough to stand on its own. The directional system is a major part of that effort.
Integration with other systems
Directional combat works alongside Activation Charges: successful attacks and parries build charges that fuel Hex magic. The four-directional approach also makes fights against multiple enemies more complex, since players must track and respond to attacks coming from different directions simultaneously. At night, Coen switches from sword to claw-based vampire combat, but many of the directional swordfighting principles still apply to his nighttime fighting style.