Overview
The Blood of Dawnwalker is a single-player dark fantasy action RPG developed by Rebel Wolves and published by Bandai Namco Entertainment. The game is set in Vale Sangora, a fictional 14th-century valley in the Carpathian Mountains, during the Black Death. Players control Coen (voiced by Will de Renzy-Martin), a man caught between two worlds after a botched vampire turning left him as something neither human nor vampire, a Dawnwalker.
Game director Konrad Tomaszkiewicz has cited Fallout 1 and Fallout 2 as direct design inspirations. The pitch: give the player one goal, a time limit, and let them figure out the rest. There is no main quest in the traditional sense. There is just the goal (save your family) and everything else is optional.
The game runs on Unreal Engine 5 and released on September 3, 2026 for PC, PlayStation 5, and Xbox Series X|S. It features full voice acting in six languages: English, Polish, French, Italian, German, and Spanish. It is the first installment in a planned Dawnwalker saga, but it tells a complete, self-contained story: a definitive conclusion shaped by the player's choices, set entirely in the 14th century with no cliffhangers or unresolved plot threads.
Setting
Vale Sangora is an isolated valley encompassed by mountains, accessible only through narrow gorges that are passable in summer months. The setting draws from Polish, Romanian, Ukrainian, and Balkan cultures. Two years before the game begins, the vampire lord Brencis and the Vrakhiri (his cadre of ancient vampires) seized control from the tyrannical Skender Dragosti. Most humans now live under vampire rule, and many are grateful for it, since vampire blood cures the plague.

The valley contains the city of Svartrau, smaller villages, forests, swamps, mountains, silver mines, ancient ruins, and cave systems. The world changes between day and night beyond just visuals. Coen's abilities, the threats he faces, and the routes available to him all shift.
Story
Coen was born to a peasant family and grew up working in silver mines. When his sister Lunka fell ill with the plague, Brencis offered to save her with vampire blood. The cure worked, but Brencis used the debt to trap Coen's family. He then attempted to turn Coen into a vampire, but the silver poisoning in Coen's body from years of mining prevented a full conversion. He became a Dawnwalker.

After the prologue, the player has 30 days and 30 nights to rescue the family. Time only advances through narrative decisions, each marked with an hourglass showing its cost. If the deadline passes, the game continues but with consequences for the family. Roughly 80% of content is accessible per playthrough.
Gameplay
Gameplay splits across day and night. During the day, Coen fights with his sword Peregrini Aurorae and Hex Magic rune scars on his left arm that channel offensive, defensive, and investigative spells. At night, he fights with claws and uses Vampiric Powers: wall-walking, teleportation, bat transformation, and blood draining.

The combat system uses a four-directional attack and parry system (with an optional omniblock mode for accessibility). A Blood Craving system ties hunger to self-control, let it drop too low and Coen can involuntarily drain an NPC mid-conversation, killing them and locking off questlines. New vampire abilities are acquired by draining other vampires.
The open world was originally scoped as Blood and Wine DLC-sized but grew during development. There is no horse, exploration relies on supernatural traversal at night and fast travel. Difficulty increases heading south, and each region locks to your level on first entry.
Development
Rebel Wolves was founded in February 2022 by Konrad Tomaszkiewicz (game director of The Witcher 3: Wild Hunt) along with veterans from CD Projekt Red. The team had grown to around 150 people by early 2026, near 160 once administrative staff were counted, and roughly 170 by the time press played it in July 2026. On release day the game director put the studio at 160 people, which is the figure to lead with. Bandai Namco publishes; NetEase is a minority shareholder. The soundtrack is composed by Nikola Kolodziejczyk, Piotr Musial, and Mikolai Stroinski. Ahead of launch the studio reported that the game had passed two million wishlists in July 2026, building on a one-million milestone in January 2026 and roughly 1.5 million in June.
Rebel Wolves has said it is planning a roadmap of smaller, free post-launch add-ons rather than large paid expansions, though it has stated that no final decision on the lineup or timing has been made. The studio has also described strong launch sales as the way it hopes to fund a follow-up and keep growing.
Key Details
Detail | Value |
|---|---|
Platforms | PC (Steam), PlayStation 5, Xbox Series X|S |
Release | September 3, 2026 |
Engine | |
Multiplayer | None, single-player only |
Voice acting | Full dub in English, Polish, French, Italian, German, Spanish |
Developer | Rebel Wolves (Warsaw, Poland) |
Publisher | Bandai Namco Entertainment |
The Coronation Countdown
Brencis is preparing for a coronation thirty days from the prologue's end, at which he plans to be crowned a prince of Vale Sangora. He intends to mark the occasion with the blood of Coen's family, which is the trigger for the thirty-day deadline that frames the rest of the playthrough.
Editions
The Blood of Dawnwalker is available in four editions. All four went on sale at launch across digital storefronts and physical retail. No edition granted early access. Standard, Day One, Eclipse and Collector's buyers all started on September 3, 2026, so the choice affected content only, never timing.
Edition | Format | Contents |
|---|---|---|
Standard Edition | Digital | The base game. |
Eclipse Edition | Digital | The base game plus a digital world compendium, a digital comic book, and a digital soundtrack. |
Day One Edition | Physical | The first print run of the Standard Edition at retail worldwide while supplies last. Adds a SteelBook case and a printed map of Vale Sangora. |
Collector's Edition | Physical | Sold at Bandai Namco stores and selected retailers. Includes everything in the Day One Edition, plus a code that redeems the digital Eclipse Edition contents, a physical world compendium, and a Coen figurine. |
Pre-Order Bonus
A full breakdown of what each version contains is on the Editions and Pre-Order Bonuses page.
Pre-ordering any edition granted a code for the Sangoran Wayfarer's Armour Set for Coen, available from the start of the playthrough. Anyone who bought the game after release can still find the same armour set fairly early in normal play.
Release
The Blood of Dawnwalker released on September 3, 2026 for PC, PlayStation 5 and Xbox Series X|S. Each region unlocked at midnight Central European Summer Time, the studio’s own local hour, and pre-loading opened two days ahead of that. The date had been set during the Road to Launch livestream on April 28, 2026, when pre-orders opened across digital storefronts and physical retail.
On PC the game sells through two storefronts. The Microsoft Store build is an Xbox Play Anywhere title, so a purchase on either Xbox Series X|S or PC covers both platforms and carries saves between them, and that build is also flagged as handheld optimised. The PlayStation 5 version is listed as PS5 Pro Enhanced and supports DualSense vibration. A cloud streaming service carried the game from launch day.
A day-one patch shipped alongside release, and two PC hotfixes followed within the first two days. See Update History for the running list.
Launch Readiness
Rebel Wolves announced on July 15, 2026 that the game had gone gold, meaning the build was finished and submitted ahead of the September date. The studio confirmed separately that the physical release ships the full game on the disc rather than relying on a day-one download.
The PC build does not use third-party anti-tamper DRM. Asked directly whether Denuvo would be included, the studio answered plainly that it would not. The team also confirmed there are no minigames of the sort the founders' earlier work was known for.
Text localisation covers fifteen languages: English, French, Italian, German, Spanish (Spain), Spanish (Latin America), Portuguese (Brazil), Polish, Czech, Hungarian, Turkish, Japanese, Korean, Simplified Chinese and Traditional Chinese. Six of those carry a full dub. Russian is not among the announced languages.
Ahead of release the game was confirmed for gamescom 2026, where the publisher ran the first open playable sessions available to the public rather than the hands-off demos press had seen up to that point.
PC system requirements were first published the same day, then revised on June 23, 2026 after an optimization pass that lowered both the minimum and recommended targets. Both consoles share the September 3, 2026 launch window with no platform-exclusive content.
Achievements at Launch
The game ships with 46 achievements on day one, split into 25 visible and 21 hidden. They cover combat, vampiric progression, witchcraft, exploration, story progression, character development, and inventory, and the studio has said the list is built to complement the narrative sandbox instead of demanding an exhaustive checklist. One achievement confirms level 50 is reachable, though the developers have not stated whether that is the hard cap. The studio has also stated plainly that a single run cannot unlock everything, which follows from a game where choices lock each other out.
Reception
Reviews went live on August 31, 2026, three days before release. Critical reception was broadly favourable, with aggregate scores clustering in the low eighties out of a hundred, roughly nine in ten tracked reviews positive and none negative. Player sentiment ran higher still, with storefront user reviews settling in the very positive band inside the first week and console store ratings averaging above four and a half out of five.
Praise concentrated on the time-limited structure, the quest writing and the way Coen’s abilities split across day and night. Criticism concentrated on repetitive enemy movesets over a long campaign, console performance and visual polish at launch, and the way the time pressure eases once the story reaches its point of no return. See Critical Reception for the fuller picture.