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- The Blood of Dawnwalker: GameBlog's impressions after 4 hours of adventure
The Blood of Dawnwalker: GameBlog's impressions after 4 hours of adventure
In brief
After 4 hours of prologue, GameBlog comes away won over by The Blood of Dawnwalker: a dark fantasy RPG that inherits from Witcher 3 but with genuinely personal ideas, featuring more tactical combat and a promising dual vampire mechanic. Questions remain about time management and the density of the open world once the prologue is over.
Four hours. That's both a lot and not enough to judge an RPG that promises 50 to 70 hours of gameplay. GameBlog got its hands on the prologue of The Blood of Dawnwalker on PC, in a stable version running on an ultra-high-end setup - a point worth keeping in mind to put the displayed performance into perspective. The dominant feeling upon leaving the session? A sincere impatience, tempered by a few questions that remain unanswered.
What works
The prologue opens on a human day, in a medieval village under vampiric rule that instantly recalls White Orchard from The Witcher 3, says the journalist. It's no coincidence - Konrad Tomaszkiewicz, former director of Wild Hunt, is at the helm. But this isn't lazy plagiarism. You can feel that the team has digested the formula in order to refine it further: the dialogues are sharper, the cutscene direction has real personality, and the historical grounding in 14th-century Poland gives the dark fantasy setting a rare credibility.
The combat system is the real surprise, according to GameBlog. Far from the sluggish exchanges of The Witcher, Rebel Wolves has grafted a Kingdom Come: Deliverance-style hit direction onto the base of an action-RPG inherited from CD Projekt RED. The result is more readable, more tactical. Even the prologue offers a few skirmishes that seem to invite real thought.
And then there's the night. The blood mass that closes out the day - no spoilers here - is a sequence with a genuine sense of spectacle. When Coen shifts into half-vampire form, the game changes nature: teleportation, claws, transformation into a wolf to cover ground, healing only through bloodletting. The duality is real, not cosmetic.

What's worrying
Time, precisely, is at the heart of everything - and that's where the questions pile up. Every quest consumes units of a day made up of seven segments. Learning a skill at a sanctuary costs an extra one. With 30 days and nights to save your family in the countryside, this can quickly become oppressive if the pacing is poorly calibrated. Rebel Wolves claims that the player remains free. We'd like to believe them, but we'll wait and see.
The vampiric form, lastly, clearly lacks power early in the game. Logical from a narrative standpoint, less fun to play. And the journalist only had access to a fraction of the open world - so it's impossible to judge the real density of the side content.
« The team prefers to invest in layers of content and consequences rather than in a gigantic map with no depth. » — r/PS5 thread, discussion around the Gameplay Overview

Provisional verdict
It's off to a very good start according to GameBlog, provided the open world lives up to its promises once the prologue is over. The Blood of Dawnwalker has the framework of a great narrative RPG. See you on September 3, 2026 to find out for sure!
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Frequently asked questions
Is The Blood of Dawnwalker a Witcher 3 clone?
How does the vampire mechanic work?
Could the time system become frustrating?
How much content could be explored in 4 hours?
When does The Blood of Dawnwalker release?
Key takeaways
- The combat system merges CD Projekt Red's action-RPG with Kingdom Come's hit direction, resulting in something more readable and tactical.
- The human/vampire duality isn't just cosmetic: teleportation, claws, wolf transformation and healing through bloodletting radically change the gameplay.
- The historical grounding in 14th-century Poland gives the dark fantasy a rare credibility, with sharp dialogue and cutscenes that have real personality.
- The 30-day/night time system, split into 7 segments, could become oppressive if poorly calibrated — this remains to be verified in the full game.
- The team is betting on depth of content rather than a gigantic map, a stance that has yet to prove its worth.
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