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How The Blood of Dawnwalker’s 30 Day Countdown Works

by 16 July 202602
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“The recreation does not finish if you run out of time,” says Mateusz Tomaszkiewicz, inventive director of The Blood of Dawnwalker.

Time is, no doubt, essentially the most controversial topic in the case of developer Insurgent Wolves’ debut RPG. And, until you’ve paid very shut consideration to what the creators have beforehand mentioned, your thought of how time in The Blood of Dawnwalker works could probably be removed from the reality. There isn’t a ticking timer. You wouldn’t have to finish the sport in a sure quantity of hours. The journey doesn’t finish at some pre-determined minute. As an alternative, that much-discussed “30 days and 30 nights to save lots of your loved ones” applies to only that – saving your loved ones. In the event you don’t attain them in time, life goes on. The recreation continues and the story modifications.

“I actually hope some individuals will play it and let time run out,” Mateusz continues. “I believe it’s totally attention-grabbing, you get some content material that you do not get in any other case in case you play this manner.”

It’s comprehensible why Dawnwalker’s time system has induced a lot confusion. Whereas there are a number of video games with comparable approaches – Persona’s calendar, or Hearth Emblem: Three Homes’ college 12 months – there’s nothing that works fairly like Insurgent Wolves’ recreation. Following the prologue, the primary quest places Coen on the clock to save lots of his household from the evil vampire Brencis.

However that doesn’t imply time is consistently operating out. Every of the 30 days and nights is represented by a bar cut up into eight segments, and finishing quest aims will devour one of these items, pushing the world ahead from day to night, to nighttime, to morning, and repeat. Solely actions marked with an hourglass icon progress the day, and between these actions you may freely discover the world for so long as you please with out the clock ticking by even a second. In brief: assume of time as a “forex” used to pay for unlocking quests, and also you begin the sport with 480 “time {dollars}”. That’s loads of time to spend.

For the reason that time strain solely applies to Coen’s quest to save lots of his household, you may resolve how lengthy you need to endure it. In the event you’re courageous, you may make a beeline for Brencis’ fortress and rescue them instantly, finishing Dawnwalker’s foremost quest in only a couple of days. However assaulting a heavily-defended vampire fortress is greater than a bit of troublesome, and also you’ll possible have to spend time gaining allies and dismantling Brencis’ energy constructions earlier than making your ultimate assault. That does imply time turns into a major stressor, and also you’ll need to rigorously select which of the world’s quests are value taking up.

“It’s a must to take into consideration the way you need to mess around with this useful resource,” says narrative director Jakub Szamalek. “One other approach of responding to it’s that you could be get to see all of the content material in case you do not care in regards to the destiny of Coen’s household. You are very free to examine each nook and cranny in case you’re okay with them ending in a massacre. It is one other alternative for you as a participant to have interaction with.”

Suppose of time as a “forex” used to pay for unlocking quests, and also you begin the sport with 480 “time {dollars}”.“(*30*)(*30*)

Insurgent Wolves is eager to border the time system as one thing that facilitates alternative and consequence, fairly than one thing that exerts unwarranted strain. As an illustration, in case you do resolve to disregard the 30-day countdown and let Coen’s household die, that doesn’t imply you’ll get the “unhealthy ending”. As an alternative, Mateusz compares it to taking part in a Darkish Urge/evil marketing campaign in Baldur’s Gate 3. “[Developer Larian Studios] do not attempt to body it such as you’re the nice man now and this [evil path] was proper,” he says. “It isn’t morally proper, however it’s a viable technique to play the sport. It isn’t the fail state. And that is precisely our method as nicely.”

Regardless of the way you play, the best way the time system shapes your expertise is one thing Insurgent Wolves’ employees feels very passionately about. “Some individuals could be nervous, ‘Oh, my content material acquired reduce off. That is really a foul factor,’” says Mateusz. “Effectively, sure and no. Sure, since you would possibly miss out on some content material. However then again, you get a vastly totally different expertise than your pals and also you get to check these experiences. It appears like your personal factor that you simply formed and never simply the linear expertise you consumed, you then moved on.”

However whereas the time system defines a lot of a participant’s journey, it’s not the entire story. For a lot of gamers, The Witcher 3 didn’t finish when Geralt and Ciri’s journey was over – there have been dozens extra hours of quests to finish. Not a post-game, as such, however the many, many facet quests that you simply didn’t get round to throughout the “foremost” playthrough. The identical applies to The Blood of Dawnwalker. You may proceed to play lengthy after these 30 days and nights are over, mopping up quests and discovering the world’s secrets and techniques.

“It is actually vital to grasp that the time [system] is related with the story, it doesn’t finish the sport,” explains recreation director Konrad Tomaszkiewicz. “Most of the actions we’ve should not actually related with the occasion which occurs after 30 days, they usually nonetheless [make] sense after the 30 days.”

For many who are actually involved in regards to the time system… nicely, The Blood of Dawnwalker is a fantasy recreation. Time manipulation is not out of the query. We’ll discover extra about that in a future IGN First article.

A Sandbox of Tales

The time system works hand-in-hand with what Insurgent Wolves calls its “Narrative Sandbox”, a seemingly recent method to construction that’s really extremely old skool.

“We actually love these outdated RPGs, like Fallout 1 and a couple of, that did this sort of construction,” explains Mateusz, “the place the bulk of the sport content material, even the numerous plot traces, you could possibly reduce off by simply doing a rampage within the metropolis or selecting particular decisions that mainly reduce off an arc or modified it considerably. It is one thing that felt very proper.”

In The Blood of Dawnwalker, there isn’t a linear sequence of foremost quests. As an alternative, the mission to save lots of Coen’s household is the one “foremost” quest, and every little thing else is optionally available. That’s to not say these different quests are inessential – they might give you allies and weapons to make use of within the combat in opposition to Brencis, or kill off one of his lieutenants as a way to weaken him. They’re as vital as some other recreation’s missions. However by breaking the thought of a “chain” of aims, the place one quest results in the opposite, Insurgent Wolves has been in a position to create a really totally different type of RPG marketing campaign.

(*30*)

“It is actually troublesome [in traditionally structured RPGs] to kill NPCs or take away quests as a result of they’re so related that it might break the entire story,” explains Konrad. “This philosophy of the Narrative Sandbox is totally different as a result of you’ve gotten just one quest which ends the sport and you’ll obtain this purpose in some ways. If you find yourself creating different tales, they’re satellites round [the main quest] and they aren’t related within the chain approach, which signifies that if an NPC dies or perhaps a quest disappears, it won’t break the entire story. It would simply shut one department. This fashion you are feeling extra like within the pen-and-paper RPGs as a result of it is your alternative, the sport reacts to it and it adjusts.”

As a result of you’ve gotten a lot freedom to forge your personal path by the marketing campaign, Dawnwalker’s finale has been an enormous logistical problem for the design group. The assault on Brencis’ fortress has to account for dozens of permutations, altering the occasions primarily based on which allies you recruit, what number of members of the vampire courtroom you killed or bargained with, and quite a few different elements.

“They’re vastly totally different quests,” Mateusz says of the variations. “There are loads of variations in the way it performs out within the fortress itself and outdoors of the fortress – you may unlock sure endings with out hitting the fortress. So I’d say they’re vastly totally different experiences.

If an NPC dies or perhaps a quest disappears, it won’t break the entire story. It would simply shut one department.“(*30*)(*30*)

“And, of course, there are additionally mixtures,” he continues. “It isn’t binary, proper? It isn’t simply both you killed all of the vampires or handled them in a roundabout way, or not. You perhaps handled one of them and left the remainder of them and so forth.”

There are loads of decisions that the finale must adapt to, then, however the penalties of your actions will (hopefully) prolong far past that fortress assault. As revealed at this 12 months’s Summer season Recreation Fest, The Dawnwalker Saga is deliberate to span a number of eras, following Coen as his unnaturally lengthy life takes him into the twenty first century. That modern-day-set sequel is a number of video games away and, naturally, will solely occur if this primary chapter and any follow-ups are profitable. However despite the fact that the longer term is unsure, Insurgent Wolves remains to be planning a saga that can carry your decisions by from recreation to recreation, Mass Impact-style. Meaning the group has to contemplate how all that works now, even when their plans by no means come to fruition.

“Whenever you design the sequel, it’s important to assume of which of the alternatives you may consider, how believable it’s,” says Mateusz. “After I take into consideration canon, there are specific issues that need to be true for the sport to make sense and the saga make sense. It’s a must to be become a dawnwalker as a result of in any other case the video games would not make sense. So there are specific truths which have to remain true all through, however we attempt to restrict these to the naked minimal and the remainder is as much as you.”

Fairly how future video games will cope with this stays to be seen. When a lot of the story is formed by the participant, it’s presumably extremely troublesome to mirror your decisions two, three, even perhaps 4 video games down the road. Possibly that’s the place the eras thought comes into play – if there are important time gaps between video games, Coen turns into the one fixed, his human buddies having aged and died between video games. A recent solid with every installment creates distinctive alternatives and limits the plot factors that have to cascade throughout the sequence.

However that’s all for the longer term. Proper now, right here in 2026, all we have to concern ourselves with is the complexities of The Blood of Dawnwalker’s narrative sandbox, and the way the time system impacts the best way we navigate it. It’s been a very long time since a online game RPG had the braveness and conviction to construction itself like this, however in a post-Baldur’s Gate 3 world the place old-school roleplaying sensibilities are in vogue, Insurgent Wolves couldn’t be making an attempt it at a greater second.

Get Extra The Blood of Dawnwalker First at IGN

The Blood of Dawnwalker is our IGN First for July 2026, and we’ve a month’s value of unique content material. After taking part in the vampire RPG for 4 hours and spending one other 4 hours interviewing its builders, we’re able to go deep on all of a very powerful techniques, mechanics, and lore. Make amends for all of the month’s content material to this point beneath:

Matt Purslow is IGN’s Govt Editor of Options.

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