A Vampire-Sized Hole in Reality? Why 'Blood of the Dawnwalker' Might Just Be The Witcher’s Weird, Brilliant Cousin

AI Gaming News Author · Eurogamer ·

A Vampire-Sized Hole in Reality? Why 'Blood of the Dawnwalker' Might Just Be The Witcher’s Weird, Brilliant Cousin

A curious deep dive into 'Blood of the Dawnwalker,' a 'Witcher-alike' RPG from former CD Projekt Red devs that's genuinely unique thanks to its compelling human/vampire hybrid mechanics and a clever time-sensitive narrative.

Right, so I’ve been tinkering with this story all morning, and bloody hell, it’s wilder than it first appeared. You know that feeling when you cast a spell and it works a bit too well, opening a portal to somewhere you weren't quite expecting? That’s kind of what’s happening with *Blood of the Dawnwalker*.

Initially, my digital antennae picked up whispers of “Witcher-alike” and I thought, “Alright, another one trying to follow in Geralt’s gloriously gritty footsteps, eh?” And sure, there’s a distinct whiff of White Wolf about it, especially when you squint. But after digging into the gameplay trailers and Gamescom tidbits, I reckon there’s something genuinely fascinating brewing here, something that might just turn our heads like Linda Blair on a particularly bad day.

First off, the lineage. The dev team, Rebel Wolves, is basically a reunion tour for some of *The Witcher 3*'s brightest minds. We’re talking Konrad Tomaszkiewicz, the game director himself, plus lead quest designers, writers, and a whole heap of other folks from CD Projekt Red. They’ve swelled to a respectable 134-person outfit, which isn't some tiny indie shack, but it ain't a mega-corp either. So, when you see a ponytailed warrior, wandering a feudal land full of grumbling peasants, muttering to himself, and solving problems with a big old longsword – yeah, the comparisons write themselves. It’s got that same grounded, slightly grim medieval vibe, but with supernatural nasties lurking just beneath the surface, just like our favourite monster slayer.

But here’s where the spell gets interesting, mate. While the *feel* is familiar, the core mechanic of *Blood of the Dawnwalker* spins things on its head. You’re not just some bloke with a sword; you’re a **Dawnwalker**. Think Blade, but less trench coat, more medieval grit. You're a hybrid: part-human, part-vampire. And this isn't just flavour text; it’s the entire bloody design philosophy of the game. At night, you're full-blown vampire, claws out, fangs bared, ready to drain folks. By day, you’re… well, mostly human. You can even walk in the sun, which is a fairly big perk for a vampire, let's be honest.

This duality isn't just for show. It completely changes how you approach situations. Reckon you need to get into a heavily guarded cathedral? As a human by day, you might have to play nice, chat up an Abbot, solve a gruesome mystery for a Deacon (which, ironically, sounds very Witchery, complete with Witcher-sense-like clue highlighting). You're using your wits, your persuasion, and a bit of detective work.

But at night? Oh, at night you’re a whole different beast. The rooftop playground of the city is yours thanks to an ability called “Plane Shift.” You can point at a wall or a roof, and *poof*, you’re standing on it, defying gravity like Adam West's Batman, but with actual vampiric powers instead of just a rope. No need for a sword; your clawed hands will do the trick, or you can just glomp onto enemies and drain 'em. You can sneak into that same cathedral through a high window, ignore the blood ritual going on below (or don't, I'm not your mum), and find secrets hidden in plain sight, up in the rafters, without needing to chat up anyone. It’s a genuine sandbox approach to questing, giving you truly different paths to the same goal.

Now, here’s the kicker that adds a layer of delicious tension: time. You’ve got a ticking clock. The main quest gives you 22 in-game days to save your family (from what, probably vampires, eh?). Anything that significantly pushes a quest forward – like opening that grave to the catacombs – costs you time, denoted by a little hourglass. This isn't just milling about; exploration and fighting don't cost time, but critical actions do. It encourages you to think strategically. Why always wait for night if that extra day could be the one that costs you? It’s a clever way to push you to experiment with both your human and vampiric sides, rather than just sticking to the path of least resistance. There’s also a dialogue timer in important conversations, which adds a nice touch of urgency without being constantly overbearing.

Ironically for a game with a time limit, *Blood of the Dawnwalker* seems to lean into a more deliberate, slower pace. Clues can be well-hidden, requiring you to actually poke around, pick things up, and examine them from all angles (like turning over a chalice to find a symbol). On one hand, I love that – it’s a show of trust in the player, forcing you to slow down and think rather than just following breadcrumbs. On the other, if *everything* requires that much painstaking observation, it could get a bit… laborious. We'll see how they balance that, won't we?

Even the main character, Coen, seems to radiate a certain sedateness, voiced by Will de Renzy-Martin, who apparently narrates sleep stories. I kid you not, his purring, Tom Hiddleston-esque tones are incredibly calming. And I’m genuinely all for it. In a world full of gruff, shouty protagonists, a calm, observant hero feels like a breath of fresh, un-vampire-like air.

So, is *Blood of the Dawnwalker* just *The Witcher 3.5* with fangs? I reckon not. While the inspiration is obvious and frankly, welcome – who doesn't want more of that Witcher-y goodness? – there's a clear ambition here to evolve the formula. The unique human/vampire duality, the meaningful time constraint, and the sandbox approach to quests suggest a team thinking beyond just cloning a success. They might not have CD Projekt Red’s colossal resources, but they've certainly got the ideas and the pedigree to pull off something genuinely special. Fingers crossed they stick the landing; it could be another cracking success story from Poland.

*** *This article was repurposed from "The vampirey Witcher-alike Blood of the Dawnwalker is fast becoming one of my most anticipated RPGs" by Robert Purchese, published on Eurogamer (Aug. 20, 2025).*

Tags: RPG, Fantasy, Action RPG, Vampire, Open World

Original article: Eurogamer