
The former Witcher 3 director reveals The Blood of Dawnwalker’s protagonist lives a double life: human by day, vampire by night. This duality fuels a unique gameplay mechanic, granting enhanced power at night but imposing limitations during daylight hours. Let's delve into this intriguing concept!
The Blood of Dawnwalker: A Unique Gameplay Mechanic
Day and Night Abilities: A Fresh Take on the Vampire Archetype

Konrad Tomaszkiewicz, former Witcher 3 director and founder of Rebel Wolves, unveils a novel game mechanic—a popular pop culture trope, yet unexplored in video games. Rebel Wolves, a new studio boasting members from the Witcher 3 team, is developing The Blood of Dawnwalker.
In a PC Gamer interview, Tomaszkiewicz explains the studio's desire to avoid the typical superhero power creep seen in many games and films. He sought a grounded protagonist, yet one with a unique edge: "It’s hard to do those stories because you are just stronger and stronger and stronger," he explains. "So I searched for an idea for the hero, which would be near the ground—or grounded—and needed to solve things in a different way. But, also, I wanted to give some kind of superhero to the players."

The solution? A protagonist embodying the classic half-human, half-vampire duality. Coen, the game's protagonist, will possess human vulnerabilities during the day, but unlock supernatural abilities at night.
"It’s somehow interesting, this duality of the hero, which we know from Doctor Jekyll and Mr Hyde, for example. It’s something in pop culture that is well known and wasn’t explored yet in games," Tomaszkiewicz shared. "It gives you a different layer to those non-realities, and I think it would be quite interesting because nobody yet has done that. And we will see how people will like it."
This mechanic introduces both opportunities and limitations. Nighttime combat might prove significantly advantageous, especially against non-vampiric foes. Conversely, daytime challenges will demand strategic thinking and problem-solving, as Coen's vampiric powers are unavailable.
Time as a Resource: Strategic Choices and Limited Opportunities

Daniel Sadowski, former design director of The Witcher 3, reveals another key mechanic in a January 16, 2025, PC Gamer interview: "time as a resource."
This mechanic introduces a time-sensitive element to quest completion, forcing players to prioritize tasks. "It will definitely force you to make choices at some points, like what to do, and what to ignore, because you will also have to choose which content you want to do, and which content you want to ignore, in order to maximise your chances of defeating the main enemy," Sadowski explains. "But you will be able to choose between different ways to approach the problem, and that all ties into the narrative sandbox again."

Players must carefully consider the consequences of their actions, as choices can impact future missions and relationships. While restrictive, Sadowski believes this mechanic enhances player engagement: "knowing that the time you have is limited could really help crystalise what you're going to do, and why your version of the game's protagonist, Coen, is doing it."
The combination of these two mechanics—the day/night duality and time-as-a-resource—promises a dynamic narrative where every choice carries significant weight.