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The Blood of Dawnwalker review featuring Coen

The Blood of Dawnwalker Review


Platforms: PS5, Xbox Series X|S, PC

Release Date: September 3, 2026

Main Story Length: 20 hours

Developer: Rebel Wolves


Reviewed on PS5

Gameplay screenshots captured by NextUpDaily




An All-Time Favorite

I’m just going to come out and say it right from the start: The Blood of Dawnwalker isn’t just my favorite game of 2026. It became one of my favorite games of all time.

I was admittedly set up to like this one. I’ve always been a vampire fan. My dad loved Interview with the Vampire—the old one with a young Brad Pitt and Tom Cruise—and True Blood was one of my favorite shows when it was airing. Give me vampires, mix in swords, knights, medieval Europe, some dark fantasy and plenty of blood, and you’ve already got my attention.

But liking the ingredients doesn’t guarantee I’m going to love the meal.

Dawnwalker got me almost immediately.

It’s rare that an opening sequence completely sells me on a game. Clair Obscur: Expedition 33 comes to mind as the most recent to do it. Dawnwalker belongs in that same conversation for me. By the time its introduction ended, I couldn’t believe what I had just watched. I was instantly invested in Coen, his family and the nightmare unfolding around them.

From there, the game barely let go.

And after roughly 35 hours, when my first playthrough finally ended, I did something I almost never do:

I started over.

Immediately.

That probably says more about how I feel about this game than anything else I’m about to write.

Thirty Days Changes Everything

The Blood of Dawnwalker is a single-player, open-world dark fantasy action RPG from Rebel Wolves. You play as Coen, a young man who becomes a Dawnwalker—human during the day and vampire at night—while trying to save his captured family.

The catch?

You have 30 in-game days to do it.

Thankfully, this isn’t some clock constantly ticking in the corner while you panic because you stopped to look at a cool tree. Time progresses when completing quests and certain meaningful actions, which turns the system into something much more interesting than a traditional countdown.

You constantly have decisions to make.

Do I investigate this person? Help that village? Chase down a lead? Search for better equipment? Handle something now, or hope I have enough time later?

There is far more content in Vale Sangora than you’re realistically going to see in a single run, and I love that. Instead of making me feel like I needed to clear every icon off a map, Dawnwalker made me accept that my playthrough was my playthrough.

I wasn’t supposed to see everything.

That made what I did choose to pursue feel more important.

It’s also a huge reason why I immediately wanted another run. I already knew there were quests I had missed, characters whose stories could have gone differently and major decisions I wanted another shot at.

For somebody who almost never replays games, convincing me to begin another 30-plus-hour RPG right after finishing it is ridiculous.

Yet there I was.

Back in Vale Sangora like I forgot something at the store.

Combat That Never Lost Its Bite

The combat might be my favorite part of the entire game.

Dawnwalker uses directional blocking, meaning defending yourself isn’t simply about pressing a button at the correct time. You also need to read where an attack is coming from and respond accordingly.

For whatever reason, this never stopped feeling good.

Perfectly reading an enemy, blocking in the correct direction and immediately responding with your own attack has an addictive rhythm to it. Even dozens of hours in, I was still getting that little hit of satisfaction every time I nailed a sequence.

Against groups, it gets even better.

When everything clicks—blocking one enemy, spinning onto another, firing off an ability, repositioning and finishing somebody before the next attack lands—Coen feels incredibly dangerous.

I don’t remember the last time controlling a character made me feel this cool.

The game isn’t afraid to push back, either. Plenty of boss fights and larger groups took me multiple attempts, although I’ll admit some of that was self-inflicted. Dawnwalker marks enemies above your recommended level with increasingly threatening skull indicators, and apparently seeing one of those was less of a warning for me and more of an invitation.

Sometimes I won.

Sometimes the game politely reminded me to know my place.

Either way, fights remained engaging because there were so many ways to approach them.

Nighttime Coen Is Where Things Get Wild

Daytime Dawnwalker is good.

Nighttime Dawnwalker is where I fell in love.

During the day, Coen relies more heavily on his swordsmanship, equipment and witchcraft. Once night falls, his vampire side takes over and suddenly you’re playing with an entirely different toolbox.

The abilities are fantastic.

They’re unique, satisfying to use and, more importantly, actually meaningful during battle. Learning how to chain different powers together completely changed how I handled encounters, and unlocking something new regularly made me rethink what Coen was capable of.

Then there’s the movement.

Oh, the vampire movement.

This is one of my favorite traversal systems I’ve used in an RPG. Moving around the world at night feels fast, aggressive and supernatural in exactly the way it should.

You can even transform into a wolf and sprint across the map.

Come on.

And if turning into a wolf somehow isn’t convenient enough for you, there’s fast travel too.

The combination of vampire abilities, sword combat, stealth and traversal makes nighttime exploration feel fundamentally different from daytime without making either half of the game feel unnecessary.

But still, I preferred the night.

By a lot.

Apparently all I needed to enjoy cardio was vampirism.

Choices That Actually Feel Like Choices

One of Dawnwalker’s biggest strengths is how often I felt like my decisions mattered.

This isn’t a game where every dialogue option eventually bends back toward the exact same result.

People can live.

People can die.

People can escape.

Information can disappear with them.

Sometimes showing mercy gave me something valuable later. Other times, taking someone out opened a completely different opportunity. Characters could provide gear, information or leads that became useful somewhere else, and the game was constantly reminding me that a decision I made hours ago hadn’t simply vanished.

That makes choosing difficult.

Which is exactly what I want from an RPG.

The branching paths also work because the story surrounding them is excellent. The main narrative grabbed me immediately and never really lost momentum. The dialogue is strong, the voice acting works, the cutscenes are engaging and the smaller stories scattered throughout the world actually feel connected to the larger conflict.

There are journals and written stories everywhere for players who want to dig deeper, but I never felt like the game required me to read a novel every ten minutes just to understand what was happening.

Most importantly, I rarely felt like Dawnwalker was wasting my time.

There’s very little fluff.

For an RPG this large, that might be one of the biggest compliments I can give it.

A Packed World That Never Felt Like Homework

Open-world games have become very good at giving us things to do.

They haven’t always been as good at making those things worth doing.

Dawnwalker strikes an excellent balance.

Vale Sangora is full of quests, characters, equipment, crafting materials, secrets and places worth exploring, yet I rarely felt overwhelmed by it.

I wanted to see what was around the next corner.

Looting helps tremendously because it’s fast and efficient. Holding the left trigger highlights nearby objects worth checking without turning your screen into a glowing mess of icons.

It sounds small.

It isn’t.

That kind of convenience keeps exploration moving instead of constantly forcing you to stop, stare at shelves and wonder whether a slightly darker brown object sitting on another brown object is something you can pick up.

Crafting works well. Inventory management feels clean. Armor looks great. The different swords are fun to experiment with. The skill trees gave me plenty to chase, and the active abilities became a major part of how I built Coen.

There’s a lot happening here, but most systems feel like they belong.

Vale Sangora Looks Exactly How It Should

Dawnwalker is not the most technically groundbreaking game I’ve ever seen.

I also didn’t care.

The art direction does far more for me than raw graphical horsepower ever could.

Vale Sangora has an identity. Dense forests, medieval villages, castles, mountains, blood-soaked interiors and beautifully lit nighttime environments all fit together into a world that feels grim without becoming visually dull.

Nature scenes were probably where I found the game at its sharpest, and the lighting throughout is excellent.

Day and night both have their own atmosphere, which matters in a game where switching between them changes so much mechanically.

The sound design deserves credit too. Combat hits have weight, the soundtrack complements the world without constantly demanding attention, and the overall audio presentation helps sell the darker tone.

And yes, the violence is substantial.

If gore bothers you, this probably isn’t your game.

For everybody else, Dawnwalker understands exactly what kind of fantasy it is creating.

Just when you thought your gaming career might end without sucking the blood out of a sweet little bunny rabbit, Rebel Wolves had other plans.

The Lock-On System Occasionally Fights Back

Very little annoyed me during my playthrough, but the lock-on system could use slight improvements.

Most of the time it works fine.

Occasionally, though, I felt like the game had slightly too much control over who Coen wanted to target.

One example involved an ability called Dirty Trick, which throws sand into an enemy’s eyes. I’d blind somebody, prepare to absolutely annihilate them while they were vulnerable and then suddenly find myself locked onto the guy standing next to them instead.

No.

I threw the sand at that guy.

Let me ruin his evening.

Switching targets back was usually easy enough, and this rarely cost me a fight, so I’m not pretending it destroyed the combat system. It didn’t.

But considering how close everything else came to feeling perfect for me, this was the one mechanical annoyance that stood out.

One Crash Became My Biggest Problem

My largest issue was more serious.

After one important boss fight—I won’t spoil which—choosing a specific option afterward caused my game to crash.

Three separate times.

That became especially frustrating because the fight itself wasn’t exactly a walk in the park. Eventually, I had to choose the alternative decision simply to continue progressing.

That bothered me because this is a game built around player choice, and a technical problem effectively made one of those choices for me.

The good news is that this was also the only major bug I encountered during my entire playthrough.

Outside of that situation, my experience was impressively smooth.

It doesn’t erase the problem, especially considering where it occurred, but it also wasn’t representative of the other 30-plus hours I spent playing.

I Was One With Coen

There are games I enjoy.

There are games I love.

Then there are those rare ones that completely take over my free time for a week and temporarily become part of my personality.

Dawnwalker did that.

I was one with Coen.

His journey is memorable, he’s incredibly likable and his combination of humanity and vampirism creates one of the most interesting RPG protagonists I’ve controlled in years.

More importantly, the game built around him delivers.

The story kept me invested. Combat never became boring. Exploration constantly rewarded my curiosity. The abilities were exciting. Choices carried weight. The day-and-night structure fundamentally changed how I approached situations. And even after 35 hours, I still felt like there was another version of this story waiting for me.

So I started again.

Rebel Wolves absolutely crushed its first game.

There are some quirks. The targeting could be better. That crash should not have happened. I’m not going to pretend a game is flawless just because I love it.

But those issues barely changed what was otherwise a near-perfect experience for me.

If you enjoy RPGs, action games, dark fantasy, strong storytelling or games that actually let your decisions shape your journey, The Blood of Dawnwalker deserves your attention.

And considering I finished it and immediately volunteered to go through another 30 days of blood, misery and family drama?

Yeah.

This one hit me hard.


The Blood of Dawnwalker review score 9.75 out of 10



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