Discover the innovative game mechanics of The Blood of Dawnwalker, where the protagonist's dual nature as a human by day and a vampire by night adds a thrilling layer to gameplay. Dive into the details shared by the former director of The Witcher 3!
The Blood of Dawnwalker: Introducing a Unique Game Mechanic
Former Witcher 3 Director Teases Protagonist's Day-and-Night Abilities and Limitations
Konrad Tomaszkiewicz, the former director of The Witcher 3 and founder of Rebel Wolves, has unveiled an exciting new game mechanic for The Blood of Dawnwalker. This studio, comprised of some former Witcher 3 team members, aims to bring a fresh perspective to gaming by integrating a popular pop culture concept into video games for the first time.
In an interview with PC Gamer, Tomaszkiewicz discussed the challenge of avoiding typical superhero tropes. "It’s hard to do those stories because you are just stronger and stronger and stronger," he noted. "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."
To address this, Tomaszkiewicz introduced Coen, the protagonist of The Blood of Dawnwalker, who embodies the duality of being half-human and half-vampire. By day, Coen faces the vulnerabilities of a human, but by night, he gains access to supernatural powers and abilities.
"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 explained. "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 new strategic elements to the game. Players may find it advantageous to engage enemies at night, particularly non-vampiric foes, while relying on their wits during the day when their vampiric powers are unavailable.
Witcher 3’s Ex-Design Director Also Revealed “Time-as-a-Resource” Mechanic
Daniel Sadowski, the former design director of The Witcher 3, shared insights into another innovative mechanic for The Blood of Dawnwalker in a PC Gamer interview on January 16, 2025. This "time-as-a-resource" mechanic adds a layer of urgency and choice to the gameplay.
This system limits the time players have to complete quests, forcing them to prioritize and make strategic decisions. "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 explained. "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 impact of each quest on future missions and character relationships. While this mechanic may seem restrictive, Sadowski believes it enhances the game's narrative depth. "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."
With these two mechanics, The Blood of Dawnwalker promises a dynamic and immersive experience where every decision carries significant weight, shaping the narrative and gameplay in unique ways.