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Coen confronts a monstrous enemy in the dark fantasy world of The Blood of Dawnwalker.
Review

The Blood of Dawnwalker review: is it worth playing?

The Blood of Dawnwalker review — a brilliant vampire RPG with a few rough edges
layered key art — drop art here
83
/ 100
B
grade
The verdict
*The Blood of Dawnwalker* is an excellent and ambitious vampire action RPG. Its directional-parry combat, branching 30-day structure and dense dark-fantasy world are superb, but lock-on issues, health scarcity and pre-patch performance keep it from greatness.

The Blood of Dawnwalker immediately reminded me of the first time I played The Witcher. Not because it is a carbon copy, although at times it gets dangerously close, but because it understands the appeal of a dark fantasy world filled with monsters, miserable people and quests that make you question whether you are helping anyone at all. The major difference is that the monster is you.

You play Coen, a young man living in the Carpathian-inspired valley of Svartrau. The people here were abandoned by an oppressive regime, left to deal with disease and poverty until a group of vampires arrived with a simple offer: protection and healing in exchange for a regular supply of blood. A blood tax. Because apparently ordinary taxation was not unpleasant enough.

After refusing to play along, Coen is left for dead and transformed by the ancient vampire Brencis. Only the transformation does not go as planned. Instead of becoming a conventional vampire, Coen becomes a Dawnwalker — human by day and vampire by night. He has 30 days to save his family, challenge the vampire rulers and decide how much of his humanity he is willing to sacrifice.

Is The Blood of Dawnwalker worth playing?

Is The Blood of Dawnwalker worth playing? Yes, if you enjoy demanding action RPG combat, branching dark-fantasy stories and choices with lasting consequences. Rebel Wolves’ debut earns 83/100, although health management, erratic lock-on and pre-patch performance keep it from greatness.

A world running out of time

The lengthy prologue does a good job of teaching you the basics while gradually introducing Coen’s world. It establishes the plague, the vampire regime, Coen’s personal situation and the consequences of the blood tax before the game opens up properly.

Once Coen becomes a Dawnwalker, the game gives you two very different versions of the same world. By day, you rely on swordplay, silver magic, witchcraft and alchemy. At night, the claws and teeth come out. You gain access to life-drain abilities, blood rage, predatory vision, shadow movement and vampire traversal options such as wall-climbing and gliding.

Svartrau is bustling, beautiful and probably one bad decision away from disaster.

That dual structure is one of the game’s best ideas. It is not simply a day-night visual filter. Different abilities, quests and opportunities become available depending on which side of Coen you are using.

The 30-day limit does not tick away in real time. Instead, each day is divided into eight turns, with time advancing when you fast-travel, complete major quest steps or craft certain high-tier skills. Quests can expire as the days pass, and ignoring them can affect NPC survival, faction relationships and even the conditions of the final castle siege.

This gives every decision some genuine weight. Do you spend time helping the underground resistance, or rush towards the vampires ruling the valley? Do you pursue a personal relationship, search for medicinal herbs or strengthen your abilities before the next major confrontation? You can even ignore the main objective and storm the final antagonist’s fortress early if you are feeling particularly suicidal.

The result is a game that wants to be replayed. Sidequests are not just filler content scattered around a map. They can reshape the story, alter faction dynamics and change how later events play out. Different levels of vampiric corruption can push Coen towards different endings, while your alliances determine who survives and what kind of final battle awaits.

Combat that demands your full attention

The combat is tough. Properly tough. I have spent more than 400 hours in Elden Ring, so I am not exactly frightened by a hostile medieval man with a sharp object. Dawnwalker still managed to make me sweat.

The foundation is familiar: you attack, dodge, parry and look for openings. The important twist is the directional parry system. Enemy attacks come from different directions, and you need to move the thumbstick in the correct direction while timing your parry.

Each enemy displays a lock-on indicator with directional arrows, giving you a small but vital warning of where the incoming attack is coming from. Get it right and you can earn buffs, increase your damage or create an opening for a spell. It is easy enough to understand. Pulling it off consistently while surrounded by enemies is another matter entirely.

This is where Dawnwalker feels different from the more button-mashing rhythm of The Witcher. The best duels feel like actual duels. You watch an opponent’s movement, read the direction of an incoming blow, shift your thumbstick, parry the attack and immediately decide whether to counter, cast or retreat.

Coen squares off against a winged monster in the mountain valley.

There is a real rhythm to it. Steel crashes against steel. A silver blade catches the light. The enemy stumbles for half a second. You see the opening, commit to the attack and hope the other vampire behind you has not already decided to remove your spine.

The system becomes even more flexible as you progress. The Human/Witchcraft skill tree improves parry efficiency, silver spells and stamina, while the Dawnwalker/Vampiric tree focuses on blood rage, shadow movement and life-leech abilities.

Early combat is strict and punishing. Later, vampire mobility and crowd-control spells give you more ways to deal with groups. You can use stealth kills and distractions, climb walls, glide through areas at night and solve environmental puzzles in ancient ruins.

The problem is that lock-on can become erratic when several enemies are attacking at once. It sometimes jumps aggressively towards whichever enemy has just initiated an attack, rather than the opponent you were actually trying to read. The camera can also trap itself against scenery, which is not ideal when your entire survival strategy depends on seeing a directional attack indicator.

Health management is a genuine nightmare

The biggest problem is staying alive. During the day, you need water and herbs to craft healing items. These resources are not exactly growing on every tree. At night, you can drain blood from rats for a tiny amount of health or hunt larger animals.

Humans are more complicated. You can enter combat with them, but your blood-sucking ability needs time to recharge. Waiting around for 30 seconds while enemies are trying to kill you is not what I would call a relaxing meal.

You can rely on dodges and regular parries, but stamina disappears quickly. Enemies have large health pools, hit extremely hard and often attack in groups. One missed directional parry can turn a controlled encounter into an unpleasant little funeral.

A very bad day to be standing between Coen and the exit.

The prompts are also difficult to read from a distance. Playing on a sofa several feet from the television can make the arrows and on-screen effects hard to follow, particularly during crowded fights. Dawnwalker is best played on PC or closer to the screen unless you have the visual acuity of a hawk with a grudge.

The accessibility options help considerably. You can adjust parry timing, combat damage and resource scarcity, remap controls, change camera sensitivity, reduce motion blur and screen shake, use high-contrast options and select colour-blind palettes. You can also enlarge the parry indicators or simplify the mechanic into a single timing prompt.

A gorgeous, gloomy valley

Svartrau is smaller than the worlds of The Witcher or Skyrim, but that is not a criticism. The valley is densely designed, with very little empty space between its marshes, forests, mountains, ruined settlements and Gothic architecture.

There is always something lurking nearby. Failed vampires, blood-beasts, feral ghouls, witch hunters, silver-mine guards and ancient vampire lords all contribute to the feeling that this place is barely holding itself together.

The Unreal Engine 5 presentation is often excellent. Forest foliage moves beneath changing weather, thick atmospheric lighting hangs over the valleys and the architecture has the kind of grim, heavy detail that makes every location feel soaked in old violence.

Nighttime is where the visual design really comes alive. Coen’s blood-rage attacks have a vicious physicality, and the animations make it feel as though the human body is being pushed beyond its limits. Teleporting towards an opponent before tearing them apart is not subtle, but it is immensely satisfying.

When the shortcut involves climbing a wall and ignoring several sensible warnings.

There are rough edges. Facial animation and lip-sync occasionally lag behind the quality of the voice performances. Fast traversal can produce minor pop-in, and dense city areas sometimes suffer frame dips.

The 30fps Quality mode and 40fps Balanced mode also make the game feel less responsive during fast combat. A post-launch 60fps patch was not available during testing, so performance impressions are based on those pre-patch modes. The lower frame rate is more noticeable during directional parries than while exploring.

A strong story with a few exposition dumps

Coen is a likeable protagonist because his central conflict never disappears. He is constantly choosing between preserving his humanity to save his family and embracing vampiric corruption to gain more power.

The family storyline gives the 30-day system an emotional anchor, while the underground resistance and regional vampire lords provide a strong supporting cast. The human resistance is particularly interesting because it is not presented as a spotless heroic faction. Its members are willing to commit terrible acts with silver weapons if that is what survival requires.

The vampire factions also feel distinct. Some rule openly, while others prefer manipulation from the shadows. Their different philosophies make the conflict feel more complicated than humans good, vampires bad.

The vampire social call has gone wonderfully well.

The main weakness is occasional exposition-heavy dialogue, especially when the story starts explaining ancient bloodline lore. The information is important, but the delivery can feel like someone has paused the vampire apocalypse to open a particularly long PowerPoint presentation.

The pacing is mostly strong because the turn-based clock keeps the story moving. The climax feels earned, and the different endings give the decisions more meaning than a few altered lines of dialogue.

Sound and music

The soundtrack is excellent, shifting between subtle medieval folk and acoustic themes during the day and heavier gothic orchestral music at night.

The day-night difference is reinforced by the sound design. Daytime feels tense and watchful, while the night sections become more aggressive and predatory. Silver blades produce a satisfying metallic impact, vampire attacks have a fleshy crunch and the shrieks of the blood-beasts are exactly the sort of noise you do not want coming from the room behind you.

Coen and the major antagonist performances are strong, although some minor NPCs sound repetitive. Dialogue mixing is clean, but I encountered occasional instances of music cutting out abruptly when entering new zones.

A meeting of minds, armour and several extremely questionable life choices.

Our opinion

The Blood of Dawnwalker is a superb debut from Rebel Wolves and one of the most interesting action RPGs of the year.

It borrows heavily from The Witcher, adds a little Ghost of Tsushima to the combat and builds its own identity around the Dawnwalker concept. The directional parries are difficult but rewarding, the day-and-night structure genuinely changes the way you play and the 30-day clock gives sidequests consequences that many open-world RPGs only pretend to offer.

The health economy can be frustrating, the lock-on system needs refinement and the pre-patch performance is not always smooth. Some exposition also arrives with all the subtlety of a vampire kicking down your front door.

But when the combat clicks, it really clicks. You dodge, parry, drain blood, cast spells and tear through enemies while trying to remember which quest is about to expire. Then the sun comes up and you have to return to being a relatively normal human being with a sword and a worrying number of unresolved family problems.

If you enjoy challenging combat, branching narratives and dark fantasy worlds packed with consequences, The Blood of Dawnwalker is absolutely worth your time. If you are looking for a relaxed adventure where enemies politely wait their turn and healing items grow on trees, you may want to bring a packed lunch and a great deal of patience.

Against our fixed gaming review rubric, The Blood of Dawnwalker earns 83/100. The score reflects testing on PlayStation 5 Pro using the 30fps Quality and 40fps Balanced modes. The unavailable 60fps patch received no credit.

What works
  • Excellent directional-parry combat
  • Meaningful day-and-night gameplay split
  • Strong branching narrative and replayability
  • Dense, atmospheric dark-fantasy world
  • Extensive accessibility options
  • No pay-to-win microtransactions
What doesn't
  • Health resources are too scarce
  • Lock-on can behave erratically in group fights
  • Camera can trap against terrain
  • 30fps and 40fps modes hurt fast combat
  • Minor pop-in, frame dips and music cut-offs
  • Occasional exposition dumps and uneven lip-sync
Specs & platforms
Developer
Rebel Wolves
Publisher
Bandai Namco Entertainment
Platforms
PlayStation 5, Xbox Series X/S, PC
Reviewed on
PlayStation 5 Pro
Review scope
Full game review copy provided by Bandai Namco Entertainment
Test modes
30fps Quality mode / 40fps Balanced mode; 60fps patch unavailable during testing
Playtime
Approximately 35–40 hours focused; 60–70+ hours completionist
Price
€69.99 (about US$81 / £60 / C$113)
Editions
Standard Edition and Eclipse Edition with digital artbook, soundtrack and Sangoran Wayfarer cosmetic armour
Where to buySteam €69.99