The Blood of Dawnwalker is shaping up to be an RPG that does not want players to follow one clean moral path. Rebel Wolves has confirmed that players will be able to make very dark choices, including killing most NPCs, without immediately breaking the main story or causing a game over.
Creative Director Mateusz Tomaszkiewicz shared the detail during a post-show Q&A after the studio revealed the game’s September 3 release date and PC system requirements. His comments suggest that The Blood of Dawnwalker is leaning heavily into player freedom, even when that freedom leads to brutal outcomes.
Rebel Wolves wants players to live with bad choices instead of reloading every time the story turns against them
The most interesting part is not only that players can do evil things. It is that the game is built to react to them. Tomaszkiewicz said most NPCs can be killed, though a few are protected for story reasons. The main story will still continue, but players may see different outcomes, different endings, and changed plot lines depending on what they do.
That is a big promise for an open-world RPG. Many games say choices matter, but still quietly push players back toward the same main path. The Blood of Dawnwalker seems more willing to let players miss content, ruin relationships, or close off entire story paths.
Tomaszkiewicz also said the studio had internal debates about whether some choices would fit Coen, the main character. That makes sense because Coen is not a blank character. He has his own identity and story. But Rebel Wolves decided to lean more toward player agency, meaning players should have more control over how far they take him into darkness.
| Player choice | Possible effect |
|---|---|
| Kill most NPCs | Story continues, but outcomes may change |
| Give in to Coen’s vampiric side | The character and story can shift in darker ways |
| Ignore some characters | Entire plot lines may be missed |
| Avoid reloading after bad choices | The playthrough may feel more personal and unique |
The director also encouraged players not to reload every time something goes wrong. He compared the idea to games like Baldur’s Gate 3, where living with bad rolls or ugly consequences can make a playthrough more memorable. That philosophy could make The Blood of Dawnwalker feel less like a checklist and more like a personal story.
This is also where the game separates itself from The Witcher 3. Many developers at Rebel Wolves previously worked on CD Projekt RED’s RPG, but Geralt was an established book character with clear limits. Coen appears to give the studio more room to let players shape the story in extreme ways.
The game will also be built for replaying. Some major paths can be missed completely, and different choices may lead to very different results. That gives players a reason to return after finishing the story once, either to see a more heroic version of Coen or to push fully into an evil run.
The Blood of Dawnwalker already had attention because of its vampire theme, open world, and Rebel Wolves’ RPG background. Now, its choice system may become one of its biggest selling points. If the final game truly supports this level of freedom, it could give RPG fans the kind of messy, consequence-heavy storytelling they often ask for.



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