- Primary Subject: The Blood of Dawnwalker (Sequel Development Update)
- Key Update: Game director Konrad Tomaszkiewicz revealed that Rebel Wolves may not include the first game's signature 30-day timer in the upcoming sequel.
- Status: Confirmed / Opinion
- Last Verified: September 18, 2026
- Quick Answer: Rebel Wolves is considering dropping The Blood of Dawnwalker's 30-day timer in its sequel to avoid forcing mechanics where they do not fit the narrative.
One of the most unique things about The Blood of Dawnwalker is the timer placed on Coen to save his family.
Coen has a 30-day timer to save his family from the vampire lord Brencis. Having a timer sounds scary, but it really isn't. Walking around, fast traveling, or taking time to hunt wildlife won't drain your timer. In fact, time only advances when you make specific choices or progress through the main quest. You'll know time is passing thanks to the little hourglass icon that appears on screen.
Despite being a major part of the game, Rebel Wolves has stated they may not include the timer in the game's sequel. This is odd to me - it's what makes The Blood of Dawnwalker stand out in the first place. If they don't include it, then what's the point?
Removing the Timer in The Blood of Dawnwalker Sequel Would Be a Mistake
During an interview with EuropeanVideoGamer, Dawnwalker director Konrad Tomaszkiewicz talked about whether or not they've decided to retain the timer mechanic in the sequel.
He stated, "We will play with it. If parts of the story, or the whole story, fit it, then we will use it. If we have stories where it does not fit, we will not force it. We will play with this system, and we will try to use it to boost the urgency of some events in the game. But I'm not saying that in every game we will have the same scheme or loop - it's not like this."

While he reassured fans that the team at Rebel Wolves is considering and researching ways to make the RPG genre different, I can't help but feel worried. The timer is what made the game so thrilling. It made every decision feel heavy - I couldn't just do whatever I wanted with no regard for the main quest. I had to thoughtfully plan out if it was worth learning a skill at a certain time or not.
Knowing my time was numbered forced me to live with the consequences of my actions, and trust me, I had plenty (I ate too many NPCs). If the sequel doesn't have this mechanic, the tension you feel throughout the game would be no more, or at least not have the same impact.
Is the timer stressful? Yes, of course it is. But that's literally the point. Stripping back the main mechanic that set Dawnwalker apart from every other open-world RPG risks turning a bold, innovative dark fantasy into just another generic Witcher-like game.

I'm not saying the system was flawless, and I understand why some players would prefer a mode that doesn't have this mechanic. But completely removing it in the sequel will strip away what made the first entry feel special. I fear that if we're given a game where we're able to freely roam without worrying about the urgency of a mission (like Coen's), the supposed looming threat of this world will diminish.
The best thing Rebel Wolves can do is improve the timer system. Maybe they can change how time advances or give players better pacing tools. Anything besides removing it would be welcome. Please, keep the mechanic that makes your game so unique!
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