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Blood of Dawnwalker Devs Detail Three Choice Layers, Time-as-Currency, Night Powers

New developer briefings emphasize a reactive design where order, timing, or inaction reshape the story.

Overview

  • Rebel Wolves, a team including former The Witcher 3 developers, outlined the latest systems during the Future Games Show and in a PlayStation Blog post.
  • The game is pitched as a narrative sandbox in which quests can be completed in any order, skipped entirely, or never discovered, with many NPCs killable and inaction treated as a valid path.
  • Developers describe three layers of decisions, with some consequences immediate or delayed and others differing based on whether a situation is faced by day or by night.
  • Time functions as a managed resource across a 30-day campaign, exploration does not advance the clock, and activities disclose their time cost before you commit.
  • Combat and traversal change with the cycle: day favors sword and shield, night grants claws plus powers like Planeshift for wall-walking and Shadowstep for short teleports, and a beeline to the final boss is possible though described as extremely difficult.