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.