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Rebel Wolves Details Dawnwalker’s Narrative Sandbox, Day–Night Vampirism, Hybrid Combat at Gamescom

Time functions as a currency across a 30‑day main objective, with exploration leaving the clock untouched.

Overview

  • Developers outlined a three‑layer decision model covering traditional consequences, day–night context, and deliberate inaction.
  • Quests can be completed in any order or skipped entirely, with many NPCs killable, and roaming the world does not advance the 30‑day timeline.
  • Players may storm Brencis’ castle from the start to pursue an early ending, though doing so is described as extremely difficult.
  • Night grants vampiric movement and combat options such as Planeshift wall‑walking and Shadowstep teleportation, while daytime favors sword, shield, and hexes.
  • Combat targets an adaptive hybrid of Arkham‑style accessibility and directional systems like For Honor and Kingdom Come, with multiple camera choices and a 2026 release on PC, PS5, and Xbox Series X|S.