September 3rd. I need everyone to be talking about this game and I do not think enough people are. So here are ten reasons The Blood of Dawnwalker is going to be game of the year and I will not be taking questions.

1) It’s made by the people who made The Witcher 3

Not in a vague “some of the team” way either. Rebel Wolves was founded by Konrad Tomaszkiewicz, the director of The Witcher 3, alongside a load of ex-CD Projekt Red developers who worked on that game and Cyberpunk 2077. These are people who have already made one of the greatest RPGs ever created. They left, started their own studio from scratch, and this is their first game. The pedigree here is not a marketing angle. It is a genuine reason to be excited.

2) The 30 day time limit is the most interesting RPG mechanic in years

You have 30 days and 30 nights to save Coen’s family from the vampire lord Brencis and his three lieutenants in Vale Sangora. Time does not tick away on its own while you wander around exploring, but every quest you start or progress moves the clock forward. So every decision you make about where to spend your time actually matters. Do you go after one of Brencis’s lieutenants to weaken him before the end, or do you spend those days exploring the valley and getting stronger? If you run out of time and the family is not saved, the story does not end. It just goes somewhere completely different. I cannot remember the last time a game made time feel like a genuine resource rather than just a countdown timer on a screen.

3) Human by day, vampire by night and both actually feel different

A lot of games do the dual nature thing as a visual gimmick. Dawnwalker is building two completely distinct playstyles around it. During the day Coen is human, using swordsmanship, learning witchcraft from ancient grimoires he finds scattered across the map, casting Hex magic, even communing with the dead using his own blood. At night he transforms into a Dawnwalker with wall climbing, Shadowstep, claw combat, and a wolf transformation. These are not palette swaps. They are genuinely different approaches to the same world and the same enemies, and the fact that quests can be played through completely differently depending on which form you tackle them in suggests Rebel Wolves have built this properly rather than just bolting a gimmick onto a standard action RPG.

4) The setting is doing something genuinely different

14th century Europe. The Black Death is tearing through the population. A group of powerful vampires called the Vrakhiris have swept in and taken over a remote Carpathian valley called Vale Sangora while humanity is too weak and decimated to resist. It is a vampire power fantasy flipped on its head because the humans are already losing before the game even starts. That is a grimmer and more interesting starting point than most dark fantasy RPGs bother with, and the “misery of pre-enlightenment Europe” tone that PC Gamer mentioned in their preview sounds like exactly the kind of oppressive atmosphere that makes a world feel real rather than just scenic.

5) The combat has a system for every type of player

There are two layers to the combat. An adaptive omniattack and omniblock system where you can fight fluidly with minimal button inputs, and a tactical directional parrying system for people who want to actually read enemy attack rhythms and fight precisely. One game, two completely different ways to experience the fighting depending on how you want to play. That is smart design and the kind of thing that opens a game up to people who might otherwise bounce off it because the combat feels too demanding or, on the other side, not demanding enough.

6) Choices actually change the story in meaningful ways

Rebel Wolves have been very specific about this. If you fail to save the family in time, the game does not end. The story branches onto a completely different path. One of the gameplay overview trailers showed the same quest completed twice, once during the day as human Coen and once at night as a vampire, and the two runs played out so differently they barely resembled each other. This is not the usual RPG lip service about choices mattering. The whole structure of the game seems to be built around the idea that how you spend your 30 days genuinely shapes what story you end up experiencing.

7) You can storm the final castle immediately if you want

After the prologue ends, Brencis’s castle is apparently right there and technically nothing is stopping you from just going straight for it. You will almost certainly get destroyed, but you can try. That kind of freedom, the game trusting you to make terrible decisions and face the consequences rather than gating everything behind a progression checklist, is something very few RPGs are willing to do and it suggests Rebel Wolves are genuinely confident in the world they have built.

8) It looks extraordinary

The valley of Vale Sangora, the forests, the mountain peaks, the swamps, the ruins, all of it looks genuinely stunning and the art direction has a darkness and weight to it that sets it apart from most fantasy RPGs which tend to either go full grimdark or full storybook. Dawnwalker looks like neither. It looks like a real place that has had something horrible happen to it, which is exactly the right visual tone for the story being told.

9) September 3rd is the perfect moment for it

GTA 6 is November 19th. Gears of War E-Day is October 6th. Wolverine is September 15th. Dawnwalker lands September 3rd, right at the start of the autumn rush, before the conversation gets completely swallowed by the bigger commercial releases. If it is as good as everything suggests, it will have two weeks to build serious word of mouth before Wolverine arrives and shift the discourse. The timing is almost ideal for a new IP trying to establish itself.

10) New IP from a new studio swinging this big basically never happens anymore

That is the thing that keeps coming back to me. The market has consolidated so much that genuine big budget new IPs from new studios are incredibly rare. Most of the time if you see production values like this it is a sequel, a remake, or a live service game. Rebel Wolves are a new studio, Dawnwalker is their first game, and they are swinging for something genuinely ambitious in terms of scope, systems, and storytelling. That deserves to be rewarded. I am absolutely rooting for this one.

September 3rd. Mark it down.