Rebel Wolves CEO says The Blood of Dawnwalker is inspired by classic Fallout’s narrative sandbox structure. Learn how choice, time pressure, and RPG design shape the game.
At first glance, The Blood of Dawnwalker and Fallout could not be more different. One is a dark fantasy action RPG set in 14th century Europe, filled with vampires, medieval villages, and brutal third person combat. The other is a post apocalyptic, retro futuristic RPG born from 90s isometric design. Yet according to Rebel Wolves CEO Konrad Tomaszkiewicz, the two games share a deeper connection than players might expect.
In a new interview with PAP Biznes, Tomaszkiewicz explained that the comparison has nothing to do with aesthetics or setting. Instead, it is about structure, player freedom, and the narrative sandbox philosophy that defined the earliest Fallout titles.
Why Blood of Dawnwalker Is Being Compared to Fallout
Tomaszkiewicz described the game as a “narrative sandbox similar to classic Fallout games.” The comparison refers specifically to the freedom of approach that defined Fallout 1 and 2.
In those games, players could:
- Choose multiple paths to the ending
- Ignore major quests
- Solve problems through combat, diplomacy, stealth, or exploration
- Reach the finale in wildly different ways
Rebel Wolves wants to recreate that open ended narrative structure, but in a completely different genre and setting.
What Narrative Sandbox Means for Gameplay
In The Blood of Dawnwalker, players control Coen, a man transformed into a half vampire who must rescue his family from the tyrannical vampire lord Brencis. The game is built around:
- Non linear mission progression
- Multiple narrative routes
- Player driven pacing
- Consequences tied to time and choice
There is no “correct” path. Only the one the player chooses.
How Time Pressure Shapes Player Choice
One of the game’s defining mechanics is its 30 days and 30 nights countdown. Time advances with every completed mission, forcing players to prioritize:
- Which regions to explore
- Which allies to help
- Which threats to confront
- Which opportunities to sacrifice
This ticking clock is what connects the game most strongly to Fallout’s design philosophy. The pressure to act, combined with the freedom to choose, creates a dynamic narrative sandbox.
Why Rebel Wolves Has Something to Prove
Rebel Wolves was founded by former CD Projekt RED developers, including Tomaszkiewicz, who directed The Witcher 3. Expectations are high, and the studio is embracing the comparisons.
Key points from the interview:
- Internal and external test feedback has been very positive
- The team is comfortable with comparisons to The Witcher 3
- The studio aims to build a long running saga across multiple eras
The post credits teaser shown at Summer Game Fest even features Coen in a modern day setting, hinting at future installments.
What to Expect After Launch
The game launches September 3, 2026 for PS5, Xbox Series X/S, and PC, published by Bandai Namco. It has already surpassed 1.5 million Steam wishlists, a major milestone for a debut studio.
However, players should temper expectations regarding expansions. Tomaszkiewicz confirmed:
- The team is planning small, free post launch add ons
- No commitment to large scale expansions yet
- A roadmap is still being discussed internally
This mirrors CD Projekt RED’s early approach with The Witcher 3, which released small free updates before its major paid expansions.
Whether Rebel Wolves will follow that model fully depends on the game’s commercial performance in September.