Blood of Dawnwalker was Forced to Nerf Time Mechanics Due to Player Complaints

The original scheduling required to get stronger was much tighter

Blood of Dawnwalker spending time in market in town walking
Image via Rebel Wolves

The Blood of Dawnwalker launched with one of the more unusual RPG mechanics in recent memory: a 30-day clock that forces players to consider how they spend their time. But developer Rebel Wolves originally planned for that clock to be considerably less forgiving.

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Game director Konrad Tomaszkiewicz revealed in an interview that the studio deliberately toned the system down following concerns from players before launch.

When asked whether Rebel Wolves had nerfed the mechanic due to the reaction it received, Tomaszkiewicz responded: “Obviously!”

“We had at first a more restricted time where it was harder to beat the game,” he explained, adding that after hearing those concerns before release, the team “rebalanced it” to give players more of a buffer window.

That’s the reason why the game’s prologue feels much more difficult than the rest of the game. Rebel Wolves deliberately left that section largely untouched as a demonstration of the potential experience the game could provide. However, they made the main game more forgiving because of worries that players would complain about the system being too restrictive.

Time in Dawnwalker doesn’t simply tick away for wandering around. Actions that lead to progression such as certain quests, activities, and even learning skills consume portions of time. Tomaszkiewicz said attaching a time cost to progression prevents players from endlessly farming enemies, unlocking perks, and becoming powerful enough to rush antagonist Brencis almost immediately. It’s a very interesting and somewhat innovative balancing approach for a game like this.

Ironically, now that the game is out, some players think Rebel Wolves may have gone too far in the opposite direction.

Some players argue that the prologue’s stricter implementation should have carried into the full game, with many claiming they finished the game with up to 8 days remaining. You can find several discussions on Reddit with this exact complaint about the final product, wishing they kept the prologue difficulty.

Others remain firmly opposed to the timer, describing the pressure it creates as frustrating or saying they would prefer an option to disable or extend it.

Apparently, Rebel Wolves wasn’t imagining those complaints after all.

Syed Hamza Bakht

Hamza has been reviewing games and covering gaming news for more than 4 years now. No matter the genre or niche, if it looks fun he'll try it out. Passionate about games as an art and always looking forward to unique indie experiences or games that push their genres forward.