The Blood of Dawnwalker Director Encourages Full Evil Runs and Says Bad Choices Should Stay Bad

Rebel Wolves is continuing to position The Blood of Dawnwalker as one of the most reactive RPGs on the 2026 calendar, and its latest post event comments make that even clearer. Following the game’s release date reveal and gameplay showcase, Creative Director Mateusz Tomaszkiewicz used the official aftershow Q&A to confirm that players will be able to pursue full evil playthroughs, with the game designed to handle the death of most NPCs without collapsing into a game over. Coverage from Wccftech highlighted the same comments and underlined just how far Rebel Wolves is leaning into player agency.

That is a major statement for an RPG of this scale. Tomaszkiewicz explained that players can kill the majority of NPCs, though not absolutely every single one, because a few limits were still needed for narrative cohesion. Even so, he said the studio tried to make sure the main story can continue, with different outcomes and different endings tied to those choices. He also acknowledged that this was a major internal discussion point, especially around whether such actions would feel true to Coen as a character, but said the team ultimately leaned more toward player agency because of the game’s narrative sandbox philosophy.

That alone already sets The Blood of Dawnwalker apart from many modern story driven RPGs. A lot of games promise freedom, but still quietly protect important characters, fence off major quest lines, or funnel players back toward one intended path. Rebel Wolves appears to be going in the opposite direction. Recent coverage of the same reveal says the game is structured so that players can complete areas in different orders, fail major content, kill most NPCs, and still push forward toward the final goal.

The second major takeaway from Tomaszkiewicz’s comments is just as interesting. He openly recommended that players do not reload whenever a choice or outcome turns out badly. In the Q&A, he pointed to games like Baldur’s Gate 3 as proof that sticking with bad outcomes often creates a more personal and memorable playthrough. According to him, The Blood of Dawnwalker is built specifically to support those kinds of unique runs, where missed content, failed quest lines, or unexpected consequences are not design mistakes, but part of the intended experience.

That design approach fits neatly with everything Rebel Wolves has shown so far. The studio has already confirmed that the game runs on a 30 day and night structure, where time pressure and player decisions shape what can or cannot happen. Rather than presenting every quest as something the player must see, Rebel Wolves seems comfortable with the idea that some major plot lines may be skipped entirely depending on how each playthrough unfolds. That makes the RPG feel less like a checklist and more like a branching character journey built around consequence. This is an inference based on the Q&A comments and the game’s previously presented time driven structure.

It also strengthens comparisons to classic role playing design rather than modern open world routine. While many players immediately compare the project to The Witcher because of Rebel Wolves’ CD Projekt RED roots, this specific philosophy sounds more experimental. The game is not just asking players to choose between good and bad dialogue options. It is asking them to live with the fallout, even when that means losing content, reshaping relationships, or steering Coen into a much darker version of the story.

Rebel Wolves also used the reveal cycle to reinforce the game’s larger launch profile. The latest gameplay overview and event coverage confirmed that The Blood of Dawnwalker launches on September 3, 2026, and recent reports also noted that the game’s PC requirements are fairly demanding, especially at the top end.

The most important message from these new comments, however, is not technical. It is creative. Rebel Wolves wants players to experiment, to commit, and to let their version of Coen become something messy, cruel, heroic, or contradictory without constantly undoing the consequences. If the studio can actually deliver on that promise, The Blood of Dawnwalker could end up standing out not just because of its dark fantasy setting, but because it treats player freedom as something real instead of decorative.


Would you commit to a full evil playthrough in The Blood of Dawnwalker, or do you always end up choosing the more heroic path in RPGs?

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Angel Morales

Founder and lead writer at Duck-IT Tech News, and dedicated to delivering the latest news, reviews, and insights in the world of technology, gaming, and AI. With experience in the tech and business sectors, combining a deep passion for technology with a talent for clear and engaging writing

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