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The Blood of Dawnwalker Can Apparently Be Finished Before the Prologue Even Ends

Rebel Wolves reveals that players can trigger an early ending in The Blood of Dawnwalker before the prologue finishes, demonstrating extreme narrative agency.

By Dawnwalker Guide Team Published
A gothic hourglass filled with glowing blood-red sand sitting on a dark wooden table in a dimly lit, atmospheric 14th-century Carpathian study.

Rebel Wolves is taking player agency to an extreme degree in their upcoming dark fantasy RPG. While the developer recently confirmed that players could choose to rush the final boss right after the prologue, the latest hands-on previews indicate that you can wrap up Coen’s journey even faster—before the opening chapter even concludes.

According to journalists who recently spent four hours playing the game, the prologue is not just a linear corridor designed to teach you the basics. Instead, making certain critical decisions or steering Coen down specific, potentially fatal paths during these opening moments will trigger an early resolution, rolling the credits on your story before it has even properly begun.

More Than Just a Witcher Clone

Rebel Wolves is composed of numerous CD Projekt Red veterans, but they are clearly attempting to separate their work from simple genre emulation. The four-hour preview showcase allowed players to experience a far wider variety of gameplay elements than just standard combat.

Reports highlight that Coen will spend a significant portion of his time acting as a supernatural detective. While exploring the dark villages of Vale Sangora, you will investigate gruesome crimes, gather clues, and navigate regional political intrigue. Additionally, the game features dedicated social elements, including romantic relationships, such as a prominent romance subplot involving a local witch.

This emphasis on investigation and character relationships indicates that the developer is prioritizing a true narrative sandbox rather than a straightforward action loop. It is not simply about building your character’s stats; it is about how you choose to live Coen’s double life.

The True Cost of Dual Loops

Providing this level of freedom poses a massive development challenge. Rebel Wolves has openly discussed the financial and creative hurdles involved in implementing the game’s core day and night duality.

During the daylight hours, Coen must operate under strict human constraints, relying on social stealth, detective work, and avoiding direct contact with sunlight. At night, the game transitions into a power fantasy, allowing you to use vampire abilities and aggressive combat tactics. The developers admitted that making these two loops feel distinct was akin to creating two separate games simultaneously.

Whether the physical mechanics of combat and hex magic will feel smooth enough to support this narrative ambition remains to be seen, but the studio is clearly aiming for structural innovation rather than generic open-world design.

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