The Blood of Dawnwalker sequel may not have the divisive time mechanic that so many players dislike: 'We will not force it,' game director says
The director of *The Blood of Dawnwalker* suggests its divisive time mechanic may not return in the sequel, though it remains under consideration.
Game director Konrad Tomaszkiewicz confirmed that the studio is not committed to repeating the time-limited mechanic from the first game in the sequel. He stated that Rebel Wolves will experiment with the system but will only use it where it enhances urgency, not as a forced feature. Players who dislike the mechanic can use mods to disable it, though Tomaszkiewicz encourages trying the game with the clock running first. The developer acknowledges that some players found the mechanic restrictive, particularly early in the game.
Tomaszkiewicz emphasized that the time system was balanced to allow completion of about 80 percent of the content, mitigating its impact. He compared the mechanic to choices in other RPGs, such as *The Witcher 2*, where players miss content due to branching narratives. Complaints about the mechanic have decreased as players completed the game and realized they had sufficient time, though he acknowledged some players will always prefer to avoid time constraints.
The studio is already preparing a sequel, with Rebel Wolves seeking a lead writer to develop the next chapter in the *Dawnwalker* saga. Tomaszkiewicz did not rule out revisiting the time mechanic but stressed it would only be used where it serves the story. He also noted that players who dislike the system can download mods to remove its effects, though he urged them to experience the game as intended first.
The developer’s stance reflects a willingness to adapt based on player feedback while defending the mechanic’s role in creating urgency. Tomaszkiewicz dismissed concerns about missing content, arguing that most RPGs inherently limit full completion in a single playthrough due to choices and consequences. The studio’s approach suggests flexibility in design choices for future entries.