
The vampire RPG The Blood of Dawnwalker sold a million copies in the two days after it came out on 3 September. Rebel Wolves and publisher Bandai Namco wrote that on 5 September.
It is the first big game from the Warsaw studio. The people who made The Witcher 3: Wild Hunt built this one, with Konrad Tomaszkiewicz directing. This is their own story, not another Witcher sequel.
Coen lives in Vale Sangora, a grim stretch of 14th-century Europe. The vampire lord Brencis took his family and turned Coen himself into a half-vampire: human by day, vampire by night, and that changes how he fights and which roads he uses. He has thirty days inside the game to get them back. Missions and wandering eat hours, so getting every task done is impossible, and if the family is not saved in time the story still does not just stop.
On Steam the peak concurrent count went past 64,000. On day one about three reviews in four were positive, while critics sat around 83. Steam now has more than ten thousand reviews, about 82 percent of them positive.
We went through those reviews in The Blood of Dawnwalker. What the reviews say after launch. People often praise the story, the characters, and quests that leave the main path and become a story of their own, and the day-and-night split as well. They complain about hitching, crashes, walking, and the controller. A chunk of the Steam minus pile also comes from Russian reviews that want Russian text, and that pulls the overall score. The day limit helps some people choose what to do; for others it gets in the way of walking the valley in peace.
The studio is already shipping hotfixes. In 1.0.2 on PC they fixed sprinting on a gamepad: at launch the character dropped to a walk if the stick was not pushed all the way. In 1.0.3 Steam got DualSense support, the PlayStation pad that was missing at launch. Hitching and crashes are still in the complaints, and the studio itself said it is still looking at hitching when the game is not fullscreen.