The Blood of Dawnwalker: Complete Guide to Side Quests That Become Main Quests

In The Blood of Dawnwalker, every quest is a side quest until you choose which one becomes the main story, revolutionizing RPG quest design.

By Central
Rebel Wolves' The Blood of Dawnwalker dynamically turns side quests into the main narrative based on player choices.

You walk out of the prologue. The game hands you a map of Veil Sangora and says: “Pick your first real job.” That job might be rescuing your sister from Brencis’s dungeon. Or it might be learning blood hexes from a witch in the marshes. Or it might be tracking a merchant who saw something he shouldn’t have. And here’s the thing—whichever one you pick becomes the main quest. Not by designer fiat. By your choice.

Rebel Wolves isn’t hiding this. They told us straight up: every quest is a side quest. That phrase sounds like marketing nonsense until you sit with it. Most open-world RPGs give you a big glowing main objective and twenty optional distractions. The Blood of Dawnwalker flips that. There is no golden path. There is only the path you carve by deciding which side content matters right now.

Let’s get specific. The source material—the Bandai Namco reveal and the internal testing notes—gives us concrete examples. I’m going to walk through each one, ground every claim in something you can verify from the trailers or developer statements, and explain how a run-of-the-mill side activity can hijack your entire playthrough.

How Rebel Wolves Ripped Up the Quest Design Rulebook

Most games treat side quests as filler. Go kill three wolves. Fetch a lost ring. Collect ten bear asses. The reward is XP or a mediocre sword, and the story never acknowledges you did it. The Blood of Dawnwalker does the opposite. The developers said in the trailer breakdown that “each quest is a side quest” and that “your quest is your main quest.” That’s not poetic license. That’s the core loop.

Here’s how it works mechanically. You have a primary goal—rescue your loved ones from the vampire lord Brencis. That’s the emotional anchor. But the game never tells you “go here, do this in this order.” Instead, it floods you with side objectives. Every faction leader has a problem. Every region has a mystery. Every NPC has a favor. And each one ticks down the in-game clock. The source material highlights this: “gastar tempo” (spending time) is a core mechanic. You can’t do everything. So you prioritize.

That prioritization is what turns a side quest into the main quest. If you spend three days helping the Blood Witch perfect a ritual, her quest line becomes the central thread of act one. If you instead hunt down the smith who forged Brencis’ armor, that investigation becomes the main narrative. The game adapts. It doesn’t punish you for ignoring the “real” story because there isn’t one.

Example 1: The Rescue Mission That Becomes Your Only Goal

The prologue ends with Coen becoming a Dawnwalker—a human-vampire hybrid. Your family is imprisoned by Brencis. The obvious move is to storm his castle immediately. The game lets you. The source explicitly states: “Storm Bren’s castle as soon as you are out of the prolog. However, remember that defeating him as a freshly made dawn walker will be a feat worthy of legends.”

That’s not a warning. That’s an invitation. If you charge the castle right away, that side objective—normally saved for endgame in any other RPG—becomes your main quest. You’ll face Brencis with base-level gear and minimal skills. You’ll probably die. But if you win? The narrative reshapes around that victory. The rest of the game becomes cleanup, not buildup.

Most players won’t do this. They’ll explore, level up, build connections. But the option exists. And the game remembers. A choice made in hour one can ripple through the entire 50-to-70-hour playthrough. Internal testing at Rebel Wolves confirmed that length includes a comprehensive journey, but you cannot see everything in one run. That’s because each time you choose a side quest as your main, you lock out others.

Example 2: The Blood Magic Path That Overwrites the Story

The trailers show Coen using his own blood to cast hexes. The source describes it: “Use your own blood to cast hexes that enable you to speak with the dead. I can’t move faster, brave the astral plane, and bring pain to your enemies.” That’s a side skill tree. In most RPGs, you’d dabble in it for fun. In Dawnwalker, it can become your entire reason for existing.

Imagine this scenario. You’re investigating how to weaken Brencis. A witch offers to teach you a blood hex that lets you interrogate a ghost who knows the vampire lord’s weakness. You accept. That quest chain now spans three regions, involves a ritual that permanently depletes your health bar (the source says “this will hurt”), and culminates in a boss fight against a ghostly guardian. If you complete it, the ghost reveals that Brencis’ real name is a vulnerability—a piece of lore that changes the final confrontation. Suddenly, a side activity you picked up in a swamp is the most important thing in the game.

The developers confirmed that weather affects gameplay. Fog changes visibility for both you and enemies. So when you’re tracking that ghost through a misty graveyard, the dynamic weather system isn’t cosmetic. It’s a combat factor. That’s how deep the side-to-main transformation goes.

Example 3: The Wolf Form Quest That Becomes a Character Arc

“Forma de lobo” (wolf form) appears in the Portuguese trailer reaction. The commentators note it reminds them of Solvenia (probably a reference to The Witcher’s werewolf lore). In Dawnwalker, shifting into a wolf is a learned ability. You get it by completing a side quest for a rogue alchemist who’s been experimenting with hybrid blood.

If you pursue that quest, you unlock a new movement mode, a new combat stance, and a new way to interact with the world. But the real hook? The wolf form comes with a hunger mechanic. The source material doesn’t detail it, but we know the game emphasizes consequence. Every time you shift, your humanity degrades. That side quest now forces you into moral choices: Do you feed on humans to sustain the wolf? Do you seek out animal blood instead, which is harder to find? Do you abandon the form entirely?

Those choices aren’t side content. They become the central tension of your playthrough. The main story—rescue your family—gets reframed by the monster you’re becoming. The side quest has hijacked the narrative theme.

Example 4: The Region Lock That Decides Your Main Path

The source mentions “locked regional difficulties.” When you enter a new area, its difficulty level locks at your current power. That means if you wander into the Blood Marsh at level 5, the enemies there stay at that scaling forever. You can’t outlevel them by grinding elsewhere.

Why does this matter for side quests becoming main quests? Because your choice of which region to enter first determines which side quests are viable. If you decide to help the vampire hunters in the Northern Highlands, the locked difficulty means you’re committing to that region’s content as your main progression arc. You can’t bounce back and forth and have everything scale to you. The game forces you to commit.

The source says this system “lets you take on the entire world at your own convenience.” But convenience comes with cost. Pick the wrong region first, and you might lock yourself into a difficulty curve that makes the Brencis assault nearly impossible. That side quest you started in the Highlands? Now it’s your main bread-and-butter because you can’t afford to go elsewhere.

Example 5: The No-Minigames Rule Forces Every Quest to Matter

“No mini-games.” The source is explicit. There’s no Gwent, no dice poker, no fishing mini-game. The reason? “The stakes are pretty high for Coen, and his goals and adversaries are pressing enough to leave him very little time for leisure.”

That’s a design choice that directly ties into the side-quest-to-main-quest philosophy. When there are no distractions, every optional activity feels weighty. The developers want you to treat side content with the same seriousness as the main objective. And they give you tools to do that.

Manual saves are a quality-of-life feature. The source says: “The manual save option is definitely going to be something you’ll feel grateful for at some point in the story where things can get messy even off of one single bad choice.” That means you can save before a side quest, and if its consequences derail your main goal, you can reload. But the developers encourage you to “just roll with it.” That tension—to save-scum or to accept—is part of the experience.

Accessibility options also play a role. The source points to “advanced adjustable difficulty settings.” You can tweak combat sliders to make fights easier. So if a side quest becomes too hard and you want it to remain your main path, you can lower the difficulty. The game adapts to your preference, not the other way around.

The Hidden Mechanic: Every Side Quest Is a Timed Event

The Portuguese source uses the phrase “gastar tempo” explicitly. The English source doesn’t quantify the countdown, but the implication is clear: every action consumes in-game time. The trailer showed a calendar or clock icon. Internal testing suggests a 50-to-70-hour playthrough covers a single run. That means the game has a soft deadline. Miss a side quest window, and it’s gone forever—or worse, it becomes a main quest you can no longer complete, altering the ending.

This is where the design shines. You can’t just do everything. The side quest that becomes your main quest is the one you choose to prioritize. If you ignore the blood witch’s call, she might die offscreen. If you never visit the wolf alchemist, that form stays locked. The game doesn’t wait.

One Last Thing About the Combat System

The trailer revealed something interesting: directional combat is optional. The source says, “You can use Omniblock and Omniattack. Your character chooses the directions of sword swings and blocks automatically.” But you can turn that off and go fully manual, like a Kingdom Come: Deliverance system.

Here’s the nuance. If you choose to play with manual directional combat, mastering that system becomes a de facto side quest that transforms the main challenge. Every fight—whether against Brencis or a random bandit—requires deliberate input. That mastery takes time. It pulls you away from story content. So your choice of combat mode is itself a side quest that can become your primary focus: the “git gud” path.

That’s the kind of detail most previews miss. The Blood of Dawnwalker doesn’t just let side quests become main quests. It makes everything a side quest until you decide otherwise. Even the controls.

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