The Blood of Dawnwalker's Human Form Is Meant to Be Harder, Director Confirms
Game director Konrad Tomaszkiewicz explains why playing as a human during the day feels more challenging than taking vampire form at night, and why that imbalance is intentional design.

If you've been struggling during daylight hours in The Blood of Dawnwalker while playing in human form, you're experiencing the game exactly as its creators intended. The medieval vampire RPG deliberately makes the human form harder than the vampire form, according to game director Konrad Tomaszkiewicz.
"Vampires should always be stronger," Tomaszkiewicz said in an interview about the design choice. When asked if players should feel more powerful as a vampire and more underpowered as a human, he confirmed: "Yes, you should." The concept mirrors how werewolf characters typically function across games, where daytime human forms are weaker than their transformed nighttime versions.
Tomaszkiewicz explained the reasoning behind keeping the forms unbalanced. "When I created the idea for the protagonist the Dawnwalker, it was supposed to be something like the werewolf, which in the day as a human you are weaker than at night." He noted that allowing players to finish the game in human form creates opportunities for more grounded storytelling. "It makes you always more grounded, and it allows us to tell the stories with different antagonists or different events where you will not be overpowered, and you don't need like in the superhero movies to create even stronger villains every time you create a new story."
The vampire form's mechanical advantages are substantial. Claw damage scales automatically with player level without requiring stat allocation, whereas the human form demands finding, purchasing, or upgrading swords. In combat healing, the difference is even starker: humans must craft potions to restore health mid-fight, while vampires can bite enemies to heal or consume blood vials found throughout the world. Vampire skill development adds extra health segments that regenerate after combat, and certain vampire abilities restore health on attack.
To keep the human form viable without becoming obsolete, the developers gave protagonist Coen access to witchcraft abilities during daylight that disappear at night. These spells can be powerful, though Tomaszkiewicz acknowledged the narrative integration feels more mechanically driven than story-focused. "We knew that day and night needed to be different, but we also knew that they needed to be interesting because we were afraid that if, in the human form, you did not have some strong skills that allowed you to finish the game, it would be problematic from many points," he said.
The team realized that without meaningful daytime abilities, players would simply skip to nighttime. "We thought they needed to be maybe not equally powerful, but they needed to be good," Tomaszkiewicz explained. "Vampires should always be stronger, but as a human with witchcraft, you should also have strong skills for many reasons."
Different playstyle choices carry narrative weight. Players can pursue multiple endings depending on whether they finish as human or vampire, with the human-only routes offering distinct conclusions. "In human form, you have a few ways you can finish the game," Tomaszkiewicz said. "I don't want to spoil it too much, but you can do it by yourself, maybe with the allies, and more." This design reinforces the game's stated emphasis on player freedom.
The Blood of Dawnwalker launched in early September and sold 1 million copies within three days. The game received solid reviews tempered by complaints about performance and technical issues. A major patch is planned for early October. The controversial day-night time mechanic will not be patched out, despite some player frustration, though Tomaszkiewicz noted the mechanic was stricter in early development and may not return in future Blood of Dawnwalker games.
Sources
- EurogamerEstablished publication · recorded Sep 29, 2026Don't worry if you're struggling in human form in The Blood of Dawnwalker - "it should be harder" playing that way
