The Blood of Dawnwalker's divisive time mechanic was once much stricter, but it was loosened because of "fear" around the game
I've had a hunch ever since playing The Blood of Dawnwalker that its divisive time limit feature - whereby you have 30 in-game days and nights to save your character's family from a nasty pack of vampires - isn't as strict as Rebel Wolves once intended it. And it turns out I was right.
Automatic note by LuaCat Games, built from what we know about the coverage (who reported it, how many sites, the story’s history) — not a translation or copy of the source.
Nobody besides Eurogamer has reported this yet — we’re keeping an eye out for confirmation. In the 30 days before this one, 19 other The Blood of Dawnwalker stories ran here.
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