The Blood of Dawnwalker’s divisive time mechanic was once much stricter, but it was loosened because of “fear” around the game

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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.

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