Rebel Wolves sold a million copies of The Blood of Dawnwalker in under three days, and the studio did not wait long to act on it. Within a week of the September 3, 2026 launch, the team was publicly hiring for the follow-up. What the studio has actually locked in, though, is narrower than the speculation around it.
Quick answer: A sequel is in development and Rebel Wolves is recruiting a lead writer for it. Saves carry over, each entry is standalone, but no setting, title, or release window is confirmed.
What Rebel Wolves has confirmed about the next Dawnwalker game
The confirmation came from narrative director Jakub Szamalek, who posted a lead writer job opening for what he called the next chapter in the Dawnwalker saga. His wording was blunt about the studio’s position after launch.
The Blood of Dawnwalker released to critical acclaim and sold over one million copies in the opening weekend. But! We’re not resting on our laurels – no, siree! We’re already thinking about what comes next.
That hiring stage matters for how much you should read into any sequel talk. A studio still searching for its lead writer has not finished locking down the story, so anything about era, location, or characters remains open. The listing does ask for familiarity with the history and folklore of Central and Eastern Europe, which at minimum keeps that region in play.

| Detail | Status |
|---|---|
| Sequel in development | Confirmed |
| Lead writer being hired | Confirmed |
| Save and choice carryover | Confirmed |
| Standalone story, no cliffhangers | Confirmed |
| Era, country, and city | Not announced |
| Title and release window | Not announced |
How the saga is structured: standalone stories with carried-over saves
Game director and co-founder Konrad Tomaszkiewicz set the ground rules before launch. Every entry in the series is meant to be a self-contained game with its own story, with no narrative cliffhangers, unresolved plot threads, or time travel concepts. He described the modern-day reveal as a look at where the saga eventually leads rather than a hook left dangling for the next game.
The connective tissue is Coen himself and your decisions. Bandai Namco confirmed there will be an option to carry your save from the first game forward, so the outcomes you pushed for in Vale Sangora are meant to follow you into later entries. The first game already has multiple endings and epilogues, which makes that carryover the main reason to finish a run the way you want it.
The conflict between Coen and Brencis is resolved inside the first game. The sequel is not picking that fight back up.
The modern-day teaser and what it does not promise
The CGI teaser shown at Summer Game Fest opened with Coen in a 21st-century setting, far removed from the 14th-century Carpathians the game takes place in. Tomaszkiewicz explained on stage that the cinematic shows where the saga leads, a present-day adventure, while the gameplay that followed was Coen’s origin story.

That is the destination, not the next stop. The studio has said future installments will span centuries, continents, and cultures across the globe, with new stories and new characters set in different eras and locations. Coen does not age as a dawnwalker, which is the mechanism that lets one protagonist carry a series across that much time without any time travel device.
Setting clues buried in the epilogue
Szamalek said before release that attentive players would find clues about the overarching plot. The epilogue material is where most of them sit. None of the following is an announcement, but these are the concrete hooks the ending leaves behind.
Lacra’s trail points toward Asia and Africa
Coen’s narration wonders where Lacra went after the events of the game, naming the sun-scorched steppes of Asia and Africa’s lush rainforests as possibilities. It is framed as a guess, but it is also the only line in the ending that names specific continents, and it lines up with the studio’s stated plan to move across cultures.

England, the “miserable, foggy island”
England gets described in-game as a miserable, foggy island. On its own that is flavor text. It gains weight only because a dedicated line about a country the game never visits is unusual, and because the saga is explicitly built to move to new nations. Treat it as a fan theory, not a tease the studio has endorsed.
The burning-city painting and the 1666 theory
Lacra’s epilogue includes a painting of buildings on fire, paired with Coen’s line about how you fight fire, if not with fire. Put next to the England reference, that has fueled a popular reading that a future entry lands in London during the Great Fire of 1666, which would be a roughly 300-year jump from the first game’s 1347 setting. It is a clean fit for a vampire story, and it is still guesswork.

Threads the first game leaves open
Even with the standalone promise, the ending closes on obligations rather than answers. Coen strikes a deal with Neberu, an Arbiter sent to Vale Sangora by the Council of Augurs on a separate task, and Neberu is clear that help comes at a price. Coen’s immediate mission is to save his sister, and his narration notes he would learn who gave the orders, and why, sooner than he wanted.
- The Council of Augurs and what it actually wants from Coen
- Neberu’s real assignment in Vale Sangora and the price he named
- Where Lacra ends up and what she destroys along the way
- The fate of Coen’s sister and the rest of his family

Release timing for the next Dawnwalker game
There is no announced release date, release window, or platform list for the sequel. The first game spent roughly four years in development, and Rebel Wolves still has post-launch work in front of it, including bug fixes for console and PC and the free smaller DLC it has promised. A lead writer search this early is a signal of intent, not a schedule.
If you care about carrying your decisions forward, the practical takeaway is simple. Finish your run, keep that save, and check that your ending reflects the choices you actually wanted, because that file is the one the studio intends to read later.






