The first major update for Dawnwalker is set to launch in October, introducing an easier difficulty option designed for players who “don’t want to experience combat.”
Once the update goes live, a new, lower difficulty setting will replace the current “Story Mode” and adopt that name. The existing “Story Mode” will effectively be bumped up a tier and renamed.
Dawnwalker currently features four difficulty modes—Story, Fair, Challenge, and Duelist—with the new addition bringing the total to five next month.
Tomaszkiewicz stated: “We are adding an extra difficulty level—an easier one—because many players have been asking for it. Our current Story Mode will shift to a different difficulty tier—perhaps called ‘Advanced’ or something similar—and we’ll introduce a new Story Mode. This one will be simpler, catering specifically to players who want to experience the narrative without the friction of combat or the risk of gameplay challenges preventing them from finishing the game.”
Exactly how this easier difficulty will be implemented remains unclear. The game director’s comments suggest the mode will accommodate players who wish to bypass combat almost entirely, though the specific mechanics have not yet been detailed. While a precise release date hasn’t been announced, the update is scheduled for early October, so players won’t have to wait long. Rebel Wolves is also working on performance improvements—particularly for the PC version—and plans to introduce a smoother “disengage” mechanic, making it easier for players to flee if they accidentally provoke enemies that are too powerful for them to handle.
Additionally, the team is addressing issues related to target locking and camera controls. Tomaszkiewicz noted that some players want adjustments to the “stun” mechanic, and the upcoming patch will tackle this. He explained: “Currently, it takes three hits to break the stun state. We’ll see how players react to the changes, as—like I said before—there’s a risk it could create a different kind of negative experience, but we’ll have to see how it plays out in practice. Ideally, players will be able to switch targets more fluidly. If they just want to stun an enemy, that’s fine; if they want to stun them and then follow up with a few more hits, that works too. We’ll see how it goes.”