All gaming news
There's Already A The Blood Of Dawnwalker Mod Which Triples The Length Of Its Main Quest Timer, Ensuring Saving Your Family From Vampires Isn't... featured image for Haven gaming news, sourced from Rock Paper Shotgun

There's Already A The Blood Of Dawnwalker Mod Which Triples The Length Of Its Main Quest Timer, Ensuring Saving Your Family From Vampires Isn't...

A newly released mod for the RPG The Blood of Dawnwalker, titled 'Better Story Timer' and created by modder Caites, addresses player anxiety over the game's default 30-day main quest limit. The modification triples the available time to 90 days, allowing players to explore Vale Sangora and complete side activities without the pressure of the impending vampire threat.

The newly launched role-playing game The Blood of Dawnwalker features a central narrative hook where the protagonist, Coen, must rescue his family from a vampiric dictator named Brencis. To simulate the urgency of this rescue mission, the developers implemented a strict in-game timer of 30 days. While this mechanic is intended to add tension as the family is slowly drained of blood in a castle dungeon, it has also introduced a sense of pressure for players who prefer to explore the game's world at their own leisure.

For players who find the default 30-day constraint too restrictive, a solution has arrived less than a day after the game's release. A prolific modder known as Caites has developed and published a modification called 'Better Story Timer'. This mod significantly relaxes the game's pacing by tripling the main quest's time limit from 30 days to 90 days, giving players ample opportunity to hunt bandits, complete side adventures, and thoroughly explore the region of Vale Sangora.

In addition to extending the primary quest deadline, the modder has provided optional files to further streamline the game's time management. One such file removes the time penalty associated with leveling up. In the unmodified game, visiting a shrine to allocate earned perk points and unlock new abilities costs players valuable time segments, typically consuming one or two segments per upgrade. The optional mod file eliminates this cost entirely, allowing players to customize their character's skills without sacrificing any of their remaining days.

Caites is also experimenting with a more drastic modification that alters the structure of the game's day-and-night cycle. This experimental file attempts to expand the standard eight-segment days and nights into a much longer 32-segment cycle. However, the creator has cautioned that this specific feature has not undergone complete testing yet, and players are advised to approach it with caution. Furthermore, the overall 90-day limit provided by the main mod can reportedly be customized to other lengths by manually editing the game's INI configuration files.

While the mod offers a stress-free alternative, some players may find the original 30-day limit manageable without modifications. Experience from review playthroughs suggests that focusing on main objectives early on can leave a comfortable buffer of eight or nine days near the end of the campaign, allowing for late-game exploration. However, this pacing requires a disciplined approach that may not align with the playstyles of those who prefer immediate, unrestricted wandering from the very start of their adventure.

Modifying a core gameplay mechanic like the passage of time always carries a risk of introducing technical issues or disrupting the intended narrative flow. Players are generally encouraged to experience the vanilla version of the timer first to determine if the default pace suits them before installing modifications. For those who choose to stick with the unmodified game but still find themselves struggling with the early stages, utilizing community guides on optimal starting weapons and character skills can help maximize efficiency.

Source: Rock Paper Shotgun — original reporting

Updated