Entertainment

Blood of Dawnwalker Built for US$40 Million, Half the Cost of Witcher 3

Vince MaglayaPublished 21h ago2 min readBased on 4 sources
Blood of Dawnwalker Built for US$40 Million, Half the Cost of Witcher 3
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Rebel Wolves built The Blood of Dawnwalker for US$40 million.

Co-founder and game director Konrad Tomaszkiewicz shared the figure in an interview with Bloomberg, as reported by Eurogamer on 21 September 2026. The project is a dark fantasy vampire role-playing game — an adventure led by story and player choice, with skills and abilities that grow over time — from the Polish studio Rebel Wolves.

Tomaszkiewicz previously directed The Witcher 3. That game cost US$80 million to make. Dawnwalker cost half as much. That is a clear contrast between one of role-playing's largest past productions and a new team starting fresh.

The US$40 million budget puts Dawnwalker in double-A territory rather than triple-A blockbuster range. Double-A is industry shorthand for a mid-sized production: a focused team, solid polish and controlled spending. Triple-A sits above it, with far larger teams and budgets that often climb well past US$100 million once marketing is counted.

Rebel Wolves is 29 per cent owned by Tencent. The stake leaves control with the founders while giving the studio backing from one of the world's largest games investors. The ownership detail was included in the same Eurogamer report.

IGN also reported the US$40 million development cost on 18 September 2026, after the Bloomberg interview circulated. The matching figure gives readers a firm number to hold on to. No larger total was cited.

The studio intends Dawnwalker as the opening of a multi-game saga, according to an interview with CG Magazine published on 12 June 2026. A saga in games means linked releases that share a world and carry story threads forward. The plan was outlined months before the budget figure emerged.

What makes this stand out is the balance of cost and ambition. US$40 million is serious money. It is not blockbuster money. For fans, this means judging the game on story, character and focus rather than sheer size. It also gives a rare public data point in an industry where budgets often stay private.