The Blood of Dawnwalker, a role-playing game, introduced a unique time management system that differs from the traditional use of a clock to track progress. Instead of using real-time hours, the game consumes points based on the player's actions, creating a more flexible yet urgent gameplay experience. Players are given 30 days and nights—within the game's internal timeline—to complete the main story, adding pressure to make strategic choices about how to spend their in-game resources. Konrad Tomaszkiewicz, the game director, shared during an interview with Eurogamer on September 16 that this time-based system may not be carried over into the sequel. He explained that the development team for Rebel Wolves, the upcoming sequel, will experiment with the mechanic and decide whether it aligns with the narrative and themes of the new game. Tomaszkiewicz acknowledged that the system has sparked mixed reactions among players, with some creating custom modifications, or "mods," to extend the game's duration beyond the original 30-day limit. Despite the criticism, Tomaszkiewicz defended the time management system, stating that it was carefully balanced to allow players to complete approximately 80% of the game's content within the time limit. He emphasized that the system was designed to enhance the storytelling experience by forcing players to make meaningful decisions under pressure. The team also expressed interest in exploring other innovative mechanics that could help revitalize the RPG genre in future projects. The decision to potentially abandon the time-based system highlights the challenges of balancing creativity with player expectations. While the mechanic was praised for its originality, its impact on player experience varied widely. As the team moves forward with Rebel Wolves, they aim to maintain the core identity of the series while adapting to feedback and evolving design trends.