Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem



While exploring Vale Sangora, you’ll encounter a variety of environments: a lush primeval forest or treacherous swamps, dark caves going deep underground or remote mountain paths leading seemingly to nowhere, lively settlements or crumbling remnants of civilisations long lost to time. Each with its own mood, secrets, or… threats...
What feels like a quiet path during the day may become something far more dangerous once the sun sets. And danger lurks not only in the shadows… The world has its own rhythm, but it also reacts to Coen and his decisions and actions, as he struggles to find balance between his humanity and the newly acquired powers.
“When we set out to create Vale Sangora, we looked to the various landscapes and cultures of Central and Eastern Europe for inspiration. Nestling this fictional valley within the very real Carpathian Mountains gave us a strong artistic foundation and allowed us to blend notions of familiarity and uniqueness. It’s a world that’s deeply rooted in reality, and even with magic and other supernatural elements in it, it still feels very real and alive.” - Bartłomiej Gaweł, Rebel Wolves Art Director
Where others see wilderness, Anca sees medicine. Between her diary’s pages, she describes the plants she gathers, remedies she prepares, and quiet observations she makes during her walks through Vale Sangora. Learn more about her experiences in the valley on Dawnwalker’s social media



[/carousel]
[/carousel]
[/carousel]
To close this month’s Community Bulletin Board, here’s a question from our Discord
This new key visual is fundamentally about Coen and his identity as a Dawnwalker. His right arm is holding firmly a sword that reads “Peregrini Aurorae”, the Dawn’s Pilgrim, a fateful omen paired with a balance, symbol of equilibrium and justice. His left arm, scarred with magical runes, defies the laws of nature and leads into a forbidden realm.
However, the starting point of this artwork was actually different – it began with Vale Sangora, a place nestled within the Carpathian Mountains. Its panorama, in a palette of warm oranges and with a striking eclipse – a symbol of Coen’s duality, the clash between his human and vampiric side – became the background for Coen and set the tone for the entire piece.
Concept art by Damian Bajowski
With the Vale Sangora vista ready, the focus shifted to Coen. His journey is shaped by his actions – by your actions as a player – so it was crucial to choose the right pose. “I wanted something dynamic, natural, and exciting, while subtly showcasing Coen’s vampiric nature through the silhouette,” said artist & designer Wojtek Fus.
Before sketching, Wojtek explored a variety of dynamic poses and action references to define what would feel the most believable and expressive. “I did a simple and slightly funny photoshoot of myself, acting out different movements and gestures. Feeling the motion in my own body helped me see how weight shifts and tension naturally appear mid-action, which was crucial for avoiding stiffness and finding poses that felt alive and natural.”
Final cover – made by Wojtek Fus, in cooperation with Bartłomiej Gaweł (art direction), Ricky Ho (background), and Mateusz Ferenc (graphic design)
To close this month’s Community Bulletin Board, here’s a question from our Discord
Loading
