The Blood of Dawnwalker opens in the village of Laslea, where players are given a single day, ending at Sundown Mass, to complete chores and tutorials before the story proper begins. According to GamesRadar+, five quests fit neatly into that window: gathering herbs from Anca (which also teaches medicine-brewing and combat basics via sparring with the player's father), fishing with siblings (which introduces the Uriashi, a key piece of the game's mythology), chasing down a villager named Vasil after an insult (which can teach unarmed combat), helping Iorgu find a lost pig (for a small reward of money and meat), and helping Gremla find a stolen banner (which introduces Focus and investigation mechanics). The outlet notes the order doesn't matter much, and that the rewards from Iorgu and Gremla are minor, though the quests together cover the game's early lore and tutorials.
Within Gremla's banner quest, investigating footprints and blood at the scene points to a thief with an injured hand and a cane, identified as an old man named Premysl. He reveals the banner depicts vampiric imagery meant to replace a cross in the church. Players can tell Gremla the truth or keep it secret; GamesRadar+ recommends telling her, which grants 25 Denarius, though it says the choice has little lasting effect. Separately, during the Anca herb-gathering quest, players can choose to stay and study Latin with Anca (costing two time segments) or leave immediately (costing one). The guide recommends leaving, since Latin knowledge and the relationship with Anca don't appear to be affected either way, and saving the extra time segment allows for more village activities before Mass.
Once the tutorial ends and a 30-day timer begins, players leave Laslea with several options. Recommended early steps include climbing both scouting towers in Laslea and the Marshes to reveal more of the map, clearing a soldier's camp outside Laslea for basic gear, speaking to the Miller's wife to start a quest involving the Rebels, and saving a caravan of prisoners on the road to a military camp, ideally at night for better odds. The game is described as being at its hardest in these early hours, easing up as players gain perks and weapons.
The Miller's wife quest can lead to Stoneward Post, a jail where Mert the Miller is held. Players can get information from him non-violently by manipulating guards into granting jail access, which costs two time segments regardless of method. Freeing him is harder: it requires returning at night, using vampire powers to sneak in via the roof, retrieving a keychain, unlocking his cell (three time segments), fighting through a boss and guards, and escaping through a side gate. Rewards include the ability to loot Stoneward Post and 250 XP; Mert can later be found in the Almshouse in Svartrau.
Combat choices also factor into early decisions. Players can fight with fists or blades by day and gain access to claws at night as a vampire. GamesRadar+ suggests claws are generally faster and slightly more effective unless a player has strong sword-specific gear or perks, recommending players check in-game damage stats for swords versus claws to decide, while noting a strong sword build could be more broadly useful since claws only apply at night.
Later in the story, after defeating a character named Leonica, players face a choice to burn a set of dark magic notes or hand them to Anca. Burning them changes little, according to the guide, while giving them to Anca frees cursed nuns at St. Tyna's but implies she suffers consequences for using dark methods; this choice resurfaces briefly in the game's ending recap. Overall, GamesRadar+ estimates total playtime at 20 to 50 hours depending on player approach, with most completing the game in 30 to 40 hours, and notes the game allows for a post-game continuation after the main quest concludes.
