This is one of the game’s unique features, but Rebel Wolves has tweaked the gameplay to ensure that it won’t cause any stressful moments.
With the release of The Blood of Dawnwalker, players can experience the game’s experimental approach to time management in RPGs. The protagonist, Coen, has about 30 days and nights to save his family, and the passage of time is tracked on the user interface. Completing missions, leveling up, and achieving side objectives all consume time units. Thus, the idea is that players must use their time wisely. In practice, however, the system isn’t strict. Rather, it’s meant to discourage players from exploring the entire map. So far in our playthrough, we’ve killed two of Brencis’s three deputies, and we still have 20 days and nights left.
That’s probably why some people have decided to skip this system entirely. The Better Story Timer mod, available on Nexus Mods, extends the generous 30-day time limit to 90 days. It also modifies the system so acquiring abilities and skills takes no time and increases the number of daily segments from eight to 32. This essentially means that Coen can leisurely wander around the Vale of Sangora while his family rots in prison. More than 30,000 people have already downloaded the mod, suggesting that many players don’t appreciate the ticking clock in open-world RPGs.
On the one hand, we understand. The time pressure in The Blood of Dawnwalker (given the game’s current generosity) is somewhat of a white lie that mostly just gets in the way of exploring the world at our own pace. At the same time, the time pressure has some interesting consequences, and we enjoy how the game steers us toward daytime activities and nighttime quest lines to keep things exciting. However, if we were to remove these time mechanics entirely, the game would simply become an average open-world RPG. The time mechanics are one of the game’s most remarkable features.
We think Rebel Wolves would do well to include a few related options in the menu.
Source: PCGamer, Nexus Mods



