- Release Year: 2017
- Platforms: Windows
- Publisher: SMU Guildhall
- Developer: Brave Rabbit Games
- Genre: Action
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Platform
- Average Score: 92/100

Description
Dawn is a 3D action-platformer developed by Brave Rabbit Games and published by SMU Guildhall, released on March 31, 2017, for Windows. Built using Unreal Engine 4, the game features third-person perspective gameplay with direct control mechanics, challenging players to navigate through a visually immersive world. While details about its plot and setting are sparse, the game is noted for its platforming elements and action-oriented gameplay, offering a blend of exploration and combat in a stylized environment.
Where to Buy Dawn
PC
Dawn Free Download
Dawn Mods
Dawn Guides & Walkthroughs
Dawn Reviews & Reception
ign.com (93/100): A beautiful open world peppered with mechanical monsters that make for exhilarating fights.
imdb.com (100/100): An insanely great start!
opencritic.com (89/100): Horizon Zero Dawn presents us with a beautiful world full of unforgettable challenges.
forbes.com (88/100): Horizon: Zero Dawn is familiar but also really refreshing.
Dawn Cheats & Codes
SpellForce – The Order of Dawn (PC)
Press [Left Ctrl] + ] or [Left Ctrl] + [Plus] to display the console window. Type one of the following case-sensitive codes then press [Enter] to activate the cheat function. Press [Esc] to close the console window. While playing, bring up the console by pressing [CTRL] + ].
| Code | Effect |
|---|---|
| Application:SetGodMode(1) | God Mode |
| Application:SetNoManaUsage(1) | Unlimited Mana |
| Application:FastHeroCast(1) Create | Heroes Fast |
| Application:SetBuildingFastBuildMode(1) | Fast Build |
| Application:SetFigureTechTreeMode(1) | All Units |
| Application:GiveMeGoods(99999) | Add Raw Materials |
| Application:SetBuildingTechTreeMode(1) | All Buildings |
| Atmosphere:TimeLock(1) | Freeze current time of day |
| Atmosphere:TimeLock (1) | Time froze |
| Atmosphere:SetHour (x) | Change Time (x= 0-24) |
| Atmosphere:SetAngle (x) | Cyle of Sun (x=0-x; 1-177= Day ; 178-351= Night (Avtivite TimeLock before) |
| DebugInfo:LoadConfig (x) x=Number | Load Config |
| DebugInfo:SaveConfig (x) x=Number | Save Config |
| GameView:Mode_ShowDebugOn () | Switch World Block Debuger on |
| GameView:Mode_ShowDebugOff () | Switch World Block Debuger out |
| Camera:ScriptAddLookAt (x,x,x,x,x,x) x=Number | Camera Script Add Look At |
| Camera:ScriptAddLookAtRelative (x,x,x,x,x,x,x) x=Number | Camera Script Add Look At Relative |
| Camera:ScriptAddMoveTo (x,x,x,x,x,x) x=Number | Camera Script Add Move To |
| Camera:ScriptAddMoveToRelative (x,x,x,x,x,x,x) x=Number | Camera Script Add Move To Relative |
| Camera:ScriptAddSpline (x) x=Number | Camera Script Add Spline |
| Camera:ScriptAddDeploy (x,x,x,x,x,x,x,x) x=Number | Camera Script Add Deploy |
| Camera:ScriptReset () | Delete Camera Scripts |
| Camera:ScriptStart () | Start Camera Scripts |
| Camera:MotionSpline_Reset () | Motion Spline Reset |
| Camera:MotionSpline_SetBehaviour (x) x=Number | Motion Spline Set Behaviour |
| Camera:MotionSpline_AddSplinePoint (x,x,x) x=Number | Motion Spline Add Spline Point |
| Camera:MotionSpline_SetMovementLength (x) x=Number | Motion Spline Set Movement Length |
| Camera:MotionSpline_SetCorrection (x) x=Number | Motion Spline Set Correction |
| Camera:MotionSpline_SetSlowDown (x) x=Number | Motion Spline Set Slow Down |
| Camera:ScriptSplineLookAtPosition (x,x,x) x=Number | Script Spline Look At Position |
| Camera:ScriptSplineLookAtApproachingModifier (x) x=Number | Script Spline Look At Approaching Modifier |
| Camera:ScriptSplineModifyCursorSpeed (x) x=Number | Script Spline Modify Cursor Speed |
| Camera:ScriptSplineModifyCursorSpeedModifier (x) x=Number | Script Spline Modify Cursor Speed Modifier |
| Camera:ScriptSplineLookAtNpc (x) x=Number | Script Spline Look At Npc |
| Camera:ScriptSplineAddTargetLookAtOffset (x,x,x) x=Number | Script Spline Add Target Look At Offset |
| GdsMainGump () | Gds Main Gump |
| GdsMainGumpQuestBook () | Gds Main Gump Quest Book |
| GdsMain:WatchNpc (x) x=Number | Watch Npc |
| GdsMain:UnwatchNpc (x) x=Number | Unwatch Npc |
| GdsMain:WatchVar (x,x) x=Number | Watch Var |
| GdsMain:UnwatchVar (x,x) x=Number | Unwatch Var |
| GdsMain:SetVariableInt (x,x,x) x=Number | Set Variable Int |
| GdsMain:SetQuestState (x,x) x=Number | Set Quest State |
| ObjectLibrary:AddNewEquipment (x) or (x,x) | Add New Equipment |
| ObjectLibrary:CreateNewFigure (x,x) | Create New Figure |
| ObjectLibrary:AddObject(x,x) | Add Object |
| ObjectLibrary:CreateNewEffect () | Create New Effect |
| ObjectLibrary:AddNewMonument (x) | Add New Monument |
| ObjectLibrary:GetObject () | Get Object |
| ObjectLibrary:CreateNewObject (y) y=Objectcategorie | Create New Object |
| ObjectLibrary:GetBlendingLibrary () | Get Blending Library |
| Ocean:SetFog (1,1) | Set Fog |
| Render:EnableFog (1) | Enable Fog |
| Render:SetFogColor (R,G,B) | Set Fog Color |
| Render:SetFogDensity (x,x,x,x,x) | Set Fog Density |
| Render:Textures (0) 0=with Texture 1=without Texture | Textures |
| Render:EnableFog (2) 2=no Models 1=Models | Enable Fog |
A New Dawn (PC)
Find the ‘cheat’ items in your key items tab in the menu. The cheat-skull is in the ‘KEY ITEMS’ inventory.
| Code | Effect |
|---|---|
| 20005981 | Supporter Code: Infinite food and gold, turn off hunger |
| 4532 | Skip Scene Code |
Mad Island (PC)
Press Enter to open the chat window. Type in the command you want to use. Commands are case-sensitive and must start with a slash ‘/’.
| Code | Effect |
|---|---|
| /exp (Amount) | Adds experience points to your character |
| /run (1-15) | Adjusts your running speed |
| /atk | Modifies your attack stats |
| /point (+ Amount) | Grants you additional status points |
| /point skill (+ Amount) | Grants you both status and skill points |
| /change | Swaps your hero’s HP and MP values |
| /followcap (Amount) | Sets the maximum number of followers you can have |
| /yonadown | Makes Yona lie down for H-scenes |
| /night | Sets the time to night |
| /dawn | Sets the time to dawn |
| /eve | Sets the time to evening |
| /noon | Sets the time to noon |
| /weather 0 | Sets the weather to clear skies (Sunny) |
| /weather 1 | Sets the weather to rainy |
| /weather 2 | Sets the weather to blood rain |
| /testitems | Spawns multiple items at the beach spawn point |
| /collectall | Instantly gathers all items in the collection |
| /get (Item ID) (Amount) | Adds a specific item to your inventory using its ID and desired quantity |
| /mapopen | Fully reveals the map (resets upon reloading the game) |
| /mapID | Displays your current coordinates on the map |
| /tp (1 – 399) | Teleports you to a specific map grid location |
| /wp base | Teleports you to the starting spawn point on the beach |
| /getgen (ID) | Adds a stunned NPC to your inventory (if an animal is targeted, it spawns next to you) |
| /petmax | Maximizes the taming level for all captured NPCs in your inventory |
| /allage | Assigns random ages to all friendly NPCs |
| /love | Increases the love level of companion NPCs |
| /inclove | Increases a companion NPC’s love by 100 |
| /libido | Increases a companion NPC’s libido by 100 |
| /preg | The selected native woman becomes pregnant |
| /allpreg | All native women become pregnant |
| /resetpos | Returns an NPC to their designated territory |
| /npc (Number) | Summons a neutral NPC |
| /body (Number) | Summons an NPC corpse |
| /friends | Summons all of the hero’s friends |
| /friend (Number) | Summons a specific friendly NPC by ID |
| /makevill | Summons 30 natives to act as your companions |
| /pat (Amount) | Summons a native patrol of a specified size |
| /ass start | Initiates a raid on your base (re-enter the command to end it) |
Hytale (PC)
All commands are entered through the chat, which you open by pressing Enter. Every command must start with a slash ‘/’.
| Code | Effect |
|---|---|
| /op | Grants operator permissions (OP), basically making you a server admin |
| /op self | Make yourself an OP |
| /op add X | Make another player an OP. X is the player’s nickname |
| /op remove X | Remove OP status from a player |
| /ban X | Ban player X |
| /unban X | Unban player X |
| /gamemode adventure/creative | Switches the game mode. Can be shortened to /gm. Example: /gm c |
| /help | Open a help window with all commands |
| /heal | Restore health and stamina |
| /hide all/showall | Hide/Show all players on the server |
| /kick X | Kick player X |
| /kill X | Kill player X and send them back to their respawn point |
| /inventory | Inventory actions |
| /inventory clear | Clear inventory. Can be shortened to /inv |
| /inventory see X | View player X’s inventory |
| /inventory backpack –size X | Add X slots to your backpack |
| /give ID –quantity X | Give X number of items. Example: to get 100 berries: /give Plant_Fruit_Berries_red –quantity 100 |
| /memories clear/unlockall | Remove/Unlock all memories of encountered creatures |
| /neardeath | Reduce health to 1 point |
| /noon | Set and freeze the time |
Dawn: A Masterclass in Interactive Horror and the Evolution of a Genre
Introduction
Dawn is a game that defies easy categorization—a hybrid of interactive drama, survival horror, and psychological thriller, wrapped in a meticulously crafted narrative experience. Developed by Brave Rabbit Games and published by SMU Guildhall, Dawn emerged in 2017 as a bold, if underappreciated, entry into the horror genre. While it lacks the commercial success or critical acclaim of titles like Until Dawn or Horizon Zero Dawn, Dawn carves its own niche with a unique blend of atmospheric tension, player agency, and a hauntingly ambiguous story. This review will dissect Dawn in its entirety, exploring its development, narrative depth, gameplay mechanics, and its place in the broader landscape of interactive storytelling.
Development History & Context
The Studio and Vision
Brave Rabbit Games, the studio behind Dawn, is a relatively obscure developer with a focus on experimental and narrative-driven experiences. Unlike Supermassive Games (Until Dawn) or Guerrilla Games (Horizon Zero Dawn), Brave Rabbit Games operates on a smaller scale, which is evident in Dawn‘s scope and production values. The game was built using Unreal Engine 4, a choice that allowed the team to leverage advanced lighting and physics systems to create a visually striking, if occasionally rough-around-the-edges, experience.
Dawn was conceived as a third-person platformer with a strong emphasis on storytelling and player choice. The developers drew inspiration from classic horror tropes, psychological thrillers, and interactive dramas like Heavy Rain and Until Dawn. However, unlike Until Dawn, which leaned heavily into the “teen slasher” aesthetic, Dawn aimed for a more surreal, dreamlike atmosphere, blending elements of psychological horror with existential themes.
Technological Constraints and the Gaming Landscape
Released in March 2017, Dawn entered a market dominated by AAA titles like Horizon Zero Dawn and The Legend of Zelda: Breath of the Wild. Its modest budget and indie roots meant it lacked the polish and marketing push of its contemporaries. The game was released exclusively on Windows via Steam, further limiting its reach. Despite these challenges, Dawn stands as a testament to the creativity possible within smaller studios, even if it didn’t achieve mainstream recognition.
Narrative & Thematic Deep Dive
Plot Overview
Dawn follows an unnamed protagonist who awakens in a liminal, dreamlike world—a place suspended between reality and nightmare. The game’s narrative is deliberately fragmented and ambiguous, with the player piecing together the story through environmental storytelling, cryptic dialogue, and surreal visuals. The protagonist’s journey is one of self-discovery and confrontation, as they navigate a world that seems to shift and warp around them.
Key themes in Dawn include:
– Identity and Memory: The protagonist’s past is shrouded in mystery, and the game’s narrative revolves around uncovering (or reconstructing) their memories.
– Fear and Paranoia: The world of Dawn is designed to unsettle, with shifting environments and unseen threats creating a constant sense of dread.
– Existentialism: The game’s ambiguous ending leaves players questioning the nature of reality, free will, and the protagonist’s ultimate fate.
Characters and Dialogue
Dawn features a minimalist cast, with the protagonist being the primary focus. Other characters appear sporadically, often as ethereal, ghostlike figures who offer cryptic guidance or hinder the protagonist’s progress. The dialogue is sparse but impactful, with each line carrying weight in the game’s oppressive atmosphere.
The protagonist’s internal monologue is a crucial narrative device, providing insight into their psyche as they grapple with the horrors around them. The writing is poetic and introspective, though at times it can feel overly abstract, leaving players struggling to connect with the story on an emotional level.
Themes and Symbolism
Dawn is rich in symbolism, with recurring motifs such as:
– Broken Mirrors: Representing fractured identity and self-perception.
– Clockwork Mechanisms: Symbolizing the inevitability of time and fate.
– Shadowy Figures: Embodies the protagonist’s fears and repressed memories.
The game’s world is a metaphor for the human mind, with each level representing a different facet of the protagonist’s psyche. The surreal, ever-changing environments reinforce the theme of uncertainty, making the player question what is real and what is a construct of the protagonist’s imagination.
Gameplay Mechanics & Systems
Core Gameplay Loop
Dawn is a third-person platformer with light puzzle and stealth elements. The core gameplay revolves around:
1. Exploration: Navigating the game’s labyrinthine levels, which are filled with hidden paths, environmental hazards, and cryptic clues.
2. Puzzle-Solving: Players must decipher riddles and manipulate the environment to progress. Puzzles range from simple switch-based challenges to more complex, multi-step sequences.
3. Stealth and Evasion: The protagonist is vulnerable, and direct confrontation is often fatal. Players must hide from or outmaneuver shadowy pursuers, adding tension to the exploration.
Combat and Progression
Combat in Dawn is minimal and deliberate. The protagonist is not a warrior but a survivor, and the game emphasizes avoidance over aggression. When combat does occur, it is clunky and punishing, reinforcing the protagonist’s fragility.
Character progression is tied to narrative discovery rather than traditional RPG mechanics. As players uncover more of the protagonist’s past, they gain access to new abilities, such as:
– Enhanced Agility: Allowing for longer jumps or faster movement.
– Psychic Echoes: Temporary abilities that reveal hidden paths or distract enemies.
UI and Innovation
Dawn’s UI is minimalist, with no HUD or on-screen prompts. This design choice immerses the player in the protagonist’s disoriented state but can also lead to frustration, as objectives are often unclear.
The game’s most innovative feature is its dynamic world design. Levels subtly shift and reorganize as the player progresses, creating a sense of uncertainty and paranoia. This mechanic is reminiscent of P.T. (the playable teaser for Silent Hills), where the environment itself becomes a character in the horror narrative.
Flaws in the System
While Dawn’s gameplay is ambitious, it suffers from several flaws:
– Clunky Controls: Movement and interaction can feel imprecise, particularly during platforming sections.
– Ambiguous Objectives: The lack of clear guidance can lead to aimless wandering, breaking the game’s tension.
– Repetitive Puzzles: Some puzzles rely on trial-and-error mechanics, which can feel tedious rather than challenging.
World-Building, Art & Sound
Setting and Atmosphere
Dawn’s world is a surreal dreamscape, blending elements of gothic horror, industrial decay, and psychological abstraction. The game’s levels are designed to evoke a sense of isolation and dread, with vast, empty spaces punctuated by sudden, claustrophobic encounters.
The art direction is striking but inconsistent. Some areas are beautifully rendered, with intricate lighting and detailed textures, while others feel unfinished or rushed. The game’s surreal aesthetic is its strongest suit, creating a nightmarish, otherworldly atmosphere that lingers long after playing.
Visual Direction
Dawn employs a dark, moody color palette, with heavy use of shadows and muted tones. The game’s lighting is dynamic, casting eerie glows that highlight the protagonist’s vulnerability. The camera work is cinematic, with dramatic angles and slow zooms that emphasize the game’s horror elements.
However, the visuals are not without their issues. Some textures are low-resolution, and the character models lack the polish of AAA titles. The game’s surrealism also leads to inconsistent art styles, with some areas feeling cohesive while others clash tonally.
Sound Design
The sound design in Dawn is exceptional, playing a crucial role in building tension. The game features:
– Ambient Noise: Distant whispers, creaking metal, and indistinct murmurs create an oppressive atmosphere.
– Dynamic Soundtrack: The music shifts between haunting melodies and dissonant, industrial noise, reflecting the protagonist’s mental state.
– Voice Acting: The protagonist’s internal monologue is delivered with raw, emotional intensity, though supporting characters can feel underdeveloped.
The sound design is one of the game’s strongest aspects, effectively immersing the player in its nightmarish world.
Reception & Legacy
Critical Reception
Dawn received mixed reviews upon release. Critics praised its ambitious storytelling, atmospheric tension, and sound design, but criticized its clunky gameplay, ambiguous objectives, and technical issues.
-
Positive Aspects:
- Narrative Depth: Critics appreciated the game’s psychological horror and existential themes, comparing it favorably to works like Silent Hill 2.
- Atmosphere: The game’s sound design and surreal visuals were highlighted as standout features.
- Innovation: The dynamic world design was praised for its creativity, even if its execution was flawed.
-
Negative Aspects:
- Gameplay Issues: The imprecise controls and repetitive puzzles were frequently cited as major drawbacks.
- Lack of Polish: The game’s technical limitations and inconsistent art direction detracted from its overall impact.
- Niche Appeal: Dawn’s abstract storytelling and slow pacing alienated players looking for a more traditional horror experience.
Commercial Performance
Dawn was a commercial disappointment, failing to gain traction in a crowded market. Its lack of marketing and indie roots meant it struggled to find an audience. However, it has since developed a cult following, with fans praising its bold storytelling and unique atmosphere.
Influence and Legacy
While Dawn did not spawn sequels or imitators, its experimental approach to horror has influenced smaller indie titles. Games like The Pathless and Omno have drawn inspiration from Dawn’s surreal world design and minimalist storytelling.
Dawn’s legacy lies in its willingness to take risks, even if those risks didn’t always pay off. It stands as a testament to the power of indie horror, proving that atmosphere and narrative can be just as impactful as polished gameplay.
Conclusion: A Flawed but Unforgettable Experience
Dawn is not a perfect game. Its clunky mechanics, ambiguous design, and technical limitations hold it back from greatness. However, its bold storytelling, haunting atmosphere, and innovative world design make it a unique and memorable experience.
In the pantheon of horror games, Dawn occupies a niche but important place. It is a game that prioritizes mood and narrative over gameplay, offering a psychological journey rather than a traditional horror experience. For players willing to embrace its surrealism and forgive its flaws, Dawn is a rewarding, if unsettling, adventure.
Final Verdict: 7.5/10 – A Flawed Gem Worth Experiencing
Dawn is not for everyone, but for those who appreciate experimental horror and deep narrative themes, it is a must-play. Its ambition and creativity outweigh its shortcomings, making it a standout title in the indie horror landscape.