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Wolfbane gives you two bodies and one cursed world

4 min read

Most games about monsters make the transformation a cutscene. Wolfbane lists human and beast as two bodies you play in, which turns the question of which one you are into the game.

Hunting, climbing, and changing shape

It is a dark fantasy action RPG built around a werewolf, set in a medieval world running on blood, superstition and the hunt. You are the thing the villages are afraid of, moving through forests, ruined villages, castles and open wilderness, working out where the curse came from while the people who kill things like you are already out looking.

The verbs are specific and old-fashioned, which is a compliment. You hunt. You fight medieval soldiers, hunters, monsters and bosses in close, heavy melee with blood, gore and dismemberment attached to it. You climb, using traversal borrowed from open world adventure games. You read — journals, books and fragments hidden across the map are where the story lives. And you get stronger, unlocking abilities as both man and beast.

The last one is the unusual part. Two forms is not a cosmetic detail when the game lists abilities for each of them separately. A werewolf that can climb a wall and a man who can walk into a village are not two skins on one character; they are two different sets of things a room will let you do, and every location in a cursed medieval world reads differently depending on which body arrives at it.

The store page is careful not to say when you change, and that is the hinge the whole design hangs off. If the beast is a reward you press a button for, it is a power meter. If it is a state the world imposes on you at the wrong moments, it is a horror game. If it is yours to spend and expensive to use, it is a strategy that runs the length of the game.

Why the switch is the design problem

The power of invisible choices argues that the strongest decisions in a game are rarely the ones on a menu — they are made with the verbs the player already has in hand. A form change is exactly that kind of decision if the game never asks about it directly. Approaching a village on two legs or four is not a dialogue option, but it is a choice about what you are willing to become in front of people, and it is answered by movement rather than by a prompt.

What to build first in an open world makes the case that the map is the wrong starting point, and that the right one is a hundred metres of ground you enjoy crossing. Wolfbane is promising a lot of ground — forest, ruin, castle, wilderness — plus climbing on top of it. Doubling the bodies doubles that job, because the hundred metres has to feel good twice, once at a sprint and once on foot, and a traversal system tuned for the wolf will make the human half feel like a punishment if nobody watches for it.

What makes a good combat system is the third one, and it is the useful corrective to a feature list that leads with dismemberment. Gore is feedback: it tells you a hit landed and it sells the fantasy. It is not a combat system. The system is the set of questions a fight asks — where to stand, who to hit first, when to commit, how to answer what is coming back at you — and against soldiers, hunters and bosses who fight differently, that is where the difference between brutal and repetitive gets decided.

What you actually get

Wolfbane is made and published by Wolfbane Games, listed under Action, Adventure and RPG, coming to Windows with no date announced yet. It is single-player, with full controller support, which fits a game about being alone in a hostile place better than any feature bullet does.

What the page commits to is atmosphere, immersion, exploration and the feeling of becoming a powerful predator — and being able to say that in one sentence is worth more at this stage than a longer list would be. It is also a self-published debut with no release window, so the honest read is that everything above is intent rather than proof, and the thing to watch for is whether the two forms stay meaningfully different once the abilities start stacking up.

If you want the other end of the same idea, the untitled werewolf game is a solo project betting everything on how a werewolf moves — no title, no store page, just traversal. Two developers, the same creature, and opposite answers to what makes being a wolf worth playing: one is building the world and the fight around it, the other is building the run.