Systems
Main Quests and Side Quests
Short answer
Not in the usual sense. Rebel Wolves describes the game as a narrative sandbox: after the prologue you have a central goal — save Coen's family — and the surrounding content sits around it as satellites you can approach in any order, or not at all.
What this changes
In a conventional RPG, the main quest is a corridor and side quests are optional detours. Here the corridor does not exist. You can gather allies, build power, follow stories that interest you — or move on the antagonist far earlier than the game expects.
Why this rewards planning
A corridor plans itself. A sandbox with a finite time budget does not. Freedom of order plus a hard deadline is precisely the situation where writing the route down beats improvising it.
What the studio actually committed to, what spends the thirty days, and where the publisher’s account and the first hands-on playthroughs disagree.
Read the full breakdown →See dependencies, conflicts and phase constraints as a structure rather than a list.
Open the Quest Planner →- Game version
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