For all fans of first-person heist games who were disappointed by Payday 3, there is good news: the original creators of Payday 1 and Payday 2 are returning with Den of Wolves. This game was initially announced at the Game Awards 2023 and resurfaced at the Game Awards 2024, which took place just a few months ago. The developers also allowed for hands-on preview sessions in the Unity studios in Copenhagen, Denmark. During this time, I had the opportunity to test the game, participate in a major heist mission alongside the development team from 10 Chambers, and capture entirely new gameplay footage on PC in 4K resolution. Den of Wolves is indeed a cooperative heist game that introduces an innovative mechanic called “Dive,” which allows developers to explore beyond the boundaries of realistic, tactical heists with their creativity. If I were to draw parallels between Den of Wolves and Split Fiction, would you find it plausible? Let’s delve into the details.
DEEP DIVE
Den of Wolves stands out for its techno-thriller universe, fully embracing a sci-fi atmosphere. The game takes place in Midway City, a fictional metropolis where biological data storage emerged following devastating cyberattacks by AI in the 2030s, nearly causing global economic collapse. In response, companies developed revolutionary “Bio-Stashes,” data storage systems based on human neural patterns, fundamentally different from traditional networks, rendering them entirely inaccessible to AI. This forms the crux of the AI war between neighboring nations. Consequently, espionage, assassinations, and sabotage are central to Den of Wolves. However, science fiction was chosen not just to avoid comparisons with Payday but also to enable actions unattainable in a highly realistic game.
The comparison to Split Fiction is apt, not because of the somewhat mundane storyline of Den of Wolves, but due to the variety of gameplay offered once you enter the “Dive.” A “Dive” in 10 Chambers’ terminology refers to hacking into neural networks, transporting players into another dimension where rules can be bent at will and environments change drastically. During our gameplay session, the Dive featured a phase of space parkour followed by a platformer aspect, which sharply contrasted with the ongoing heist mission. This variability is key, as Dives can occur anywhere and encompass different genres such as platforming, horror, or even a “one shot one kill” manhunt, each with its unique gameplay style. These Dive moments are designed as dynamic interludes independent of the main mission’s progression. By allowing for sudden shifts in game mechanics, the Dive provides developers the freedom to explore creative ideas, such as a horror-themed environment set in a Norwegian forest and pursued by monsters. This approach reflects 10 Chambers’ strategy, acknowledging player feedback and designing Dives with flexibility in mind, enabling easy implementation by developers with even the simplest Dives taking only a few months of development time. Consequently, there is a clear commitment to adaptability and community engagement in shaping the game’s features.
“CRY WOLF WOO HOU!”
In its distinct approach, Den of Wolves appears more conventional but is equally effective, featuring a structure and level design specifically tailored for cooperative play, ideally suited for four players. During my time at Unity in Denmark, I had the opportunity to test a full mission alongside another journalist and two developers. Prior to beginning our mission, we established strategic planning, setting up in a separate room where we laid out a map on the table to discuss our approach, the weapons we would use, equipment for barricading or cracking safes, and of course, our entry into the game zone. Once we had coordinated, we were plunged into action, figuratively speaking, as we infiltrated a large building, a data center heavily guarded by mercenaries. Initially, we needed to locate three keys hidden in various safes, with their locations changing randomly each time the mission is played. These keys unlocked the main dome where the neurological test subject was held, containing crucial information we sought. However, enemy reinforcements inevitably arrived, armed with heavy weaponry, necessitating our defense of ourselves and our teammates, sometimes reviving them, protecting our position, and repairing damaged drilling gadgets. Additionally, extraction planning was also required, involving blowing up a glass bay before exiting via parachute. All this demanded genuine teamwork, understanding, and most importantly, communication, as the enemy did not hold back. There was real tension to avoid ending up in chaotic situations, given that scenarios changed dynamically and we could face anything from private security forces to transhuman mercenaries or even servile mechanoids.
10 Chambers has assured us that they have designed Den of Wolves to enable more subtle mission completion, focusing on stealth. However, I did not feel that the level design was well-suited for silent assassination, particularly since the available weapons and gadgets were not conducive to discreet killing. We do have a knife, but that is all. This indicates an area where 10 Chambers will need improvement. Similarly, while the graphical aspect is currently adequate, it lacks impressiveness. The game runs on Unity 6, the latest engine version, yet there wasn’t anything particularly mind-blowing visually, and further work on visual rendering will be necessary, especially if the game releases in 2026. With what competitors are offering, staying more up-to-date will be essential, although Den of Wolves is not intended to be a technological showcase game. However, the game aims to demonstrate that Unity can support large-scale titles effectively.