We had it all figured out. Our grand plan was crafted down to the smallest detail. My team and I were relentless in our preparation; we observed the high-tech bank from every angle, gathered the tools we needed to shatter the windows for our getaway, and even had a swarm of deadly drones at the ready to slip us into our target zone under the guise of routine business. Every component seemed foolproof. But, as with any well-laid heist, a twist was inevitable.
Greed was our downfall, just as it always is. Our main goal was secured: critical data lodged in the mind of a tech mogul CEO, nestled in its high-tech cocoon. We hacked straight into his mind, stole the blueprints, and were set for extraction. Yet someone on the team from the 10 Chambers development group posed an irresistible question, “Why not take a little more from the other vaults while we’re here?”
With our escape route – a daring leap from the top of a glossy skyscraper – already mapped out, it seemed a simple decision to grab some extra cash. Who wouldn’t? But as we positioned ourselves on the mezzanine level, an onslaught of security bots and armed mercenaries came barreling in, a tide of bullets and tactics we couldn’t fight. One team member was caught in the flood of attacks on the lobby floor. A side-flanking developer from 10 Chambers fell to a grenade blast. I took the rear, poised to lead us out, only to be targeted by a sniper from across the hall. It was a disaster. The heist had failed.
Den of Wolves stood out as a fantastic heist experience precisely because of its unpredictability. “I’ve never seen an onslaught like that out of nowhere,” remarked one of the developers. “That’s the thrill—you never know what will unfold!” This uncertainty sets Den of Wolves apart from games like Payday and Payday 2, where entering a heist without a solid plan could be the norm. Maybe one of you might sneak to the vault, another would go guns blazing, and yet another might just whimsically spin on the spot.
That approach won’t cut it in Den of Wolves. Preparation is everything. It feels like stepping into an Ocean’s 11 film, where someone embodies George Clooney’s strategic mind, another plays the laid-back yet engaged Brad Pitt, and perhaps a third channels Matt Damon’s daring, just waiting to add an extra challenge.
Reflecting on our mission later, 10 Chambers’ co-founder and narrative director, Simon Viklund, compared it to the movie Heat. “Think about it,” he said. “In Heat, you see the crew gather explosives, steal an ambulance—all the meticulous prep work. That’s what you have to do here.” Essentially, that’s the foundation of Den of Wolves, a distilled version of Heat. Before you even tackle the story-driven heist missions, you’ll engage in smaller tasks to gear up, lock in your escape method, and work the odds in your favor.
Let me give you a scenario: before the primary heist, which can last about 40 minutes, we participated in a quick 10-minute prep mission. Our goal was to infiltrate a heavily guarded site and secure an assault drone. This piece of tech snuck into a package and, upon delivery, efficiently cleared the inside of threats, ensuring our transition to the vault went smoothly.
“It feels tougher, more hardcore than Ocean’s movies,” joked Viklund, “and it offers more player agency. You see a mission and decide, ‘Okay, should I go with stealth, or do I take a sniper or assault route?’ based on the prep.” That decision-making process is part of the game’s charm. Personally, I favor sharp shooting; hand me a battle rifle or DMR, and I’m content. But had I anticipated the deluge of armed adversaries, I might have opted for an SMG or explosives. Now, those are the choices I’ll ponder, gone but not forgotten.
Den of Wolves enriches the Payday template significantly, bringing a fresh layer of strategy that its developers—veterans of co-op shooters like GTFO—surely appreciate. There’s more on the line, more planning involved, and more that can unexpectedly jeopardize your mission. But it’s very approachable. The real downfall here was due not to gameplay issues, but our shared overconfidence and desire for more.
The cyberpunk ambience enhances the gameplay with its sleek, responsive mechanics. Weapons like the DMR pack a punch, while pistols feel more like hand cannon Desert Eagles than simple sidearms, sending human and robotic foes sprawling under firepower. You’ll find yourself adjusting under the weight of hefty loot bags, mirroring real-life strain, while firing through energy shields offers both defensive and cerebral satisfaction.
I should note, we’re still in the early days; this is merely pre-pre-alpha. Yet, already it feels polished. The rhythm of strategizing, prepping, infiltrating, looting, and escaping promises to become more rewarding the deeper you dive into it. Expanding your arsenal and strategy options will only enhance the gameplay loop. Building on Payday’s game-changing mark back in 2011, Den of Wolves cranks up the intensity.
This game represents a vision long in the making. Ulf Andersson, the creative lead from Payday, had conceptualized a sci-fi heist scenario over 15 years ago. Den of Wolves is the realization of a concept nurtured over time.
10 Chambers strives to deliver a player-driven co-op heist experience with Den of Wolves, tapping into a growing demand in the market. With its thoughtful take on monetization and well-honed understanding of both the heist and shooter genres, it stands as the beacon of exciting potential in the gaming world. Let’s hope they capture the spotlight thoughtfully.
As of now, Den of Wolves is gearing up for Early Access, targeting a PC release, though the exact timeline remains unconfirmed.