Everything seemed perfect, at least in theory. We spent countless hours preparing for this heist, each detail meticulously planned. My crew and I were a well-oiled machine; we studied every angle of this high-tech bank, gathered all necessary gear to bust the windows wide open, and concocted an intricate web of lethal drones ready to dive in under the guise of delivering a package. We thought we had it all figured out, but any skilled thief knows an unexpected twist is always lurking around the corner.
Greed was the wrench in the works. Predictable, I suppose. We had our main prize secured—a treasure trove of data stored within the mind of an elite tech CEO, encased in some futuristic cocoon. We infiltrated his very brain, extracted the plans, and were poised to make our getaway. But then, one of the devs from the 10 Chambers team had an idea—why not grab some extra loot from the bank’s other vaults?
Why not, indeed. Our escape was set—just a thrilling base jump from the dizzying heights of a Dubai-like skyscraper. What harm could a few extra bags of cash do? As we maneuvered into position in the mezzanine, a chaotic storm of security droids and mercenaries rushed in, armed to the teeth with guns, shields, and more. One of our team was caught out on the lobby floor, a 10 Chambers crew member blindsided by a grenade on the right flank. While taking point at the back, ready for the exit, I was suddenly downed by a precision shot across the hall. Game over. The heist was blown.
This heist game truly leaves a mark. It’s the unpredictability that makes it shine. “I’ve never seen that many dudes spawn this fast,” one dev commented. “Shows that anything can happen!” That’s the allure of Den of Wolves—its ability to surprise and its demand for strategy. Unlike Payday or its sequel, which often lets you charge in without much of a plan, Den of Wolves requires methodical preparation. It’s the George Clooney-crafted precision of an Ocean’s Eleven scenario, each of us playing our part, from the suave leader to the risk-taking rookie.
“It’s like Heat, really,” mused 10 Chambers co-founder Simon Viklund as we evaluated the mission. In Heat, you watch the team meticulously prepare, nabbing explosives and plotting to nab an ambulance. That careful preparation is the essence of Den of Wolves. To tackle a narratively rich heist, you have to first master smaller tasks—gear up, establish your escape, and sway the odds in your favor.
A good example: before the core heist (potentially lasting up to 40 minutes), we ran a 10-minute prep mission. We infiltrated a heavily guarded location to ‘borrow’ an assault drone. This clever maneuver allowed us to breach the vault smoothly; tucked into a package, the drone unleashed chaos once inside. Our way was clear, at least at first.
Viklund laughed, “It’s definitely more serious, more badass than the Ocean’s movies.” It’s all about player choice. As you size up a mission, you might decide to take your stealth setup, go full sniper, or assault, based on your prep. My mistake was relying too much on my sniper skills. Had I known the mayhem we’d face, perhaps I’d have chosen an SMG or packed some explosives. Lesson learned for the next life.
Den of Wolves enriches the heist formula familiar to 10 Chambers, given their experience with Payday and its sequel. There’s more risk, more deliberation, and more potential for thrilling failure. It captures the essence of danger that made co-op games like GTFO famous. Yet, it remains approachable—a refreshing balance. Our heist’s downfall was pure hubris, nothing more.
Set against a cyberpunk backdrop, the game is a responsive delight; weapons feel robust. The pistol packs a punch, sending enemies flying, while hefting a loot bag changes your stance, grounding the experience in realism. Bullets ricocheting off an energy shield add a cerebral satisfaction, both strategic and visceral.
And this is just the early stages—not even early access yet. I’m experiencing a pre-pre-alpha build, and it’s already impressive. The gameplay rhythm (plan, prepare, infiltrate, rob, evade, repeat) promises to be even more engaging the deeper you dive. More weapons, more choices, and a deeper feedback loop await. Echoing the innovation Payday brought back in 2011, Den of Wolves takes those concepts further. 10 Chambers mentioned that Ulf Andersson (creative mind behind Payday) has tinkered with the idea of a sci-fi heist for over 15 years. Den of Wolves is the culmination of that vision.
You feel the craftsmanship. Den of Wolves is sharp, filled with attention to detail, and does what perhaps Payday 3 couldn’t: prioritize the gaming experience. 10 Chambers is keenly aware there’s a demand for a player-driven co-op heist shooter, and they’re dedicated to ensuring Den of Wolves fills that void with flair. With smart monetization strategies and an insightful grasp of the heist/shooter genre, this title looks poised to be the most exhilarating entry in the field. Let’s hope 10 Chambers nails it.
Den of Wolves will be launching into Early Access soon, though it’s currently slated for PC release, with no defined launch window yet.