Everything just fell apart. We had this heist mapped out down to the smallest detail. My team and I spent days preparing—casing the high-tech bank, gathering the tools to shatter its windows for our getaway, and rigging up a swarm of drones to slip into the target area, disguised as innocuous delivery workers. Our plan was supposedly airtight. But, as is typical with any heist worth its salt, things didn’t go as planned.
Our downfall? Classic greed. We had already secured our main target—data entangled in the brain of a technocratic CEO, preserved in some high-tech cocoon. We hacked straight into his cortex, snagged the plans we needed, and were prepared to make our exit. Yet, within our ranks, someone from the 10 Chambers dev team proposed, “How about grabbing what’s in the other vaults?”
The escape plan was slick—base jumping from the top floor of a skyscraper that could have been plucked straight from the Dubai skyline. Picking up a few extra bags of cash on the way out seemed harmless, right? That is, until we reached the mezzanine and were met with a dense wave of security bots and mercenaries, brandishing guns, bullets, and tactical shields. One teammate got trapped on the lobby’s gauntlet, while another dev team member keeping watch on the right got caught unawares by a grenade. As I held the rear, ready to retreat, someone picked me off from across the room with a DMR. Just like that, the heist was toast.
This is what makes this game brilliant—it embraces failure. “I’ve never seen that many foes appear so quickly,” remarked one of the devs. “It really shows that anything can happen!” That’s essentially what sets Den of Wolves apart from games like Payday and its sequel. In those, heists begin sans concrete strategy: one sneaks to the vault, another storms in head-on, and yet another might be spinning around in their own bubble.
Den of Wolves bucks that trend. Success is about strategy, diligence. Think Ocean’s 11, where you’ve got a “George Clooney” mastermind plotting every move and a “Brad Pitt,” casually along for the ride, with a “Matt Damon” figure willing to gamble a bit for the thrill or to prove something. That’s the vibe.
As I discussed this with Simon Viklund, co-founder and narrative director at 10 Chambers, he reminisced, “It’s more like Heat, in my opinion. Remember? The film starts with the crew getting explosives, then commandeering an ambulance. You see them get ready.” This is the essence of Den of Wolves: a meticulous build-up to major heists, needing initial side-tasks to ensure a smooth operation and to stack the odds in your favor.
For example, before diving into a lengthy (up to 40-minute) main heist, our team engaged in a shorter prep mission, lasting around 10 minutes. We infiltrated a fortified building to ‘acquire’ an assault drone, slipping it into the vault to neutralize internal resistance. This tactic ensured minimal conflict as we breached our target, making everything a little more manageable.
Viklund chuckled when discussing the seriousness of the game. “It’s more intense than the Ocean’s flicks,” he said. “And it offers more player agency. You assess a mission and choose your build, thinking, ‘Stealth? Sniper? Assault?’—all based on earlier prep.” Looking back, I realized my sharpshooter approach, relying on a battle rifle, was my undoing. Had I guessed an armed ambush awaited us, equipping an SMG or explosives might’ve been wiser. Lessons for another round, I suppose.
Den of Wolves deepens the Payday playbook—appropriate, considering the developers of both Payday entries are crafting this one. The drama, the stakes, and the unexpected twists bring a visceral edge, reflecting 10 Chambers’ expertise from crafting challenging experiences like GTFO. Despite its challenges, Den of Wolves doesn’t feel inaccessible. After all, our downfall was purely our own greed and overconfidence.
The game’s cyberpunk setting plays into its kinetic, reactive combat style. DMRs pack a punch, while the high-caliber pistols can send human adversaries flying, dismantling droids in their path. There’s a tangible weight as you haul loot bags, akin to the lifelike heft of carrying $100k in cold cash. The satisfaction of shooting through energy shields and hearing your enemies’ futile shots adds a smart tactical layer.
Bear in mind, this title is not even in early access—I’m dabbling with what feels like a pre-pre-alpha build. Yet, it’s promising. The gameplay loop—plan, prepare, infiltrate, rob, and repeat—promises to grow richer, the more you dive in. As you amass weapons and strategies, the feedback loop becomes increasingly rewarding. Den of Wolves elevates what made Payday groundbreaking back in 2011 and cranks it up several notches.
According to a preview by 10 Chambers, the concept for a sci-fi heist game was germinating in Ulf Andersson’s mind even before the original Payday surfaced; roughly a 15-year-long passion project now taking shape as Den of Wolves.
The game exudes intelligence, precision, and craftsmanship, pushing where Payday 3 stumbled—it prioritizes gameplay. 10 Chambers recognizes the current gap for a player-driven co-op heist experience and is laser-focused on filling it expertly. With sound monetization strategies and an acute feel for heist shooters, Den of Wolves is shaping up to be a flagship title in this genre. Let’s hope 10 Chambers can deliver on this thrilling promise.
Den of Wolves is gearing up for an Early Access release soon. It’s targeted for a PC launch, though specifics beyond that are yet to be announced.