Everything was supposed to be perfect. We had spent countless hours planning every last detail of this heist. My team and I dedicated days to the groundwork: surveying a high-tech bank, gathering the tools needed to blast open windows and make a swift getaway, and preparing a swarm of deadly drones to cover our entry. We meticulously crafted a foolproof plan. But, as any heist aficionado knows, there’s always a twist.
The culprit? Good old greed. We’d already gotten our hands on the main prize—a secret stashed away in the mind of a techie CEO, resting in a kind of futuristic cocoon. We hacked directly into his brain, snagged the intel we needed, and were primed to leave. That’s when one of my teammates, who just happens to be from the 10 Chambers dev team, threw a curveball. “Why not grab some loot from the other vaults too?” they suggested.
And why not? We had our escape lined up—a thrilling leap from the top floor of a Dubai-esque skyscraper. Surely scooping a bit more cash wouldn’t hurt. As we took our positions, ready to make the most of this opportunity, chaos erupted. Security droids and hired guns swarmed in, armed to the teeth and deploying bulletproof shields. One of our team got stuck down in the main lobby chaos, while another from 10 Chambers was blindsided by a grenade. At the rear and set to lead the retreat, I was taken out by some sharp shooter with a DMR. Just like that, the heist was over.
This is what makes a good heist game! I love that things can spiral out of control. “I’ve never seen reinforcements arrive so quickly,” one of the developers exclaimed. “Just goes to show, anything can happen!” And that’s what sets Den of Wolves apart from other games like Payday and Payday 2. In those, you dive into a heist with little planning. Maybe someone sneaks to the vault, another rushes headlong into battle, while someone else is off doing their own thing.
In Den of Wolves, every move requires careful preparation. It’s like a modern Ocean’s 11—where each player takes on roles akin to George Clooney’s mastermind, Brad Pitt’s easy-going accomplice, or Matt Damon’s eager risk-taker.
Reflecting on our failed attempt, 10 Chambers’ co-founder and narrative director Simon Viklund likened it more to “Heat.” He pointed out, “Remember Heat? The crew secures explosives and an ambulance before the heist even starts. It’s all about preparation.” This blueprint is clearly echoed in Den of Wolves. You tackle smaller tasks before diving into the main event, ensuring your strategy is sound, your escape route locked in, all to tip the scales in your favor.
Take this example: before the main event—which can stretch up to 40 minutes—we embarked on a mini-mission lasting about ten minutes to secure an assault drone. This drone was sneakily delivered to the target location, allowing us entry with minimal resistance as it dealt with adversaries inside. From there, it was game on.
Viklund chuckled, “Think of it as grittier than Ocean’s flicks, and with more player choice. You face a mission and decide, ‘I’ll go stealth/sniper/assault based on my prep.’” Perhaps my downfall was my sharpshooter pride. I love a good DMR, but knowing the mission would devolve into a firefight, I might have chosen an SMG or more firepower. Hindsight, right?
Den of Wolves injects fresh depth into the Payday formula—a mix perfected by the veteran team from 10 Chambers. There’s more at stake, a greater call for intentional gameplay, and certainly more risk. This isn’t about impossible odds; rather, it feels accessible and grounded—our undoing was our own ambition.
The game’s cyberpunk setting is another strength, offering a tight, responsive, and engaging experience. DMRs pack a punch, and pistols—more akin to hand cannons—deliver a wallop, sending targets reeling. With a loot bag, you feel the heft on your shoulder. And shooting from behind a shield not only feels savvy but delivers gratifying physical feedback as enemy rounds bounce away uselessly.
It’s important to note we’re talking pre-pre-alpha here. Yet, even in this nascent stage, the fundamental gameplay loop—plan, prep, infiltrate, rob, escape, repeat—feels promising. With each new weapon and strategy, the cycle becomes ever more rewarding. Den of Wolves builds on the excitement that Payday brought to the table but amplifies it. Legend has it the game’s concept was simmering in creator Ulf Andersson’s mind well before Payday came to be. Fifteen years later, it’s blossoming into this new venture.
Den of Wolves, sharp and polished, emphasizes the gameplay experience. 10 Chambers is keenly aware of the potential for a cooperative heist shooter, and they’re keen to make Den of Wolves an exciting frontrunner in this gaming niche. With careful monetization strategies in place and a deep understanding of the genre, this game is poised to be a standout in its field. Here’s hoping that 10 Chambers can deliver on this promising start.
Den of Wolves is slated to enter Early Access soon, initially launching for PC, although specific dates are still under wraps.