Everything went sideways. We had laid out our plan with precision, every detail scrutinized, every move calculated. In the lead-up to the big heist, my crew and I were relentless, studying every inch of the high-tech bank, snagging the gear we’d need to blast our way out, and setting up a swarm of killer drones to help us slip under the radar as regular delivery guys. Days were spent ensuring every aspect was foolproof. But as with any good heist story, something had to go wrong.
Our nemesis? Greed, as always. We had already nabbed the primary objective: sensitive data hidden within the cerebral recesses of a tech mogul, secured in a sophisticated biocapsule. We’d hacked into his mind, extracted the crucial plans, and were primed for evacuation. Then a team member, part of the 10 Chambers dev squad, floated the idea: “Why not raid the other vaults too?”
Why not indeed? Our escape plan was rock solid—a daring base jump from the upper levels of a towering structure reminiscent of Dubai’s skyline. Grabbing a bit more cash wouldn’t be too big a deal, right? But as we positioned ourselves on the mezzanine, an overwhelming force of security bots and mercenaries rushed in, guns blazing, shields raised. Our team was taken by surprise; one was pinned down in the main lobby’s chaos. A 10 Chambers crew member got hit by a grenade on our right flank. While I was securing our retreat, some sharpshooter tagged me from across the floor. Game over. The heist was finished.
This is why I love a good heist game. I appreciate how things can spiral out of control. “Never seen so many guys spawn that fast,” one dev noted, capturing Den of Wolves’ unique charm. Unlike its peers, Den of Wolves thrives on unpredictability. In Payday and its sequel, you jump headfirst into capers without much of a plan. Someone might stealth their way in, another could charge head-on, while someone else spins in place, in their own world.
Den of Wolves doesn’t play that game. It’s all about preparation, about being ready. I imagine it as a digital Ocean’s 11, where one team member channels George Clooney’s strategic mind, another embraces Brad Pitt’s laid-back vibe, and another embodies Matt Damon’s risky enthusiasm—all while working in harmony.
Simon Viklund, co-founder and narrative director at 10 Chambers, compares it more to Heat. “Remember how they start off by getting the explosives, and then hijacking an ambulance? It’s all about the groundwork, and Den of Wolves is no different,” he explains. Before you dive into a story-driven heist, you must complete preliminary missions to equip yourself, secure an escape route, and stack odds in your favor.
For instance, before tackling a main heist (which they say can last up to 40 minutes), we tackled a short mission (around 10 minutes) involving a stealthy break-in to snag an assault drone from a guarded building. This drone was the key to reaching the vault without heavy resistance. Once delivered, it unleashed chaos inside, neutralizing threats. We were poised to complete our job, unhindered.
“It’s heavier and cooler than the Ocean’s movies,” Viklund jokes. “You get more player agency, too. You see a mission and think, ‘Do I go stealth, sniper, or assault?’ based on your prep.” Perhaps my mistake was in my choice of role. I pride myself as a sharpshooter—give me a battle rifle or DMR, and I’m content. Had I anticipated the late influx of armed adversaries, I might have opted for an SMG or some firepower. Oh well, hindsight’s twenty-twenty, even from the afterlife.
Den of Wolves innovates the Payday model, incorporating deliberate planning while recognizing potential pitfalls. The team at 10 Chambers, well-versed in creating challenging co-op experiences like GTFO, ensures there’s real tension in every move. But don’t mistake this for an unwelcome challenge. The allure lies in its accessibility. Truly, our downfall stemmed from our avarice and overconfidence.
The game’s cyberpunk backdrop amplifies the experience; it’s concise, intense, and forceful. Whether it’s wielding a DMR or experiencing the raw kick of a powerful pistol, every shot feels impactful. Carrying a hefty loot bag affects your stance realistically, echoing the strain of lugging tens of thousands in cash. Firing through an energy shield delivers smart, calculative gratification as enemy bullets weakly deflect.
Mind you, this isn’t even early access yet. What I’ve experienced is a pre-pre-alpha version, and it’s already impressive. The cycle of planning, preparing, infiltrating, looting, and repeating seems destined to become deeply satisfying the more you engage with it. As you unlock more weapons and refine strategies, the gameplay loop flourishes. It builds upon the foundation of Payday, turning up the intensity and scope. During a preview session, 10 Chambers shared that Ulf Andersson, who led creative design on Payday and its sequel, had contemplated a sci-fi heist concept long before it materialized. After 15 years of percolation, Den of Wolves is the fruition of that vision.
The game exudes intelligence and polish, focusing on compelling play at its core—something critics argue Payday 3 missed. 10 Chambers seizes the opportunity in the market for a player-centric, cooperative heist shooter, channeling everything into Den of Wolves to meet that need. With sharp monetization strategies and a firm grasp of the heist-shooter genre, it’s positioned to redefine and revitalize the landscape. The anticipation is whether they’ll stick the landing and deliver an experience as exhilarating as promised.
As of now, Den of Wolves is slated to enter Early Access soon, launching on PC, though no specific timeline has been set.