Things took an unexpected turn during our heist, despite the painstaking detail we put into planning it. My crew and I spent days prepping for the big job—studying the hyper-modern bank, stockpiling the equipment needed to blast our way out, and organizing a swarm of lethal drones to help us sneak in, disguised as ordinary delivery personnel. Despite all our meticulous planning, a classic heist complication arose: greed.
We’d already secured the main prize, a cache of valuable information stashed inside the brain of a high-tech CEO. We managed to hack into his neural network, grabbing the data we needed and preparing for our getaway. But then, a tempting thought arose, courtesy of one of my teammates from the 10 Chambers development team: “Why not loot the other vaults, too?”
Why not, indeed? Our escape plan involved an exhilarating base jump from the top of a skyscraper resembling those in Dubai. Grabbing a few extra sacks of cash sounded harmless until it wasn’t. Positioned on the mezzanine, we suddenly faced an onslaught of security bots and armed guards. Bullets flew, shields were deployed, and chaos reigned. One of us got pinned in the lobby’s crossfire. A 10 Chambers member anchoring the right flank was blindsided by a grenade. I held point at the back, poised for the exit, when a sniper took a shot from across the room. The heist was over.
This is what makes a fantastic heist game. It has the potential for things to go sideways. “I’ve never seen that many adversaries appear so quickly,” a developer remarked. “It just proves anything can happen!” Den of Wolves stands out in the heist genre because of this unpredictability. Unlike Payday and its sequel, where you often wing it—sneaking to the vault solo while others storm in or daydream—Den of Wolves demands preparation and strategy.
The approach here echoes a cinematic heist, reminiscent of Ocean’s 11, with one person assuming the role of a strategic George Clooney, another a laid-back Brad Pitt, and a Matt Damon-type willing to take risks to prove a point.
If you ask Simon Viklund, the co-founder and narrative director at 10 Chambers, Den of Wolves is more akin to the movie “Heat.” “Think about it,” he told me post-mission. “In ‘Heat,’ the crew starts by getting explosives and then an ambulance—they plan meticulously, and you see it unfold.” This concept forms Den of Wolves’ foundation: before diving into a heist heavy on narrative, gear up, establish your escape, and stack the odds in your favor.
Here’s a taste of that process: before tackling the main heist (which can take around 40 minutes), we completed a preparatory mission (about 10 minutes). During this, our team broke into a fortified building to ‘borrow’ an assault drone, which became crucial for accessing the vault with minimal fuss. Once the drone infiltrated unseen and took care of the vault guards, we were in the clear.
“This game is grittier and more intense than the Ocean’s films,” Viklund chuckled. “And thanks to the player’s choices, you get to personalize each mission,” like opting for a stealth, sniper, or assault build based on your preparations. I maybe made a poor choice in sticking to my sharpshooter weapons, not expecting that late-game swarm of enemies. A more versatile loadout could’ve changed the outcome. Another lesson learned.
Den of Wolves expands on the known formula, something the team at 10 Chambers, including core members from Payday’s development, have mastered. There’s more at stake, more strategic depth, creating a heist game imbued with the essence of risk. It’s what you learn from crafting a co-op title as challenging as GTFO. Still, it’s approachable: the heist unraveling was more a matter of our own greed, our downfall.
The cyberpunk theme fuels the game’s dynamic energy. It’s tight, responsive, and carries a palpable power. Weapons like the DMR pack a punch, while pistols, feeling more like a hefty Desert Eagle, deliver powerful kicks that send foes flying. Carrying substantial loot alters your movement, adding realism as if hauling $100k over your shoulder. And blasting through energy shields provides both a satisfying tactic and feedback, with enemy shots bouncing off feebly.
And to think, the game hasn’t even hit early access yet! Playing this pre-alpha version, it already feels impressive. The rhythm of plan, prep, execute, escape, and repeat will only become more engaging as new weapons and strategies become available. Borrowing from what made Payday a standout in 2011, it amplifies everything. 10 Chambers revealed to me that Ulf Andersson, the creative mind behind Payday, envisioned a sci-fi heist game long ago; Den of Wolves is the fruition of a concept nurtured over 15 years.
The quality and execution speak volumes. Den of Wolves shines with polished mechanics and puts gameplay ahead of everything else, unlike Payday 3. Aware of the current gap in the market for a player-driven co-op heist shooter, 10 Chambers is channeling all efforts to ensure Den of Wolves stands tall. Its innovative monetization models and solid grasp on the genre suggest it might become the most thrilling game of its kind in years. Fingers crossed for a smooth final landing.
Den of Wolves is expected to launch on Early Access soon. Keep an eye out for its release on PC, though specific dates remain under wraps for now.