Den of Wolves is shaping up to deliver on 10 Chambers’ promise to “create the best co-op FPS game possible.” It’s everything we know and love from key staff’s past projects like Payday and GTFO, while flipping the script in intriguing, challenging new ways. If this cyberpunk-infused, heist-based shooter wasn’t already on your radar, it should be now.
A decade ago, Payday designer Ulf Andersson started up his own venture in the gaming industry. 10 Chambers was born, and with it, a ragtag group of Swedish developers banded together with a vision of seizing the co-op FPS genre.
GTFO, the studio’s first release, certainly left an indelible mark, though its appeal largely catered to the most hardcore fans. Brutal difficulty isn’t for everyone, yet despite the monstrous hurdles to overcome, hundreds of thousands have since played the eerie four-player shooter.
Now, it’s time for the follow-up. Den of Wolves was revealed during the 2023 Game Awards and quickly turned heads with its electrifying cinematic trailer. 15 months on, I’ve now played the game and seen the potential for myself. While sticking to familiar design pillars, the cyberpunk pivot opens a world of new possibilities.
Devs are certainly being afforded all the time they need to get things just right, as they should, but I’m incredibly eager to dive right back in as soon as possible.
From banks and monsters to a cyberpunk dystopia
Ditching the gleam of the richest jewels along with the ever-present gloom of the infected Complex, Den of Wolves instead takes us on a trip to a dystopic future where nothing is quite what it seems.
Midway City is where the most notorious corporations can run their often dangerous or otherwise illegal operations without fear of bureaucratic hindrance. It’s in this lawless locale where we come into play, diving into the mix as criminals for hire, willing to take action on behalf of said corporations, doing their dirty work for a nice paycheck.
In essence, Den of Wolves is what you’d expect. A highly polished, cooperative FPS experience with an emphasis on heists. This time around, though, the new cyberpunk backdrop makes room for a number of twists to the formula that not only serve the tone but also push the genre in new directions you may not expect.

Midway City is home to the best of technological innovations, but the worst of society looking to profit from it all.
Before even jumping into an operation, you get the sense this stylistic shift comes from a place of passion. It’s a world where lore is already substantially fleshed out so that companies have their own backstories, criminal gangs are revered or feared, those powering the technology have a history, and so much more in between.
Every blank wall presents a chance to tell part of the story, with no stone being left unturned when it comes to visual stimulation. There’s already a great deal here to dissect, and there’s no doubt it’s only getting more expansive.
There’s an air of pride around the work already done and the long-term vision too. So much so, one of the developers eagerly showed off their tattoo of the game’s logo, not just representing the project itself, but all the effort being put into it.
Bite-sized heists
One of the first major changes to the structure 10 Chambers and its developers have become synonymous with comes in the form of preparation missions. These bite-sized operations offer a more fast-paced challenge for those who may not be able to commit to a lengthy 40+ minute gameplay session.
Proper heists are a real handful, so to tie it all in thematically, these preparation missions offer a chance to get a leg-up when it comes time for the big score. Think of them as mini heists, with just a handful of smaller objectives in which to tackle.
In our instance, the goal was to sneak through a secure facility, crack open a vault, and steal a few powerful sniper drones that would help us in the main heist.

Objective types are certainly familiar, at least in the one mission we played. It would be great to see some more creativity in this regard.
Don’t get it twisted based on the brevity, these are still every bit as challenging as regular missions. They are by no means a walk in the park for those seeking an easier time. Rest assured, while 10 Chambers is widening its appeal with Den of Wolves, the difficulty is still very much present.
On paper, the idea is to shrink down part of the overall experience into more digestible chunks. Rather than taking anywhere from 30-60 minutes to plan and then execute a heist, these may only take 10-20 minutes if you know what you’re doing.
There’s still a layer of strategy to it all, you can’t just blitz through these shorter missions. In fact, it took our group four attempts to even pass the preparation mission, as every time we thought we had the upper hand and went in guns blazing, it quickly backfired, and we found ourselves back in the menus.
So the purpose is twofold: to provide the same core experience for smaller gameplay sessions while also helping every squad prepare for their next big heist.
Although we only got to see one example, it certainly ticked those boxes. It’s challenging, extremely fun, and just the right length as to not require anyone to set aside an entire afternoon.
Sticking to their guns
With the preparation mission out of the way, it’s time for the big showdown. The one mission we had access to presented a near-symmetrical layout. Two floors with around eight vault doors to unlock. The goodies we’re looking for aren’t guaranteed behind any particular door, however, so a bit of luck does come into play.

We plotted our heist on an enormous print-out and still failed the first time around.
In our first attempt, we stuck together as a unit of four, rotating clockwise from one vault to the next. While it worked at first, our position was soon overwhelmed as we clumped too close together. On our second run, we split up into two players per side, and this proved far more efficient.
What you’re doing in this mission will be very familiar for experienced Payday and GTFO players. Once in position, you’re planting a vault-cracking device on the door, defending the area for a minute or so, then taking the rewards from within.
Of course, enemies are constantly spawning to prevent you from doing just that. At least in our demo, there was no way in which to sneak around. Enemies were on high alert after our preparation mission, and they sure were relentless.
Wave after wave, you need to ensure your aim is on point and that you’re managing resources wisely. Fail at either, and there’s every chance you’ll be downed before long. Communication is also vitally important, as you always want to call out together, boss-like foes with far more health than the regular targets. All four players will need to hone in on this behemoth before they wipe the squad.
Thankfully, there’s an awesome arsenal at the ready. Even in this extremely early build, Den of Wolves had a surplus of weapons to test out, ranging from submachine guns and shotguns up to my personal favorite, the DMR. All are handy in their own ways, and deciding when to pull them out becomes far more of a considered choice than I’ve felt in previous games.
Not to mention, gunplay is always in a really strong place. Weapons feel fantastic to shoot, and each successful hit gives instant feedback that so quickly becomes hypnotic.

Gunplay is already top-notch in Den of Wolves, well ahead of even its early access launch.
Bonus equipment like explosives and portable shields are also present, heightening the skill ceiling even further. When you’re in your element, juggling every mechanic, you truly can feel unstoppable. At least, that’s the case until you dive.
Going under
Beyond the aforementioned preparation missions, ‘diving’ is the biggest shakeup to the formula in Den of Wolves. Given its cyberpunk theme, devs are taking full advantage with this mind-bending new feature.
After opening the right vaults and finding every item we needed, our mission took a turn. In an Inception-esque sequence, we were ‘put under,’ vanishing from our view of the real world to find ourselves inside the mind of a target we’re stealing from.
Weapons disappeared, gravity was off-kilter, and we lost all sense of direction in a flash. The goal was simple: reach the end of this ‘dive’ before time ran out and you were transported back to your human body. The only problem is that there’s no clear path forward.
Broken terrain meant we were leaping great distances from one block to the next, while puzzling platforming enabled us to run up vertical walls and effectively shift our perspective. The ceiling could be the ground, if you wanted it so.

It’s never quite clear which way is up.
What ensued was a chaotic dash, all four players jumping in a mess of directions trying to reach the end point. It disrupted the onslaught of FPS action and, for a moment, dropped you into something entirely new.
This all happens in the blink of an eye, too. In the real world, you’re standing still for just a brief moment. But in the mind’s eye, you’re spending a minute or two traversing the otherworldly plane.
I asked devs at 10 Chambers if combat is being considered for these ‘dives,’ further adding to the challenge. While I didn’t quite get a straight answer, I think it’s safe to expect traversal won’t be the sole focus in every possible dive moving forward. Plenty of surprises are no doubt in store.

The ‘Dive’ is a fascinating new twist on the heist formula.
While I pressed 10 Chambers on any rough details about the game’s targeted release, it’s clear the devs themselves aren’t committing to anything concrete at this stage. “Coming when it’s done” isn’t just a funny tagline in this case, they really do mean players will have it in their hands when it’s actually ready.
Even though the build we played clearly still had some work to be done, it’s already in a solid position. It seems it’s more a matter of how much content devs want to include for the initial early access launch. For that, we’ll all just have to continue waiting.
When Den of Wolves is ready, I’ll be there.