Everything went south. We had such an intricate plan, too. For days, my team and I were all about the prep work—scoping out the high-tech bank, gathering the gear to shatter windows for our getaway, and setting up a swarm of deadly drones for a stealthy entrance disguised as mundane delivery guys. Our plan seemed flawless. But, as with any great heist, things never go as smoothly as you hope.
Greed did us in, as it often does. We already had our main prize—vital data nestled within the mind of a top-tier technocrat CEO, suspended in some high-tech cocoon. We hacked his neural network, swiped the intel we needed, and were ready to hightail it out of there. “What about the other vaults?” suggested a colleague, a developer from the 10 Chambers team, no less.
With our exit strategy—a daring base jump from a Dubai-style skyscraper—primed and waiting, we figured snagging some extra cash wouldn’t hurt. However, as we positioned ourselves in the mezzanine, a relentless stream of security bots and mercenaries charged in, armed to the teeth with guns, ammo, and shields. One teammate got caught in the main lobby, while a 10 Chambers staffer covering the right side got blindsided by a grenade. I held the rear, prepped for extraction, only to get picked off from the hall by some punk wielding a DMR. It was all over. Game, set, match.
This game captures the essence of a heist splendidly—and I enjoy how unpredictably everything can spiral out of control. “I can’t recall seeing that many enemies spawn so fast,” remarked one of the devs, highlighting the unique thrill of Den of Wolves compared to other titles. In games like Payday and its sequel, you often dive into a heist winging it—maybe stealth your way to the vault, charge in guns blazing, or spin aimlessly in your own little adventure.
Den of Wolves demands a different approach—preparation and more preparation. It feels like Ocean’s 11 in my head—where one team member channels George Clooney’s cool composure, another’s as laid-back as Brad Pitt, and someone else mirrors Matt Damon’s risk-taking ventures just to make a point.
“I’d say it’s more akin to Heat,” noted Simon Viklund, 10 Chambers’ co-founder and narrative director. “Think back to the beginning of Heat—they gather explosives, snag an ambulance, all of which requires meticulous prep work.” It’s the foundation for Den of Wolves’ gameplay: an action-packed redux of Heat. Before embarking on an intense story-heavy heist, you’ll need to handle smaller tasks—bolster your arsenal, arrange an escape route, and shift the odds in your favor.
Case in point, before our major heist—which I hear can stretch up to 40 minutes—we tackled a quick prep mission lasting about 10 minutes. During this run, we infiltrated a secured building to ‘borrow’ an assault drone. This maneuver facilitated our relatively easy entry into the vault; by deploying the drone inside, we cleared obstacles with ease. With this step done, we stood ready in our target zone.
As Viklund jokingly described, Den of Wolves offers a grittier, more strategic experience than the Ocean’s films, while granting players abundant agency. You’ll evaluate missions and decide whether to opt for your stealthy, sniper, or assault setup based on your preliminary groundwork. Perhaps that was my downfall—I tend to be a sharpshooter, always hunting down targets with a battle rifle or DMR. Had I anticipated the avalanche of enemies later in the mission, I might’ve opted for an SMG or explosives. Hindsight, right?
Den of Wolves deepens the Payday formula, which the 10 Chambers team knows like the back of their hand, with key members who once shaped Payday and Payday 2 spearheading this project. The stakes feel higher, the gameplay more deliberate, with more things that can go awry—capturing the thrill of the challenge, which the team no doubt honed while developing the co-op shooter GTFO. Yet, it’s far from inaccessible; it’s the seductive pull of greed that mostly led to our downfall.
The game’s cyberpunk setting enhances the overall experience—it’s sharp, responsive, downright exhilarating. DMRs pack a punch, and the handgun—more Desert Eagle than sidearm—kicks ferociously, sending enemies flying and shattering robotic foes. As you carry a hefty loot bag, the added weight feels real, mirroring a real-life burden of hauling $100,000. Shooting past a force field is immensely gratifying, rewarding clever play and providing a tangible sense of achievement as hostile rounds feebly bounce off.
It’s worth noting how impressively polished the game feels, despite not even entering early access. I’m navigating, essentially, a pre-pre-alpha version, and everything already clicks superbly. The rhythm—planning, prepping, infiltrating, looting, escaping, then repeating—promises to grow more rewarding with time. As your arsenal and strategies expand, so too will the satisfaction loop. Den of Wolves harnesses what made the original Payday such a standout back in 2011 and revs it up another notch. During our preview session, 10 Chambers shared that Ulf Andersson—a creative lead on both Payday and Payday 2—had been noodling over a sci-fi heist game long before the first game launched; Den of Wolves represents a culmination of 15 years of innovation.
In its current state, Den of Wolves is sharp, polished, overflowing with high production value. It accomplishes something I believe Payday 3 missed; it places a laser-like focus on gameplay. 10 Chambers recognizes a ripe opportunity for a player-driven co-op heist game and is fully investing in ensuring Den of Wolves meets the demand with flair. With its savvy approach to monetization and a profound understanding of the heist/shooter genre, Den of Wolves is set to become the standout title since the genre’s inception. Let’s cross our fingers that 10 Chambers maintains their trajectory.
Den of Wolves is gearing up for an Early Access release soon. Currently set for a PC roll-out, an exact date is yet to be revealed.