Everything fell apart, despite our careful planning. My team and I meticulously planned this heist, going over every detail for days. We scoped out the futuristic bank, gathered the materials we’d need to shatter windows for our escape, and prepared a swarm of killer drones to disguise our infiltration as a harmless delivery. It was supposed to be fool-proof. But just like any classic heist story, the plan was derailed.
Greed got the best of us. We’d already achieved our main goal—capturing sensitive data from the brain of a tech mogul CEO, who was encased in some advanced tech cocoon. We hacked into his mind, extracted the vital information, and were set to make our exit. Then one of my team, who’s part of the 10 Chambers development squad, threw a curveball: “Why stop at the main loot? Why not grab some extra cash from the bank’s other vaults?”
And why not? Our escape was already mapped out—base jumping from the upper tiers of a skyscraper straight out of Dubai. Snagging a few more loot bags sounded harmless enough. But as we stepped onto the mezzanine, a wave of security bots and mercenaries flooded in, armed to the teeth with guns and deployable shields. One person got pinned down in the lobby’s crossfire, and a 10 Chambers crew member got caught by a surprise grenade. I was at the back, securing our retreat path when a sniper pegged me across the hall. The heist was dead in the water.
This isn’t just a heist game; it’s a great one. I love that things can go south so spectacularly. “I don’t think I’ve ever seen that many guys show up that fast,” laughed one of the developers. “Really keeps you on your toes, huh?” That unpredictability is what makes Den of Wolves stand out from other heist games like Payday and its sequel. In those, you could just stumble into a heist with barely a plan: one player might sneak around, another goes guns blazing, while someone else spins in circles lost in their own game.
Den of Wolves, though, requires strategy and preparation. Imagine Ocean’s 11: one of you is the master planner, a George Clooney type, laying out the scheme. Another is like Brad Pitt’s character, laid-back but ready for action. Meanwhile, someone else channels their inner Matt Damon, eager to take risks to prove a point.
“It’s more like Heat,” said Simon Viklund, co-founder and narrative director at 10 Chambers, as we discussed the mission. “Think of that movie: they get the explosives, nab the ambulance, and do loads of prep work. That critical planning makes all the difference.” Den of Wolves borrows that blueprint, requiring players to complete smaller missions before diving into the main heist, ensuring they’re well-equipped and have a solid escape plan.
Case in point: Before tackling the main event, which can stretch up to 40 minutes, we took on a shorter, 10-minute mission. We infiltrated a guarded building to ‘borrow’ an assault drone. It was this meticulous attention to detail that allowed us easy access to the vault; once we smuggled the drone in, it took out the resistance inside. That’s when things got tense.
“It’s more serious and intense than Ocean’s 11, for sure,” Viklund chuckles. “Plus, with more player choice, it’s about deciding whether to go stealth, sniper, or full assault.” Perhaps my downfall was my loadout. I’m a sharpshooter—give me a battle rifle or DMR, and I’m set. But had I known we’d be overwhelmed by firepower later, I might have packed more explosive gear. Now, I reminisce about that from ‘the other side.’
This intricate gameplay adds layers to the heist formula that 10 Chambers knows well, thanks to their time crafting Payday and its sequel. Den of Wolves carries more risk, demands precise planning, and embraces the job’s inherent tension, much of which they perfected when designing the challenging co-op shooter GTFO. But Den of Wolves isn’t insurmountable; it’s accessible and rewarding, contrary to our downfall, which stemmed from our greed and overconfidence.
The game’s cyberpunk setting enhances the fast-paced action. The controls are tight and intuitive. DMRs pack a punch, while the pistol mirrors a Desert Eagle, knocking down enemies and shattering drones. Carrying loot affects your movement realistically—just as anyone hauling $100,000 would swaying under its weight. Shooting through an energy barrier feels satisfying and strategic, as enemy fire ricochets uselessly off the shield.
It’s worth noting this isn’t even an early access version—I was in a pre-pre-alpha stage. Yet, it already plays remarkably well. The loop of planning, preparing, infiltrating, looting, and escaping promises to grow more gripping the longer you play. The wider your arsenal and choices become, the richer the experience. It builds on the foundation that made Payday groundbreaking in 2011, elevating it further. 10 Chambers shared that Ulf Andersson had been mulling over a sci-fi heist concept long before Payday materialized; Den of Wolves is a culmination of that vision, nurtured over 15 years.
You can feel it. Den of Wolves is a polished, sharp production that approaches gameplay from the forefront, something Payday 3 seemingly struggled with. 10 Chambers is seizing the opportunity for a player-driven co-op heist experience and is pouring all resources into ensuring Den of Wolves delivers spectacularly. With thoughtful monetization and a solid grasp of the genre, Den of Wolves is poised to become a thrilling addition to the gaming landscape. Here’s hoping 10 Chambers perfects the final launch.
Anticipation is building as Den of Wolves gears up for Early Access. It’s initially landing on PC, though no specific release window has been confirmed yet.