Everything was supposed to go smoothly. We had planned this heist with military precision. My teammates and I spent days preparing: we surveyed the high-tech bank, gathered all the gear necessary for a dramatic window escape, and even prepared a swarm of deadly drones to ensure we could get into the target area under the guise of a simple delivery. Indeed, our plan seemed airtight. But as with any great heist, fate had other ideas.
Greed was our downfall, as it so often is. We had already achieved our main objective: data embedded in the mind of a corporate giant was now within our grasp. We’d hacked into his very mind, stolen the secrets we craved, and were poised to make our grand escape. That’s when my teammate—part of the 10 Chambers development team, no less—piped up with an intriguing proposition: “Why not grab some more loot from the other vaults while we’re here?”
Well, why not? We had a bold escape strategy mapped out: a base jump from the top floors of a skyscraper right out of a sci-fi Dubai was our exit. A few bags of extra cash seemed harmless. As we moved into position on the mezzanine, a flood of security droids and hired muscle swarmed in—guns blazing, shields up. One of our team was caught out in the open, pinned down in a brutal firefight in the main lobby. Meanwhile, a 10 Chambers developer holding the right side got hit by a grenade. I was set to cover our retreat from the rear when some sharpshooter landed a shot across the hall. It was game over. Our heist was busted.
This scenario perfectly captures what makes a heist game truly engaging. The beauty lies in its potential to unravel. “I’ve never seen reinforcements arrive that fast,” one developer remarked, clearly impressed by the situation’s unpredictability. That encapsulates the allure of Den of Wolves compared to its competitors. In games like Payday and Payday 2, you drop into heists without much of a plan. One of you might sneak to the vault, another might dive headfirst into combat, while someone else spins aimlessly.
In Den of Wolves, though, preparation is the key. Think Ocean’s 11—a team member naturally takes on George Clooney’s role, orchestrating the whole operation, while another plays the disinterested Brad Pitt, happy to follow along. Then there’s your Matt Damon character, always eager to take risks and make a point.
As we wrapped up our mission, 10 Chambers co-founder and narrative director Simon Viklund shared his insights: “To me, it’s more reminiscent of Heat. Remember, in Heat, they start by getting explosives and stealing an ambulance. Preparation is crucial, which is what we aim for here.” This philosophy is the foundation of Den of Wolves—capturing the thrill of big heist preparations. Before diving into story-driven heist missions, you must tackle smaller tasks to gear up, plan your exit, and tip the odds in your favor.
Here’s one instance: before our main heist—which, by the way, can last up to 40 minutes—we breezed through a quick prep mission, about 10 minutes long. Our team sneaked into a heavily guarded facility to “borrow” an assault drone. This allowed us to break into the vault with little opposition; the drone, once delivered, wiped out inside threats. From there, it was go time.
“It feels more intense than Ocean’s flicks,” Viklund chuckled, “and offers greater player choice. You can decide, ‘Okay, I’ll use my stealth setup/sniper kit/assault pack,’ based on your prep.” This is where I might have slipped up. As a sharpshooter, I’m at home with a battle rifle or DMR. But knowing about the impending reinforcements, maybe an SMG or extra grenades would have been wiser. I’ll have plenty of time to mull over this miscalculation.
Den of Wolves definitely takes the core of Payday and elevates it—the folks at 10 Chambers know the material well, being veterans from Payday and Payday 2. The stakes are higher, the intent more defined, and the potential for failure all the more palpable. This title captures the inherent danger of the job, no doubt a lesson learned from their experience creating a challenging co-op shooter like GTFO. Yet, it remains inviting; the only reason our heist floundered was due to our collective greed and arrogance.
The game’s cyberpunk world enhances the experience: it’s snappy, responsive, and fulfilling. DMRs pack a satisfying punch, while the pistol—more like a Desert Eagle than a sidearm—knocks enemies and drones alike to pieces. You can feel the weight of a cash haul, lugging it over your shoulder, and smashing an energy shield is both a strategic and tactile triumph.
And bear in mind, I’m testing a very early version of the game—not even officially in early access yet. Despite this, it already feels this polished. The rhythm of its cycle—plan, prep, infiltrate, steal, escape, repeat—promises to grow ever more rewarding the longer you immerse in it. With every new weapon and strategy at your disposal, the feedback loop will only deepen. It takes all that made Payday revolutionary in 2011 and amplifies it. 10 Chambers hinted that creative director Ulf Andersson had toyed with a sci-fi heist concept long before the original Payday was conceived; Den of Wolves is the result of 15 years of development.
It’s evident in the gameplay. Den of Wolves is sharp, well-crafted, and focused on gameplay first—a misstep where Payday 3 faltered. 10 Chambers understands the hunger in the market for a player-driven co-op heist shooter, and they’re committed to ensuring Den of Wolves fills that gap spectacularly. With its thoughtful monetization approach and deep grasp of the heist/shooter genre, Den of Wolves is set to become the genre’s standout release since its inception. Now all that’s needed is for 10 Chambers to execute their final moves perfectly.
Den of Wolves is expected to enter Early Access soon. While confirmed for PC, the exact release window remains unannounced as of this writing.