Everything had been mapped out perfectly—or so we thought. My team and I spent days in preparation, meticulously planning each step of our heist. We scoped out the sleek, futuristic bank, gathered the essentials for a grand getaway, and readied a swarm of deadly drones to cover our infiltration by posing as delivery guys. We made sure it was foolproof. Yet, as is the case with many well-laid plans, something inevitably threw a wrench into the works.
The root of our troubles? Greed. Always greed. We had already nabbed our main prize—a treasure trove of data secretly stored in the cerebral cortex of a power-hungry CEO. After hacking into his brain, we had the plans in hand and were set to make our getaway. Then, a colleague from the 10 Chambers dev team dropped the bombshell: “Why not raid the other vaults too?”
I mean, why not seize that opportunity? Our escape route—a daring leap from the top floor of a towering Dubai-like skyscraper—was squared away. Collecting a few more sacks of cash was surely doable, right? But as we took our positions on the mezzanine, a wave of security droids and muscle-for-hire swooped in, armed with everything from guns to grenade launchers. One team member was trapped, surrounded in the chaotic lobby. Another, a 10 Chambers insider, got blindsided by an explosion at the flank. Meanwhile, I was holding position at the back, when a rival sniper managed to clip me. Just like that, game over. The heist had crumbled.
Despite the disaster, I find myself charmed by this heist game. Its unpredictability pulls you in. “Wow, I’ve never seen enemies spawn so fast,” one of the developers commented. “It’s proof that anything can happen!” And that unpredictability is what sets Den of Wolves apart in the heist game genre. Unlike in Payday or its sequel, where plans feel on-the-fly at best—one teammate chooses stealth, another goes full-throttle into the action, and someone else spins in circles—Den of Wolves demands preparation. Think Ocean’s 11 style: one teammate is your George Clooney laying out every detail, while another is your nonchalant Brad Pitt, and somewhere in the thick of it, a Matt Damon pondering a risky move to prove their point.
Reflecting on our heist, 10 Chambers co-founder and narrative director Simon Viklund remarked, “It’s more like the movie Heat, really. The plan unfolds with explosive prep and the stealing of an ambulance, demonstrating the crew’s meticulous preparation.” This process serves as a blueprint for Den of Wolves. Each narrative-driven heist needs a foundation of smaller missions, enabling you to gather resources and devise a strong escape plan before diving into the main event.
In a preparatory mission that lasts about 10 minutes, our squad infiltrated a secure building to commandeer an assault drone. This carefully calculated move let us enter the bank vault with fewer obstacles. The drone was stealthily packaged, only to unleash chaos inside upon delivery. Once that was achieved, we reached our goal within the vault.
As Viklund notes with a chuckle, “It’s tougher and cooler than Ocean’s films, and with more player choice. You see an objective and think ‘I’ll bring my stealth gear/sniper setup/assault arsenal’ depending on the prep work.” And maybe that’s what caught me. Preferring to snipe from afar, I was ill-prepared for the unexpected surge of armed enforcers. Perhaps an SMG or grenades would have turned the tide, but alas, hindsight is 20/20.
Den of Wolves injects depth into the Payday formula, and 10 Chambers knows a thing or two about that, having previously masterminded both Payday titles. This new venture increases stakes, enriches intentions, and embraces chaos. Leveraging their experience with hardcore shooters like GTFO, they’ve crafted a game teeming with possibilities—yet still accessible. Our downfall, in truth, lay only in our own avarice.
Set against a cyberpunk backdrop, the game is sharp and responsive. Every weapon feels right—DMRs pack a punch, and the Desert Eagle-style pistol delivers a kick like a mule, sending goons and droids flying. Lugging a loot bag causes a realistic tilt, simulating the weight of riches over your shoulder. It’s viscerally satisfying to fire through an energy shield, not just physically as enemy bullets ping off, but mentally as your smart tactical play unfolds.
Bear in mind, I’m playing a version that isn’t even in early access—more like pre-pre-alpha. Yet it feels this polished. The rhythm of planning, prepping, infiltrating, stealing, and escaping promises to become even more engaging as more weapons and strategies unlock. Unlike Payday’s groundbreaking entrance in 2011, Den of Wolves ramps everything up. Ulf Andersson, who spearheaded Payday, envisioned a sci-fi heist game long before Payday came to be, and Den of Wolves is the result of this 15-year-long dream.
Den of Wolves stands out—it’s well-crafted, filled with production quality, and understands what Payday 3 didn’t: putting gameplay first. Spotting a gap in the market for a player-driven cooperative heist shooter, 10 Chambers is all-in on making Den of Wolves the genre’s pinnacle. With thoughtful monetization and a firm grasp on heist/shooter dynamics, this game is poised to redefine the genre. Here’s hoping 10 Chambers lands it just right.
Den of Wolves is slated for Early Access soon for PC. Release details are yet to be announced.