Warhammer 40,000: Darktide cover
Warhammer 40,000: Darktide screenshot
PC XONE Series X Steam
Genre: Shooter, Adventure, Indie

Warhammer 40,000: Darktide

Short Story: "Need to Know"



The Rejects didn’t have a motto, but if they did, thought Naibert, it would be “nothing is ever as simple as it looks.” That, or “trust nothing.”

Naibert wasn’t in the business of trust. The Universe had bitten his arse too many times for him to let his guard down. He was ex-Militarum, infantry, marksman speciality. He’d always had a sharp temper, which is why he’d smacked that officer, and landed in the stockade, and thus wound up in the Rejects.

When Naibert had pulled the mission that morning, Rannick had taken him to one side. Iven Rannick himself, the toxic old interrogator. Naibert didn’t trust Rannick, but he knew the man had real clout. That Inquisitorial rosette, for start. But more than that, Naibert felt that Rannick was the real power on the Mourningstar. Everyone, high and low, deferred to the great Inquisitor Grendyl; Atoma Prime was Grendyl’s operation. But no one had ever seen Grendyl, not seen seen, not in the flesh. At best, he was a servitor chassis projecting an inconsistent hololith. Naibert didn’t trust Grendyl, or the idea of Grendyl. Maybe there was no Grendyl at all, or maybe the lack of presence was part of the act. The Inquisition never told anybody everything, especially not the dog-soldier Rejects, and if they did tell you something, it was always a small fragment of the truth. They liked to keep people in the dark, uninformed, data-rationed, information starved. “Need to know”, that’s what they said.

But Rannick… Naibert understood Rannick. He was a flesh and blood man. He was present. He was the man in charge. He was also a bastard, but you couldn’t have everything, Naibert had known worse. He had smacked worse.

Rannick had seldom spoken to Naibert directly. When he’d finished explaining to Naibert what he required, he’d smiled, that creepy smile, and said, “It’s a matter of trust, you see?”

“You can trust me,” Naibert had told him.



The drop was a hard one. A new area - Inter-Zone Void Sector Omega-12 or something. Unknown territory, that’s what mattered, barely mapped. They were going in blind. Plus, it was one of Hadron’s ops. Hadron Omega-Seven. She was in charge, and coming with them. Naibert didn’t like the Mechanicus tech-priest at all. Snide, mean, nit-picking, and arrogantly intelligent. It seemed she always had an agenda of her own, and she wouldn’t share it, because obviously no one in the warband was smart enough to comprehend, but then she’d still get pissy when you didn’t understand what was needed.

Borovitch was behind the stick of their Valk. That made Naibert uneasy too. Borovitch was all right, but Masozi was the best. Every Reject knew that. However, it seemed Masozi had another drop to attend to. That either meant Masozi knew there was something nasty about the Inter-Zone drop, and had chosen to avoid it, or Rannick knew, and had assigned a more expendable pilot.

Dropping, the something nasty became obvious. The Inter-Zone was a voidspace between hive levels, a sub-zero voidspace, biting cold and long abandoned. It was a cluster of ancient complexes - maybe research or maintenance - pretty much suspended in a deep, dark circulation gulf between occupied hive zones. A long drop, if you lost your footing, and there was more than enough ice-cake to make that happen. A long drop, and way too much time to review the series of bad choices you called your life before you hit the bottom.

If there was a bottom at all.

They exited the Valk’s ramp, the engines screaming above in ‘settle’ mode. Hadron led the way, eager. Naibert took up the rear, lugging his longlas and pulling off the weatherproof sleeve. His job was hazard watch. Spot for trouble, and pick it off with his rifle before it got too close.

It was treacherous finding a way in. The metal decks gleamed with ice, and there was a gale blowing up the void from below. You could feel the cold in your bones, despite the heated undersuits they’d been issued. Someone, maybe Veedra, speculated that the whole space was a coolant sink designed to bleed excess heat off… whatever the complex was, but Hadron told her to shut up, so that was the end of that. The old need to know.

Most of the power was off. They had to hand-crank hatches open, or reconnect voltaic trunking, or simply cut with torches. Where there was power, Hadron punched in archaic codes and opened hatchways as easily as if she was back home on the Mourningstar.

“How come she knows the codes?” Veedra asked him, a whisper.

“She knows what she needs to know, I guess,” he replied. He didn’t like it either. Hadron had never been here before. He could tell that from the eagerness and fascination with which the tech-priest greeted each new chamber. But it also felt like she knew her way around. Naibert saw some old Adeptus Mechanicus icons las-etched into the bulkhead plating. Maybe that explained it. Hadron’s people had made the place, or at least the template it had been built from. The tech-priest had been here before, just not this here.
They lost Dronica crossing a walkway bridge. A pane of ice just went out from under him and away he went, limbs flailing as he dropped into the blue gloom below. Naibert could see the tiny light of the lamp clamped to Dronica’s bodyrig still spinning long after his body became invisible. His scream, fading, lingered longer than the speck of light.


They reached what Hadron evidently had decided was the goal, a central part of the complex clinging to the void’s artificial cliff face. She entered first, and powered the place up. It was warm in there. Warmer, anyway. Warm and lit.

Naibert benefitted from neither. He’d taken up a position outside, on one of the icy service gantries. It afforded him a good, long look back over the walkways and platforms they’d used on their approach. He huddled up, tweaked up the heating of his suit liner, settled his longlas, and adjusted the scope. If anything was following them, anything down here in the dark they didn’t want to meet, he’d see it coming from a distance and put a hotshot through it. Two, if it was persistent.

He fiddled with the little clamp-on unit he’d fitted to the side of his scope before the drop, and made sure it was running. A little pict unit, to record everything he saw through his high-gain scope. The unit had been a gift. Naibert played his aim across the frost-caked facility below, studying the silence, the cold, the abandoned, dead chambers and silos. The chasm wind stirred flakes of ice, and blew little flurries of powder into the air, making Naibert flinch, mistaking them for movement.

Nothing. Not a sign of those murdering traitors, nor any sign of the other things, the uglier things, the things that were harder to put a name to. He watched his breath smoke. He listened to the upwind howl, which still seemed to have Dronica’s scream in it.

Once he was confident it was quiet, he wriggled around and looked back at the complex where Hadron was working. He could see the lit window ports looking out over the gulf. He dragged his longlas round, and took up a fresh position, as though he was lining up a shot on his own team.

He could see them, once he got the scope settled in. The pict unit was whirring away. He could make out the other Rejects who’d dropped with him, waiting in the outer chambers of the facility, nervous, weapons ready. Veedra was pacing. He panned around, adjusting focus. There was Hadron. He could see her through the windows of the inner chamber. The tech-priest was working alone. She’d left the rest of the team waiting outside so they couldn’t watch her.

But he could. He could see her quite clearly and close up through his sniper scope. He could see her working at ancient consoles that hadn’t been used in decades, waking up systems that hadn’t been awake in centuries, accessing cold, dormant data and loading it onto her dataslates.

Naibert had no idea what she was doing, or why. He didn’t understand or recognise the machines the tech-priest was working on. He was a marksman. He didn’t have that kind of technical knowledge. But he knew one thing. No, two things. The first was that, whatever she was doing, it was secret. It was either too sensitive and classified for others to be allowed to observe, or so forbidden that even she shouldn’t be doing it. It was a secret she didn’t want anyone to know about.

The second thing was he was recording it all.

Naibert watched her work through the scope. The tech-priest had no idea he could see her. She was such a strange individual, cranky and obsessive, not really human at all in his opinion, her organic life subsumed into the way of the machine. What did that do to a person’s mind? What kind of obsessions and agendas did it breed? He—

Naibert recoiled. Hadron was looking right at him. She had turned from her work and stared straight out of the window, straight down his scope as though they were eye to eye. She knew. She’d somehow seen him or sensed him or—

No. Not him. Something else. Naibert turned fast, in time to see the figures on the lower walkways behind him. Six of them, heavy set, armed and armoured, hurrying towards him. Moebian Sixth. Traitor Guard. They hadn’t seen him yet.

He cued his vox.

“Incoming,” he whispered.

Then he lined up his first shot. Lead target, centre mass. He wondered how many of them he could pick off before they returned fire.

Breathing rate slow, centre mass lined up, nice and easy, on the exhale…

His first shot cracked.



“Come in,” said Rannick. “Close the door. An eventful day, I hear?”

Naibert nodded.

“We lost three,” he said. “But we took five of them down, plus another four from the squad that moved in when we were going for extraction. Close call, but Borovitch got us out.”

Rannick listened, and took a seat behind his desk. His private office was a strange, gloomy sanctum. Naibert had never been in there before. He felt more vulnerable than he’d been on that iced gantry under fire.
Rannick held out his hand.

Naibert reached into his coat pocket and took out the pict unit. He’d detached it from his scope during the flight home. He handed it back to its owner.

“Everything’s there, just like you asked,” he said. “Everything I saw. She was doing something, and she didn’t want anybody seeing it.”

“That’s good, Naibert,” said Rannick, turning the pict unit over in his hands. “That’s good work. Hadron had no idea she was being recorded?”

“No,” said Naibert.

“That’s for the best. I picked the right man for the job then. Someone trained to observe, and trained to be discrete about it.”

“Do you know what she was up to, Interrogator?” Naibert asked.

Rannick looked at him, one quizzical eyebrow raised.

“I might, Naibert,” he replied, “especially after I review this. Do you?”

“No,” said Naibert.

“Good,” said Rannick. “You don’t need to.”

Test Your Metal

Clandestium Gloriana's awakening brings greater resources to the war effort. New weapons have been added to the armoury. Take up these arms and smite the enemies of the Imperium and gather ordo dockets, plasteel and diamantine!

Use the Bolt Pistol, Double-Barrelled Shotgun, Shock Maul or Pickaxe to kill Elite and Specialist enemies. Qualifying kills from all party members count.

Introduction to the Itemization Rework - Dev Blog


Hello again Devoted Rejects,



It’s time to talk more about itemization (a.k.a. crafting) and what players can expect.

We’ve been reading your comments, your posts, your threads and your topics.

One of the challenges for tackling Itemization was to propose a new experience to the players which felt authentic and natural within the actual live system. We did not want to rush this, as it was important to consider all the progress and time put in by current players of the game, too.

Our goal is to improve player agency. We are putting the focus on giving players a clear path to get the weapons and gameplay they want.

Part of this agency will be achieved by removing the locks on Blessings and Perks.

The rest of the player agency will be achieved through the introduction of two new major systems for itemization: Mastery and Expertise (final names pending). These systems will make the players journey in the game more rewarding and customizable.

Mastery



This is the core progression system that is tied to the weapon type / weapon family itself. As players use a specific weapon, they’ll gain more experience. This unlocks new blessings, perks, marks and a special weapon cosmetic along the way via the reward tracks. As players progress, the potential quality and stats of the weapon also increases.

This system will merge all weapon types/families, meaning players will be able to freely switch between different marks of the same weapon type. For example, once you own an Infantry Lasgun, you have the potential to unlock all the possible marks for this weapon and switch from one mark to another.

When viewing any weapon, it will show the weapon’s maximum potential stats. These stats will be randomly determined. It’s up to the players to decide if the weapon profile is interesting enough for them to commit and increase the stats until reaching this potential (which are then applied to the weapon through the Expertise system).





Expertise



While the Mastery system is where a player unlocks the potential for a weapon, the Expertise system is where the players apply those changes via crafting. This is when the players create an actual relationship with the weapon. Players will be able to configure the weapon, change the Blessings or Perks, and increase the stats. Players will no longer be locked after making two changes on Perks or Blessings.

This is also when the player uses resources to make these changes happen.



What About Resources?


While we were planning this itemization rework, there were a lot of discussions around this topic. Creating an entirely new resource is a bit easier for balancing, but we don’t want to start a new grind for players. We wanted to have a system which respects players’ time. As such, we decided to keep plasteel and diamantine steel as the resources for changing weapons, but we worked on balancing.

We wanted to give a new life to diamantine. As diamantine is a resource introduced at a higher level of game play, it is also the required resource for achieving higher levels of Expertise on a weapon.

What Happens to My Existing Inventory?


When designing itemization, we wanted to commit to ensuring fairness for all players, new and old. As such, we’re implementing a migration system to convert players' current weapons and blessings into the new system.

Here’s how it works: The blessing library of the weapon family will be converted into mastery progression. This means players will start the new systems with a head start in mastery, giving them the chance to unlock previously owned blessings (as well as the chance to unlock some blessings players never had before the update).

Our aim is to preserve players hard-earned progress and make this shift as smooth as possible.

What about Curios? Curios will have their locks removed but they will remain unaffected beyond this change.

We are continuing to optimize this system in the coming weeks and we look forward to reading your feedback on the process outlined. We’ll collect any questions below so that we can release further communications on the topic as we make progress.

Thank you!

Hotfix #41 (1.4.1)



Devoted Rejects,



Hotfix #41 (1.4.1) is now live on Steam and it will shortly be live on our other platforms.


  • Fixed a server crash which could happen when updating player stats if any stat reached a very high value.
  • Fixed a server crash which could happen if an Ogryn with the “Feel No Pain” talent equipped was hit by a projectile which was about to be destroyed.
  • Fixed an issue where the Branx Pickaxe attack startup animations would be incorrect if starting an attack immediately after interrupting a Special attack by sprinting.
  • Fixed an issue where the Antax Mk V Combat Axe was playable but showed incorrect stats.
  • Fixed the following in the new mission Clandestium Gloriana:

    • Fixed an issue where the backdrop would be incorrect when setting the volumetric quality settings to Low in the new mission.
    • Fixed an issue where players could get stuck in the doors of the horizontal elevator as they were closing.
    • Fixed an issue where players could walk behind the horizontal elevator gantry and fall through the map.
  • Fixed an issue related to triggering VO which caused banter to happen less frequently than intended.
  • Fixed an issue where subtitles in the Mourningstar could overlap during the Path of Trust cinematics.
  • Fixed inconsistencies for spelling for Ogryns Pickaxes.
  • Fixed an issue where the description of the “Torment” Pickaxe blessing would appear in undefined text in languages other than English.
  • Fixed an issue where the wrong inspect animations played for Ogryn Pickaxe in third person.
  • Fixed an issue where the second line of Zola’s intro for The Orthus Offensive special assignment was not playing.
  • Fixed an issue where Zola’s VO lines are over the radio in The Orthus Offensive special assignment menu.
  • Added a smoother transition screen when loading into a video or cutscene, instead of just showing the operative.

Secrets of the Machine God - OUT NOW - Pt. 2

Devoted Rejects,


You are now reading pt. 2 of the patch notes for Secrets of the Machine Gods.

Additional Weapon Changes


  • Atrox Mk VII Tactical Axe
    • Increased the range of the Light 2 and Light 3 attacks to be more in line with the Light 1 range, to avoid missing on the following attacks when chaining light attacks at the very edge of the weapon range.
    • Tweaked the hitbox of the Light 2 attack to be more aligned with the crosshair position.
  • Duelling Sword Mk II
    • Aligned chain timing for the Heavy 2 attack to be equal when chained from every attack.
  • Devil's Claw Mk IV 
    • Fixed the icon in the Inspect screen for the Light 3 attack to display the correct attack type (changed from Strikedown to Vanguard).
  • Cadia Mk XIIIg Assault Chainsword
    • Changed the Heavy 3 attack to chain into Light 3 instead of Light 1 to allow for a Vanguard attack loop.
  • Deimos Mk IV Blaze Force Sword
    • Fixed an issue where an incorrect push direction was used if an enemy survived the Heavy 2 attack. It will now correctly push enemies away from you, instead of sending them to the right.
  • Autoguns
    • Lowered the amount of hits that do increased damage on a critical hit string:
      • Columbus Mk V Autoguns from 4 to 3
      • Braced Autoguns from 3 to 2.
  • Locke Mk IIb Spearhead Boltgun
    • Increased ammo reserve from 80 to 100.
  • Obscurus Mk II Blaze Force Sword
    • Added a new Heavy Strikedown damage profile for the Heavy 1 attack that suits the actual attack better, including slightly better Weakspot / Critical Hit values.
      • First Target:
        • Damage increased from 100-200 to 150-350
        • Stagger increased from 4-8 to 7-15.
      • Second Target:
        • Damage reduced from 80-160 to 60-130.
  • Maccabian Mk II Duelling Sword
    • Fixed a bug where the Heavy 1 attack dealt less damage than it was supposed to do.
  • Fixed an issue causing melee weapons to get blood spatters when hitting inanimate damageable objects such as explosive barrels.

Talent and Blessing Tweaks


  • 'Brutal Momentum' weapon blessing: Removed Ogryns as possible enemies whose Hit Mass can be ignored. 
Dev Note: The 'Brutal Momentum' blessing paired with powerful Strikedown attacks (like the special activated attack on Ogryn folding shovels) led to possible one-hit kills on multiple stacked Ogryn-type enemies, like Crushers. This expanded too much out of the single target nature of those Strikedown attacks, and also made Strikedown weapons which did not have access to the blessing to feel comparatively less useful in situations where they should have excelled.
Dev Note: This is part of ongoing prep work we are carrying out for itemization. We are curious to collect player thoughts and feedback as we continue optimizing.  
  • ‘Run 'n' Gun’ 
    • Close Damage while sprinting: 10% -> 12%.
  • 'Perfect Strike'
    • Now also grants 7.5% Crit Chance.
  • 'Surge'
    • Now also grants 5% Crit Chance.
  • ‘Focused Channelling’
    • Now also removes 30% of Charging Movement Speed Penalties.
  • 'Blazing Spirit'
    • Tier 3: 
      • Stacks Per Crit: 2 -> 3
      • Max Stacks: 10 -> 9.
  • ‘Sunder’
    • Now also grants 20% Heavy Melee Damage.
  • ‘Man-Stopper’
    • Now also grants 15% Bonus Impact.
  • ‘Adhesive Charge’
    • Now also grants 15% Damage vs Ogryns and Monstrosities.
  • ‘Infernus’
    • Tier 3:
      • Stacks per crit: 4 -> 3
      • Max Stacks: 10 -> 9.
  • ‘Ceaseless Barrage’
    • Suppression Bonus: 20% -> 10%
    • Damage vs Suppressed: 6% -> 4%.
  • ‘Blaze Away’
    • Power Level: 8% -> 7%.

  • 'Point Blank' weapon blessing: Fixed an issue where the blessing failed to trigger from kills with the primary weapon.
  • 'Take a Swing' weapon blessing: Fixed an issue where the bonus weakspot damage failed to be added upon triggering the blessing.

Psyker


  • Changed 'Perfect Timing' to trigger once per hit, instead of once per attack.

Ogryn


  • Fixed an issue where the talent 'Bullet Bravado' failed to replenish toughness when shooting projectile-type weapons (e.g. Rumbler, Grenadier Gauntlet).
  • Fixed an issue where the Close Range Damage bonus from the Ogryn 'Thick of the Fray' talent was applied also to damage from the primary melee weapon.
  • Fixed an issue where stacks of the keystone talent 'Feel No Pain' would be removed incorrectly also when successfully blocking an attack, or when hit by friendly fire.
  • Fixed an issue where the talent 'Pacemaker' could fail to be triggered.
  • Fixed an issue where the talent 'Crunch' failed to be triggered if the talent 'No Pushover' was also selected.
  • Fixed an issue where the Blitzes 'Big Box of Hurt'/'Bombs Away' and 'Big Friendly Rock' would fail to instakill Poxbursters and special Mutants spawned from the related Maelstrom mutator.
  • Increased the interval in between explosions of 'Big Box of Hurt' from (0.3 - 0.5) To (0.4 - 0.8). 
Dev Note: This will reduce the overlap of the staggers, to allow for a slightly longer total Stagger Duration for those hit by the explosions.

Zealot


  • ‘Punishment’ 
    • Impact per Stack: 30% -> 5%. The ‘Uninterruptible’ bonus still remains the same.
Dev Note: A total of 150% Stagger left very little room for other bonuses such as ‘Hammer of Faith’ and various Weapon Blessings.
  • ‘Chastise the Wicked’ and ‘Fury of the Faithful’
    • 100% Rending -> 100% Melee Rending
Dev Note: This talent was always intended to emphasize the melee prowess of Zealots allowing them to charge up to enemies and devastating them with their melee attacks. This change is made to bring this talent back to its intended purpose.

Combat


  • Bolt-type Explosions
    • Bolt-type explosions are now always the same size, no matter if they hit or kill.
    • Added additional damage to the explosion when killing an enemy.
    • Removed the VFX explosion effect on close range hits where the bolt does not have time to prime the explosive package.
  • Fixed an issue where the visual targeting effect of the secondary attack of Trauma Force Staves was mismatched to the actual explosion radius.
  • Fixed an issue where it was not possible to cancel into a block while starting an heavy attack with Force Swords.
  • Updated reflector pattern and colour of weapon flashlights. There are now specific styles of flashlights used for Infantry Lasguns, Recon Lasguns, Infantry Autoguns, and the Shredder Autopistol, instead of all sharing the same.
  • Fixed issue that could cause some players to be left behind when hogtied players were moved further ahead.
  • Made improvements to placement of rescued hang ledged players to avoid them being placed on the wrong floor.
  • Fixed an issue where players grabbed by a disabler enemy could fall through elevator floors once released.
  • Fixed a multitude of hang ledges issues.
  • Changed so that all player shots ignore body mass from other players.
Dev note: Before, only attacks from specific weapons were able to go through players, but now shots from every weapon should be able to.

Enemies


  • Fixed a crash that could occur when dodging into enemies while performing a chain-weapon sawing attack.
  • Fixed a case where enemies could appear burned also from non-burning effects.
  • Fixed a case where the Pox Hound leap could fail if staggered during approach.
  • Fixed Martyr's skull doors being already opened by enemies.

Missions


Smelter Complex HL17-36: 
  • In the mid event enemies can now path to the platform above the elevator and can shoot from there.
  • The end event now has a new stage where players turn valves to restart the smelter.
  • Minor tweaks and adjustments to the end event area, added guardrails and covers for enemies.
  • Tweaked the difficulty of the event spawning to provide a better challenge.
  • Reduced camping scenarios by the extract door at the end event.
  • Fixed enemies that could spawn inside the Martyr's skull room.
  • Re-worked the area after the airlock in The 'Fab to have a more organic game flow and in-world purpose.
Dev Note: With this change we wanted to show a bit more of the ongoing battle for Tertium and how it's affecting pre-existing areas and structures.
  • All corruptors in The Foundry will now be active from the start, allowing players to choose their approach. Additionally, we've made some performance improvements and art updates to the area.
Dev Note: We wanted to try adding some more agency to events, please let us know what you think of this more open approach.
Enclavum Baross:
  • The mid event now has more spawn locations for enemies.
  • The mid event now has power core spawners more spread out.
  • The end event now has the lower part of the landing pad as an enterable area.
  • The location for the batteries in the "Lower the Skylink" event section have been moved around, and additional variety to the enemy spawn locations has been added to the side spaces next to the control room.

Mercantile HL-70-04:
  • Tweaks and adjustments to the end event layout.
  • Added a drop leading into the end event area.
Dev note: The corridor leading to the end event funnelled enemies into a too easily defended chokepoint, and therefore was the de facto best area for players to fight in, ultimately turning most of the huge play space to be unused. This change will force players to enter the arena proper and engage straight on with enemies.
  • Fixed an issue where enemies could spawn inside an unintended area of the penance puzzle.
  • Fixed indestructible heretical icon.
  • Fixed issues with the pickup spawning.

Consignment Yard HL17-36:
  • Added more spawn locations and teleporters for enemies.
  • Removed a hacking point on the balcony in the mid event and expanded the open space to add another hacking point there. Increased the amount of enemies spawned on the balcony and intensified the event. 
  • Increased the number of AA-guns that are needed to be destroyed in the end event and decreased the fortification time afterwards to compensate. Increased the overall intensity of the event. 

Magistrati Oubliette TM8-707: 
  • Added more covers to allow more ranged combat to happen over the chasm before the mid event. 
  • Added more spawners and teleporters for enemies.
  • Made it possible for enemies to shoot from above in mid event and increased the amount of places where they could drop down to make it harder for players to camp the spawns. Increased overall intensity of the event. 
  • Increased the amount of spawners and intensity of the end event.
  • Added a lever in the Martyr's skull puzzle area to prevent players to get softlocked.

Silo Cluster 18-66/a:
  • Added more enemy spawners.
  • Changed spawners and enemy pathing in the end event.
  • Tweaks and adjustments to the geometry in the end event.
  • Minor general tweaks to covers and hang ledges.

Ascension Riser 31: 
  • Minor tweaks to event enemy spawning and smoother level collisions to provide better player navigation.
  • Fixed location where enemies could spawn and clip through a wall.
  • Fixed an issue where players could land on top of an elevator and get stuck.

Excise Vault Spireside-13:
  • Minor art and layout changes.
  • Added an additional decode location in the mid event.
Chasm Logistratum:
  • Moved the end event respawn beacon location.
  • Tweaked geometry and covers, especially in the broken tunnel section for smoother player navigation.
  • Removed a ladder at the end event and replaced it with crates.

Chasm Station HL-16-11: 
  • The end event traitor captain now spawns inside one of the two trains.

Power Matrix HL-17-36:
  • Minor layout changes.
  • Added a side walkway above the steel conveyors in The 'Fab to broaden the traversal options.
Dev Note: This area would often become a very tight and unforgiving corridor, the new side path connects it up in a way that should alleviate it and give a new one-way backtracking drop.
  • Fixed a spot where players could end up floating mid air.

Refinery Delta-17: 
  • Fixed players not respawning at the mid event respawn beacon before its activation and completion.

Hab Dreyko: 
  • Minor tweaks and adjustments to level for smoother collisions and layout.
  • Fixed an issue where Ogryn characters could pick up the Martyr skull without solving the puzzle.

Comms-Plex 154/2f:
  • Tweaked the difficulty of the event spawning to provide a better challenge.
Vigil Station Oblivium: 
  • Added line of sight blockers to prevent snipers from shooting through walls in a specific location.
  • Added more spawners and variety of enemy compositions in mid event.
  • Reworked parts of the end event to make the gameplay space less filled with chokepoints. Increased the overall intensity.

Warren 6-19:
  • Fixed an issue where enemies could potentially open the gate to the penance puzzle.

Relay Station TRS-150:
  • Fixed places where players could find a way to get out of gameplay space.
Archivum Sycorax:
  • Fixed walls that would not break when monstrosities broke through it.

VO and Audio 

  • Fixed an issue that caused "out of ammo" sounds to play every frame when trying to shoot automatic fire weapons without any ammo in reserve nor magazine.
  • Added custom VO lines for Zealot Chorus of Spiritual Fortitude.
  • Added more banter responses for female Veteran Cutthroat.
  • Hestia may now be a mission handler for Enclavum Baross.
  • Implemented male Zealot Fanatic killstreak responses.
  • Added some new Mourningstar announcement VO.

HUD/UI


  • Using the Tactical Overlay now blocks interactions in the Mourningstar.
Dev note: This was done to avoid triggering other actions in the Mourningstar while browsing the tactical overlay.
  • The Change Tactical Overlay Tab key can now be rebound.
  • Fixed issues where the auspex would not aim directly towards some scan targets.
  • Fixed an issue where the "Title Colour in The Mourningstar" and "Title Colour in Missions" options didn't reset when selecting "Reset to default settings".
  • The locked emotes now show on all emote slots when looking at equipping them in the inventory.
  • Fixed an issue where a player could sell the wrong weapon because a new weapon got selected after the confirmation timer started.

Cosmetics


  • Voice modulation effects granted from a large amount of cosmetic headgears are now more noticeable than before.
  • Added opacity dithering to hair, which will improve the overall quality of hair rendering. 
  • Fixed an issue where boots could clip with pants on multiple Zealot lower body cosmetics rewarded from Penances.
  • Fixed an issue where the Veteran “Veteran’s Sentry Uniform” cosmetic upper body right hand was clipping through the glove.
  • Fixed an issue where the arms would clip with the vest on the sides of the Ogryn “Hired Muscle Leathers (Sub-level 101)” upper body cosmetic.
  • Fixed the Psyker “Scryer's Mantle With Psykhana Collar” headgear cosmetic removing hair completely.
  • Fixed an issue where ponytails would clip on the Psyker “Witchshroud” headgear cosmetic reward.
  • Fixed the Veteran “Arges Pattern Augmetic” headgear cosmetic incorrectly removing eyebrows.
  • Fixed instances of the “Mortis Rag Mask” headgear cosmetic clipping with the ears.
  • Fixed clipping issues on the Zealot “Cowl of the Avenger” headgear cosmetic reward.
  • Fixed some minor visual issues on the Veteran "Atoman Pattern Combat Helm with Rebreather" headgear cosmetic.
  • Fixed an issue where the Zealot “Krieg Greatcoat (Marked by Faith)” upper body cosmetic’s shoulder candle light did not show up as intended. 
  • Fix for an issue related to clipping on the Zealot “Ecclesiarchy-Approved Diadem (Words Of Faith Pattern)” headgear cosmetic while viewing it in your loadout. 
  • Fixed an issue where the Zealot “Phaeton Pattern Rebreather” cosmetic headgear failed to modify the operative’s voice.

Miscellaneous


 
  • Fixed an issue where button mapping could be reset or incorrect on controllers when booting up the game if a non-default layout was selected.
  • Fixed a text issue in the descriptions of the Veteran Executioner’s Stance talent and other talents referencing it.
  • "Completed" in the penance menu is now translated into other languages.
  • Addressed a uniform infringement on an NPC Guard stationed by the Psykhanium on the Mourningstar.

Secrets of the Machine God - OUT NOW! - Pt. 1




Devoted Rejects,

 

Here are the patch notes for our latest update, Secrets of the Machine God, which just went live on Steam and it will shortly be available on our other platforms.

NOTE: Because the patch notes are so long, we are posting in two parts.

New Mission: Clandestium Gloriana



The new mission, Clandestium Gloriana (previously mentioned as Atelium Foundryplex Omega V), sees our brave strike teams venture deep into the forgotten heart of Tertium for a rendezvous with a mysterious new character. The players are tasked with reawakening a long-dormant Adeptus Mechanicus Foundryplex, one of the fabled, lost Machinaria Gloriana. This level presents a new, frozen environment, sees a mission-giver accompany the strike team within the gameplay space and supports greater replayability with a new, variable end event. We're delighted with how it's turned out and we hope you'll enjoy playing it as much as we did making it!



New In-Game Event: Test Your Metal



Clandestium Gloriana’s awakening brings greater resources to the war effort. New weapons have been added to the armoury. Take up these arms and smite the enemies of the Imperium.

Use the Bolt Pistol, Double-Barrelled Shotgun, Shock Maul or Pickaxe to kill Elite and Specialist enemies. Qualifying kills from all party members count.

This event will start on Thursday, 27 June. The rewards will be Ordo Dockets, Plasteel and Diamantine. 



New Weapons


Message from Hadron:
Listen up, Varlets. The awakening of the Clandestium Gloriana has opened new supply lines, increasing the arsenal available to the Rejects. All praise the Omnissiah. With these sacred tools, available to requisition from Brunt’s Armoury, the Heretics will find no respite from our blessed fury. Take up these arms and deliver unto our foe a fate deserving of such base treachery.

Availability
The Pickaxes will be available for Ogryns, while the Shock Mauls, the Double Barreled Shotgun and the Bolt Pistol will be available for the Veteran, Zealot and Psyker classes.

Pickaxes



Ogryns’ first two-handed weapon! Taking brutality and force to a new level.
  • Branx Pickaxe - Heavy
  • Borovian Pickaxe - Medium
  • Karsolas Pickaxe - Light

For these weapons, we really wanted to lean into the differences in the Heavy, Medium and Light between marks in terms of speed, handling and purpose.
  • Heavy is Strikedown focus, using the pickaxe as it was meant to be used on heretics skulls and with a powerful bash attack as weapon special.
  • Medium is somewhere in between both in terms of handling and damage, with a mix of Strikedown and vanguard attacks and a hook pull as a weapon special that sets up enemies for big damage. 
  • Light is horde control focus with wide sweeps and more cleave, and a pull weapon special like the medium pickaxe. 

These weapons have big damage and impact.

Shock Mauls



The perfect Warhammer 40,000 riot gear, an electric weapon that stuns and adds a shocked status to enemies.
  • Agni Mk Ia Shock Maul
  • Indignatus Mk III Shock Maul

Two words: stun and impact. They are versatile weapons with rich movesets; the mark difference relates to the moveset variance, with the Agni MK la having more immediate access to Strikedown attacks and the Indignatus Mk III having delayed access to a looping heavy Strikedown chain.

The weapon special is a “cattle prod poke” that adds damage over time and keeps enemies stunned.

Double Barreled Shotgun



A very close range and nervous shotgun that inflicts brutal damage and impact.
  • Ironhelm "Hacker" Mk IV Assault Shotgun

With fast handling and movement speed, this shotgun supports Assault-style game play.
Access the bracing stance with the secondary action to shoot both barrels at the same time (for maximum carnage). The weapon special is a weapon bash combo. 

Bolt Pistol



An iconic Warhammer 40,000 weapon, mobile and perfect to lead an assault.
  • Godwyn-Branx Pattern Bolt Pistol

Better handling and faster reload, but more difficult to control than the Boltgun version. The weapon special is a bash, which can be combo’ed into a hipfire shot. 

Features and QoL


Mission Updates from Community Feedback


We’ve made a number of changes to existing missions in this update based on player feedback. The detailed changes are listed further down.

Updated Crosshairs


Crosshairs have had a two-fold issue:
  • They were in general larger than what the spread system (which handles how much a shot will deviate from where the barrel is pointing) was using.
  • They were affected by the Field of View and HUD Scale user settings.

The combined effect of this was that at default settings shots would hit approximately within the centre 50-75% areas of the extents of any given crosshair, meaning that the crosshair itself was not a reliable way to gauge the extent of the weapon spread.

Additionally, increasing the Field of View would make the crosshair appear larger, while decreasing the FoV, especially when combined with lowering the HUD Scale, would make the crosshair appear smaller.

Fixing the first issue meant that several crosshairs now started to overlap with hit markers, which led to redesigning most of the crosshairs, as well as the hit markers themselves.

Hit markers are now slightly smaller and have an outline to be easier to see against light backgrounds. The major changes are that we now use a different hit marker for weakspot hits, to differentiate them from critical strike hits. 

Weakspot hit markers are now doubled up, and like non-weakspot hits colour coded according to the type of hit (white = standard, blue = no or reduced damage, orange = critical strike, red = kill). 
Dev Note: Previously both weakspot hits and critical strike hits were coloured orange.


Standard Kill


Weakspot Kill 


Standard No Damage 


Weakspot No Damage 

The major reason for this change is primarily due to several Blessings and Talents being triggered by either weakspot hits or critical strikes, and this change should hopefully make it easier to understand which hits should (or shouldn't) trigger a specific bonus. Plus it's satisfying knowing that the heretic killed died from a masterful blow to the head.

Crosshairs have been categorised in several categories, each with their own style of crosshair that always leaves an empty space for hit markers no matter how high or low the weapon’s spread is.

All weapons have been categorised into one of these categories and by extension hit markers:
  • "Rapid Fire" for accurate single-shot or burst weapons, such as Infantry Lasguns or Headhunter Autoguns.
  • "Assault" for mid-range high rate of fire weapons, such as Infantry Autoguns or Shredder Autopistols.
  • "Heavy" for slow-firing high-damage weapons, such as Quickdraw Stubrevolvers or Plasma Guns.
  • "Spreadshot" for pellet weapons, such as Combat Shotguns or Ripper Guns.
  • "Torrent" for inaccurate high-volume fire weapons, such as Twin-Linked Heavy Stubbers or alternate fire for Braced Autoguns.
  • "Flamer" for, well, Flamers.
  • "Dot" for melee weapons and Force Staves.

Old Assault Crosshair

New Assault Crosshair 

Old Heavy Crosshair

New Heavy Crosshair 

In addition, there are a few new user settings to tweak and change the look and behaviour of crosshairs and hit markers:
  • Turn on/off crosshairs, aim trajectories, and/or hit markers.
  • Increase the time for which hit markers are shown.
  • Override all crosshairs with a specific style.
    • The “Flamer” type is not available for the override. 



Known Issues for Crosshairs 
  • "Crosshair Type" user settings don't revert when using the "Reset to default settings" button.
  • Force Staves incorrectly have their crosshairs overridden when using anything but the "Weapon Specific" option of "Crosshair Type".


Cosmetic Headgear Voice Preview Option


Players can now preview the voice of any headgear which their operative can equip, including ones that modulate their voice. This preview is currently available by going into the Inspect to Show on Operative menu.


Sound Changes to Footsteps for Prosthetic Leg Cosmetics


The footsteps of your character while wearing a lower body cosmetic item that has a prosthetic will now sound different, to better match the visual and be closer paired with your actual gait. These items have a small icon on the item preview tiles, as well as a clarifying text in the item details.

Dev note: This is more noticeable in active gameplay/first person view, while footsteps in general are more subdued in the Mourningstar/third person view. 

Bug Fixes and Changes


Weapon Changes


Recon Lasguns

The Recon Lasguns, while having a really iconic and fun playstyle, failed to perform adequately due to a mix of low punching power and struggling ammo economy, especially when rising up in difficulties.

We performed a balance pass on every mark, strengthening their identity as assault, almost recoilless full-auto rifles while also inserting some peculiarities on each mark, while keeping some of their weaknesses (such as difficulty to pierce Carapace armoured enemies).

The MkII version received a significant base power bump, remaining a good all-rounder for the category.

The MkVId mostly maintained its previous base power profile, but received hefty buffs in fire speed and magazine size to lay down suppressing fire and reward keeping the aim on the targets.

Finally, the MkVIIa place as the heavy variant was confirmed by a further increase in its base attack and impact power values. To help with its increased ammo consumption per shot compared to the other two marks, we significantly increased the total ammo in reserve.

We will monitor the performance of the weapons and your feedback after the changes to evaluate possible additional adjustments!

Detailed changes:
  • All Marks
    • Slightly increased the hipfire spread.
    • Upgraded the Dodge, Sprint and Aimed Movement templates to the Assault and bespoke Recon Lasgun profiles.
Dev Note: This will make the weapons more suited for agile engagements compared to other rifles like the Infantry Lasguns.

  • Accatran Mk II Recon Lasgun
    • Attack power distribution {40,70} to {78,108}
    • Armor Damage Modifier against Maniac 0.75 to 0.8 (near), 0.65 to 0.7 (far)
    • Armor Damage Modifier against Infested and Unarmoured 1.25 to 1.0 (near)
    • Armor Damage Modifier against Flak down to 0.75 (near), 0.5 (far)
    • Armor Damage Modifier against Unyielding down to 0.75 (near)
    • Impact modifier against Unyielding upped to 1.0 (near), down to 0.5 (far).
  • Accatran Mk VId Recon Lasgun
    • Set bespoke power distribution values:
      • Attack = {40,70} (unchanged)
      • Impact = {1.0,2.0} (unchanged).
    • Armor Damage Modifier against Unarmoured 0.9 to 1.0 (near).
    • Armor Damage Modifier against Maniac 0.6 to 0.8 (near).
    • Fire rate from 16.77 to 20.00.
    • Magazine size from 60-120 to 100-200.
    • Removed one magazine in reserve (60x5-120x6 to 100x4-200x5).
    • Reload and Wield speed time slowed by 20%.
  • Accatran Mk VIIa Recon Lasgun
    • Set bespoke power distribution values:
      • Attack = {95,165} (around 33% buff)
      • Impact = {1.5,3.0} (around 10% buff).
    • Armor Damage Modifier against Flak 1 to 0.75 (near).
    • Armor Damage Modifier against Unyielding from 1 to 0.75 (near).
    • Added two magazines in reserve (60x5-120x6 to 60x7-120x8).


Achlys Mk I Power Maul
The power budget of the Ogryn Power Maul (aka “Paul”) was very unbalanced towards its Special activated attacks, while the rest of the moveset remained anaemic. This made spamming Light activated attacks often the optimal attack rotation for the weapon, leading to a very monotonous (and still underwhelming) experience.

We rebalanced the whole moveset, significantly increasing the usability of both standard Light and Heavy attacks while leaving the stagger and power of activated attacks mostly unchanged.

We also added a new Vanguard Light attack performed during a Slide, and new attack chains which will reward mastering the weapon by performing the correct attack strings in different situations.

For example, players could lead with an activated Heavy 1 into a flurry of Light Strikedowns (Special activate > H1 > LFollow-up > L1 > L2 > repeat) to quickly pile on damage on priority targets while keeping players safe due to the initial staggering explosion; or clear crowds by reaching the Light 3 > Light 4 attack loop through Heavy attacks or the brand new Light slide attack (H1 > H2 > L3 > L4 > L3 > L4 > ... / LSlide > L4 > L3 > L4 > ...).

We will monitor the performance of the weapon and player feedback after the changes to evaluate possible additional adjustments!

Detailed changes:
  • Light follow-up attack from Heavy 1 changed from Vanguard to Strikedown damage profile
  • Heavy 2 now chains into Light 3 / Heavy 1 (instead of Light 1 / Heavy 1)
  • Added an attack start from Slide, chaining into Heavy 1 and a new Light slide attack with Vanguard profile (same as Light 3 / Light 4):
    • The new Light slide attack chains into Light 4 / Heavy 2.
  • Lowered the total action time of the Special activate action from 2.6 to 1.2 seconds.
Dev Note: Activation time will remain unaffected at 0.8 seconds, but it will be easier to chain into the new Light slide attack.
  • Aligned windup time for all Heavy attacks to 0.6 seconds
Dev note: "Windup time" is the minimum amount of time an Heavy attack needs to be charged before being released
  • Light 1 / Light 2 Strikedown profile:
    • Changed stagger duration from {0.1, 0.5} to {0.1, 2.5}
    • Changed inherent finesse boost multiplier from 0.25 to 1
    • Armor Damage Modifier against Maniac from 0.5 to 0.75
    • Armor Damage Modifier against Carapace armour from 0.25 to 0.5
    • Armor Damage Modifier against Flak armour from 1 to 0.9
    • Equalised finesse boost to 0.5 against all armour types.
  • Light 3 / Light 4 Vanguard profile:
    • Armor Damage Modifier against Flak from 0.75 to 0.9
    • Armor Damage Modifier against Unyielding from 0.75 to 0.8
    • Armor Damage Modifier against Maniac from 0.5 to 0.7
    • Armor Damage Modifier against Carapace from 0.25 to 0.65
    • Cleave from medium to big
    • Added a 4th target damage profile
    • Power distribution from 1st (target) {60,120} / 2nd {35,70} / 3rd {25,50} / 4th n/a / Default {10,20} to 1st {80,150} / 2nd {60,110} / 3rd {40,80} / 4th {25,60} / Default {10,30}.
Dev Note: These changes will be also applied to the Ogryn Slab Shield L3 and L4 attacks.
  • Light 3 / Light 4 Vanguard Special activated profile:
    • Power distribution override from {90,165} to {120,200}.
  • Heavy 1 / Heavy 2 Relentless profile:
    • Armor Damage Modifier against Flak from 0.75 to 0.9
    • Armor Damage Modifier against Unyielding from 1 to 0.8
    • Armor Damage Modifier against Maniac from 0.5 to 0.8
    • Armor Damage Modifier against Carapace from 0.25 to 0.75
    • Power distribution from 1st (target) {120,220} / 2nd {80,110} / 3rd {20,30} / 4th {10,25} / Default {5,10} to 1st {175,350} / 2nd {80,160} / 3rd {60,120} / 4th {50,100} / Default {40,80}.
  • Heavy 1 / Heavy 2 Relentless Special activated profile:
    • Power distribution override from {220,440} to {250,475}.


Please continue reading via pt. 2.

Dev Blog: Clandestium Gloriana Level Design

Hello, everyone!

We’re excited to talk about the newest mission coming to Darktide: Clandestium Gloriana (AKA Atelium Foundryplex Omega V). For this, we interviewed Lead Level Designer, Fredric Grapensparr and Narrative Lead, Michael Knight, both of whom were part of the team responsible for crafting this new zone for players.

When reviewing feedback from the players around the last mission we designed (The Carnival), we saw the strong response from players regarding the lore and narrative woven into the level. This is something we enjoy doing more of, and that was a key starting point for the design of Clandestium Gloriana.



Setting the Scene

From a narrative perspective, our goal was to create a temple-like facility in the Void between zones. We landed on the idea of lost facilities peppered deep within the bowels of the Hive. These fabled facilities, Machinaria Gloriana, are long-forgotten wonders constructed to support Saint Messalina's crusade through the Moebian Domain. Each is rumoured to house some technological marvel that significantly aided the war effort. Unfortunately these have fallen out of service and become lost through the centuries. (It didn’t help that record keeping was never a strong point for the Adeptus Administratum.)



The machine in this particular Foundryplex was centuries old, and it generated a lot of heat when it was running. This required massive cooling systems. And while the forges have been quiet for 1000s of years…no one seemed to remember to turn off the coolant system. This is the setting of our newest mission: the grandeur and prosperity of the past, contrasted with the decay and neglect of the present. This contrast is then further highlighted by the snow and ice which covers the level as a result of the forgotten coolant system. It’s visually different from anything we’ve delivered before. This setting also allowed us to introduce new gameplay mechanics and objectives.



Introducing Swagger
As a vehicle to further deliver narrative to this mission, the team landed on the new NPC, Swagger.

Swagger is an enigmatic character whose origins remain unknown. He is more capable than players might credit him based on his manner and appearance alone. For example, how did he have the codes to the Mourningstar Vox Network? How does no one seem to know where he is from?

Swagger is the mission giver and unlike our regular NPCs, Swagger will actually be present in the level directing the strike team from the ground. This added an additional technical aspect in terms of audio that we’re pretty excited to share with players.

We can also confirm this is not the last interaction players will be having with Swagger. He will be sticking around.



Navigating the Mission
In this mission, players are tasked with meeting Swagger, who has provided the location of this Foundryplex rumored to hold the secrets of true Moebian steel. The objective is to get the facility running, obtain samples and fulfill Hadron’s motivations (whatever they may be). The mission objectives and the end event itself will depend on the players’ capabilities more than past events. If players are a coordinated team, they’ll be able to clear the objectives more quickly and efficiently.

The mission starts with a sense of claustrophobia in order to foster a sense of danger and tension for players. As they progress, the environment opens up to allow for more freedom of movement and good ole’ hack and slash. This is an intentional design choice to make the initial stages more challenging, before providing players with a sense of relief and progression as they move further into the mission.



We don’t want to say too much more without letting players be able to experience it for themselves. But we can say we’re particularly excited for players to reach the end event. (Jesper Kyd is a genius.)

Please stay tuned for more updates and dev blogs for Secrets of the Machine God! We look forward to seeing the reactions to this new level.


An Update on Itemization

The release of Secrets of the Machine God is just around the corner, and while we are excited to have you get your hands on it, we also suspect many of you might be expecting itemization to be part of this update. Unfortunately, this will not be the case.

After internal and external testing, we’ve decided the itemization rework isn’t where we want it to be for release this month. We’ve been reading your threads and taking the feedback on. The consensus being this rework should not be rushed. And we agree.

Now, itemization is slated to release after summer. We are making progress. During this time, we’re also looking at expanding the feedback loop on this rework, and will be including more players outside our core-testers.

To get more details, we are working on a dev blog on itemization to give you more insights into the work we’ve carried out so far.

We look forward to sharing more information about itemization and will keep working with the community to shape the upcoming itemization rework.

Hotfix #39 (1.3.11) Patch Notes


Devoted Rejects,


Our latest hotfix #39 (1.3.11) is now live on Steam and it will shortly be live on our other platforms.
  • Fixed several instances of inconsistent or missing voice filters:
    • “Gheistos Mk VI Death Mask” (Zealot)
    • “ "Penance" Herald Mask” (Zealot)
    • “Catechizer's Incense Rebreather” (Zealot)
    • “Palatine Mk IIId Rebreather” (Zealot)
    • “Cult Imperialis Rebreather” (Zealot)
    • “Cult Imperialis Penitus Rebreather” (Zealot)
    • “Adrastia-pattern Psykana Shadowveil” (Psyker)
    • “Ordo Hereticus Aegis Hood” (Psyker)
    • “Ministorum-issue Rebreather” (Zealot)
    • “Missionarius Galaxia Rebreather “(Zealot)
    • “Cult Imperialis Penitus Rebreather” (Zealot)
    • “Ministorum-issue Rebreather (Modified)” (Zealot)
    • “Arch-Militant's Cowl” (Zealot)
    • “Ivixia-pattern Psykana Aegis” (Psyker)
    • “Crucis Promeus-pattern Shadowveil” (Psyker)
    • “Conclave-issue Tactical Shadowveil” (Psyker)
    • “Adrastia-pattern Psykana Shadowveil” (Psyker)
    • “Wissex Mk Ih Psykana Aegis” (Psyker)
    • “Gelt-pattern Psykana Aegis” (Psyker)
    • “Ordo Hereticus Aegis Hood” (Psyker).
Dev note: The current intent is for any head gear that partially or fully covers the mouth and has some mechanism which would filter the voice (filters, speakers etc) to modulate the voice. For players who want to wear a particular headgear but do not want their voice modulated, this can be turned off in Options -> Audio -> Headgear Voice Effect.
  • Increased memory buffer to mitigate crash due to too many open files.

Skulls 2024 Summary: Announcing Secrets of the Machine God (June 25, 2024)



Devoted Rejects,


Today, during Warhammer Skulls 2024, we teased Secrets of the Machine God, the new free update coming to Warhammer 40,000: Darktide. We also launched Darktide’s first in-game event Hestia’s Decollation Crusade.

Watch the Secrets of the Machine God Teaser Trailer on YouTube

Warhammer 40,000: Darktide - Secrets of the Machine God


Warhammer 40,000: Darktide releases its next update on June 25, 2024, on PC and Xbox Series X|S. This new update features (but is not limited to):*

  • New Mission: explore a derelict Mechanicus research station in Atelium Foundryplex Omega V.
  • New Weapons: introducing the iconic Bolt Pistol, Ogryn’s first two-handed weapons, the Pickaxes, Shockmauls and a new double-barrelled Shotgun.
* We are still working on the itemization part of the update as mentioned in the Vision Statement. We are currently in testing and we are working on a dev blog to share with everyone.

Hestia’s Decollation Crusade


Live now until the end of Skulls on 30 May, players are tasked with destroying the heads of swarms of heretics and gain in-game currencies (ordo dockets, plasteel and diamantine).

Return of Rogue Trader and Death Korps of Krieg for Skulls 2024


For one week only (until the end of Skulls), the Rogue Trader and Death Korps of Krieg sets are available in Commodore’s Vestures.

The Tide Collection Bundle on Steam


Another way we’re celebrating Warhammer Skulls 2024 is by introducing The Tide Collection Bundle on Steam (ft. Vermintide + Vermintide 2 + Darktide).