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Den of Wolves is a ‘mind-f***’ heist game from the Payday designer set in a sci-fi city ‘where late-stage capitalism has gone rampant’

The Den of Wolves trailer at The Game Awards first announces that we’re looking at a new game from from the creator of Payday: The Heist and Payday 2, but then goes on to show something that has very little resemblance to a bank robbery: a pair of men growling at each other in a sci-fi dungeon that could’ve appeared in Cyberpunk 2077. So, what the heck is this game?

As implied by the Payday connection, Den of Wolves is a four-player co-op game from 10 Chambers, the Stockholm-based studio co-founded by Payday 1 and 2 designer Ulf Andersson. But it’s Andersson’s vision for, like, Payday 5. Rather than present-day burglaries, Den of Wolves takes place in 2097 in a city run by unregulated corporations who’ve secured their global stock exchange against AI-powered hackers by somehow using biological encryption—that is, living human brains.

It’s a heist game inspired by Inception, The Matrix, Ghost in the Shell, and Blade Runner—in short, “mindfuck sci-fi,” as Den of Wolves narrative director Simon Viklund (also a Payday alum) put it to me when we met last week. The twist in The Game Awards trailer gives us a glimpse of what he’s talking about, as the corpo’s interrogation of some punk’s subconscious is revealed to actually be the opposite. Clearly we’re going to invade some mind palaces in this thing.

I didn’t get to see any Den of Wolves gameplay beyond the snippets of shooting everyone can see in the trailer, but Viklund spoke at length about the studio’s vision during a presentation and interview.

Heists of late stage capitalism

First of all, this is a much, much larger production than 10 Chambers’ niche, super-hard co-op shooter GTFO, which was made with around 10 people. The studio decided it could apply its design philosophy to a bigger project, snagged some Tencent investment, and grew to over 100 employees. For the past two years, they’ve been producing development tools and building a world, and even though this isn’t going to be an open world game where you’re wandering around a city on foot, they’ve gone hog wild in constructing a complete street map and comprehensive dystopian fiction for it.

Den of Wolves takes place on Midway Atoll, famous for its role in World War 2 and currently a US controlled nature preserve. The gist is that, in the future, AI-assisted hacking becomes so powerful that securing global stock exchanges becomes impossible. A spiraling United States designates Midway as a “corporate haven with no oversight from authorities and no human rights agencies to appease,” and the world’s corporations of course flock to the islands to violate human rights in the name of capital, ultimately inventing human-powered encryption that even AI can’t beat while constructing the lawless Midway City, with “megastructures coming out of the ocean.”

(Image credit: 10 Chambers)

As part of its world-building, the studio has already come up with 400 fictional companies, with brand descriptions and logos and approval from their legal department (to make sure they don’t too closely resemble any real companies), going so far as to differentiate things like airlines and aircraft producers. Their motto is “sci-fi with a purpose,” says Viklund, meaning that the setting should compliment or enable the kind of fun they want to design—I’m not sure how that many brands come into play, but I’m definitely curious to find out.

On the topic of purpose, Viklund says that they aren’t trying to make a political statement piece with Den of Wolves, but that he does want to express to players “what the world can really be like” through the setting and its “stories of late stage capitalism.” Some of the heists will involve digging up dirt on corporations, and as an example of their real-world inspiration, Viklund recalled a news story about a Swedish company that was importing stainless steel from a South American manufacturer that was found to be leaking toxic chemicals into a river with atrocious consequences for the locals.

What Viklund means when he says they’re “not making a political statement” is really just that players won’t inhabit Robin Hood-like heroes giving to the poor or trying to take down the corporations to save the world. Rather, they’re “part of the system,” making their fortunes by running jobs for corps against corps. “You’ll have blood in your hands,” says Viklund.

(Image credit: 10 Chambers)

What we know about the gameplay

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