Warhammer 40,000: Darktide is a passion project made by a diverse group of skilled and dedicated people with a drive to bring our dream game to life.
This is the first of a series of dev blogs we’ll share over the next few months. We aim to offer you a more extensive look into the process, thoughts, and feelings behind Darktide’s game features.
We hope you enjoy the peek behind the scenes!
Do you mind introducing yourselves?
MS: My name is Mårten Stormdal, I’m the Narrative Director here at Fatshark. My days mainly consist of working on both a low and a high level to try to steer all the different narrative features, systems and content to tell a coherent story. I have previously worked as a Designer, Producer and Game Director.
MW: I’m Matthew Ward, Creative Consultant on Darktide, which shakes out to be a mix of writing, lorekeeping, voice directing/casting and troubleshooting. I was previously a senior creative in the Games Workshop design studio. These days, when I’m not on Atoma, I’m an author and freelance consultant.
How are we approaching player personalities in Darktide? How do they differ from Vermintide 2?
MS: In Darktide, players get to customize their own characters. They can step right into the Warhammer 40,000 universe and join the fight against Chaos. Even so, we know our players love the interactions between the Ubersreik Five (we love them too!) so we’ve poured time and effort into creating a range of voice profiles for each character class so you can pick the personality that fits you best. We have hard bitten professional soldiers, devout crusaders, snarky outsiders and more. There’s something for everyone.
Why did we decide on this approach to Darktide’s player characters as opposed to the predefined ones of Vermintide 2?
MS: It’s about helping players become part of the world – that sense of immersion that elevates any game. Personally, I can spend hours in character customization, and that sense of not just playing any character but your character is really powerful. It also helps lend that sense of scale that works so well in the Warhammer 40,000 setting. Every single player is fighting for Atoma’s survival - an army of thousands upon thousands taking the war to Chaos!
James Alexander (with the voices of Neil McCaul & Aaron Neil)
How do we go about maintaining the much-loved personalities and character banter that we had in Vermintide 2?
MS: It’s all here! It’s something we’ve had in mind from the start, through writing, casting and direction. In fact, given the sheer range of voice profiles in the game – we probably can’t tell you the precise number that will be live at launch, but it’s plenty – and the quantity of voice lines (it’s a lot – we hate hearing the same lines again and again when we’re gaming) players will find plenty to fall in love with.
What have we done to bring forth the quirkiness of these player personalities in our voice-over work?
MW: For each of our player classes (which I’m probably not allowed to talk about so shhhh) we took a long look at the core archetypes and not only what made them gel with Warhammer 40,000’s rich setting but what would make for fun team interactions – who likes who, who tolerates who, who hates who and so on. Some of that changes once you get the actors in the booth and they start breathing life into the scripts, but it only gets better from there.
Will Darktide have any party banter? What can we expect?
MW: Oh yes! I mean, we love writing and recording it, players love hearing it (to say nothing of how it really brings the setting to life) – it was always at the top of the list for me. As to what players can expect? Everything they’ve come to love about Vermintide, but even more. There are thousands upon thousands of banter lines in Darktide.
Relationships between player characters - do they exist?
MW: While the characters are player-created, they all belong to particular archetypes – not only in terms of how they fight, but how they perceive the world. It’s like in Vermintide … Victor’s a quirky example of a Witch Hunter, but he’s still a Witch Hunter. The same is true here. Some of our archetypes work as a well-oiled team while others … well, not so much.
MW: The main challenge throughout has been keeping our character voices as distinct as possible. We get to cheat a lot because our wonderful actors do a lot of the heavy lifting, but I always want to give them plenty to work with. We’ve a couple tricks we deploy along the way, honed on years of Vermintide, and the end result speaks for itself.
Any closing words for the players?
MW: It’s been really hard not talking about this - both for us, and for our cast. We can’t wait for our ragged band of Rejects to get unleashed on the world. We’ll see you on Atoma Prime!
In our quest to create a great Exploration experience, we are getting back to various features that have a great potential but in their current form and shape are simply not good enough.
One of them is definitely fishing... so what can you expect to change in the upcoming update 1.10? Firstly the whole "feeling" of catching fish gets better. Not only is fishing getting better visuals, but also better controls that now require a bit of skill to actually catch something. In 1.10 you will be watching the float and waiting for it go down.
And since fishing will require a bit more skill it should also be more rewarding, right? Well, that's why there's a lot of things to catch! And not just fish... :)The type of catch you get will depend on not only where you are (such as what depth is the water around you), but also on the weather conditions. You're more likely to catch certain fish during the clear morning weather, while some are active during the night or when it rains (and some even during thunderstorms!). On top of fish variety, we've added several different types of fishing rods.
We hope that the new fishing will be yet another feature you'll like in 1.10.
That's it for today.
We'll talk again in a week so until then... stay classy and healthy!
After years finally the game has fulfilled the condition to have trading cards. Profile features limitation is also released, so you should be able to add the game on the collector showcase. Emoticons and profile backgrounds are also supported ːmyanainloveː Enjoy!
Hello, everyone! After a few weeks, we've done testing the new Perks System and we're ready to launch! We're also translating STHELL in 4 new languages: Spanish, Italian, Russian and Simplified Chinese! We can't wait to upload the patch and have your feedbacks. See you in a few days!
Hi guys, I want to announce that the custom beatmaps feature will be available soon, probably the game won't get a lot of updates (except bug fixes) so I can focus on the custom maps + the Steam Workshop feature, some progress has made already, such as detecting the beatmaps, and dowload & uploading beatmaps, and I'm working in the beatmap editor.
The first version of the beatmap editor will be in a open beta version of the game for get opinnions and comments because it'll get the basic stuff and I'll be adding more stuff, such as BPM changes (Beats per minute)
Maybe I'll be uploading WIPs in the official Discord server of the game if you want to see it and also hang out with everyone in the community.
I hope you understand this little situation if you won't see any update in the game, but I'll be working hard for make the game even better.
Our team is excited to bring a brand new surprise to you. The brand new vehicle vehicle that storms and rams it's way into Night Racer is the Big Bad Bulldozer. Try it out by purchasing our Ultimate Car Pack DLC now.
Patch Notes - Added the Big Bull to the game - Fixed a few UI related issues - Fixed the controller UI navigation issue - Fixed an issue with the players playing on the Switch Pro controller
We've got big surprises coming soon. So keep an eye on the game.
Offsprings of the first men welcome back to another #FeatureFriday!
This week we continued the preparations for the upcoming Steam Playtest. You can find the full changelog down below;
Changelog
Several new changes to shepherding activities, Ranch construction, and related decisions.
Several design updates on The Vault campaign.
New construction for Motherhood characters: Nursery.
Characters with Motherhood can now perform a worktime activity to generate Unity in Nursery.
New Perks for Motherhood and Guard: Inspirational, Pampering, Graceful, Teaching, Doting, Resourceful, Safeguard, Heedful, Attentive, Potential Aspiring Adventurer, Intimidating.
New head and chest items for both exploration and settlement purposes: Seeker's Hat, Hood of Nature, Hat of the Critic, Headgear of Nobility, Oracle's Cowl, Oceanbreeze, Seeker's Vest, Robe of Nature, Tunic of the Critic, Noble's Raiment, Oracle's Dress, Oceanwave.
Improvements and balancing on the Frost Giant boss fight mechanics.
New perks and 5 new inventory consumables for the Purifier passion: Curer, Virtue Granter, Enlightened, Unifier, Soul-Cleanser, Mender, Ancestral.
Updated the stockpile user interface. Fixed issues that cause the character names in this panel hard to click. And fixed an issue that hides tier-stars for the items.
Added new icons for notifications.
Added new icons for several consumables.
Added several new AoE skills.
Adjusted assignment icons, activity names, and tooltips.
New Trait Triggers: CombatAllyReceivesTrait, CombatAllyReceivesSpecificTrait, CombatEnemyReceivesTrait, CombatEnemyReceivesSpecificTrait.
Several new DevMode additions to improve internal test attempts.
Several localization-related updates.
Refactored interaction point management.
Refactored character paths, and added a serializer.
Several fixes and adjustments for notifications.
Fixed an issue that is related to the energy degeneration and fatal traits logic.
Fixed an issue that occurs during spearfishing activity.
Fixed an issue that occurs during dismantle assignment.
Fixed a stat calculation fraction bug.
Fixed an issue that occurs on map object cooldowns.
Fixed issues that are related to party movements and party leader movements.
Fixed an issue that occurs while a character is retracing from combat.
If you want to participate in the Steam Playtest, you can join TFM's Discord and follow the instructions.
Wishing you all a great weekend, see you next Friday!