
Take back the city of Tertium from hordes of bloodthirsty foes in this intense and brutal action shooter. Warhammer 40,000: Darktide is the new co-op focused experience from the award-winning team behind the Vermintide series. As Tertium falls, Rejects Will Rise.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 22.71/day in the week to Aug 26 → 56.14/day in the week after.
One market had a chart position on both sides of this cut. One sale in one country is an anecdote — read it next to the store-wide figures below.
About

Take back the city of Tertium from hordes of bloodthirsty foes in this intense and brutal action shooter. Warhammer 40,000: Darktide is the new co-op focused experience from the award-winning team behind the Vermintide series.
In the depths of the hive, the seeds of corruption threaten to turn into an overwhelming tide of darkness. A mysterious and sinister new force is seeking to take control of the entire city. It is up to you and your allies in the Inquisition to root out the enemy before the city succumbs to Chaos.
As Tertium falls, Rejects Will Rise.


Built on the legacy of Vermintide 2’s best-in-class melee combat, Warhammer 40,000: Darktide introduces intense WH40K gunplay to the mix. Master the balance between ranged and melee combat as you fight through a slew of enemies. Feel the impact of each swipe, swing, and slice of a chainsword, or fry some flesh with a lasgun.


Darktide is a co-op game. Wandering too far, risks punishment by foes looking to immobilize or capture stray Rejects, such as the slavering Chaos Hound or the Moebian Trapper. Once you fall prey to such foes, only your teammates can save you! More than that, your innate toughness – your determination to press on through the pain – only recharges when you are in the proximity of your strike team.


Create your own, unique character and customize their physical appearance, voice, and origin. Choose your class to determine which unique traits and skill sets they will make use of in battle. Will you be a seasoned veteran of the Imperial army, a snarky outsider, or a fiery zealot? The choice is yours.


Step into the violent, dystopian world of Warhammer 40,000. From boiling hot industrial factories to the decaying water maintenance zone afflicted by constant acid rainfall - Tertium Hive is a hard and unforgiving place even at the best of times. Your role is to serve the zealous Inquisition by embarking on missions to exterminate the threats lurking in the depths of the hive city, or die trying.


Adapt to the erratic whims of Chaos with conditions- mutators that add a spontaneous challenge to your mission. Your team must learn to adjust, adopt new tactics and change up their loadouts to face these ruthless challenges.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 138.8Kreviews | 72% | — | $98.6M |
| $39.99 | 11.8Kratings | 66% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2792 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There is quite a bit of small-ish things that need improvement, but overall game in in a much better place than it was. Could do with more maps. Could do with technical performance improvement and optimization on middle/lower end rigs. Ogryn could use another weapon or two. The fact that DLC classes don't have commissary unlocks and their overall cosmetic customization is more limited is depressing. Blitz/ability balance is all over the place. There are annoying bugs still present from release time (like teleporting enemies or doors that sometimes are closed for one player but open for others, or matchmaking bugs), although admittedly they occur much rarer than they used to. Cash shop is a bit steep (and to begin with its a cash shop in premium game). Despite above, however, still fun. Unlike the case with some other devs from Sweden, you don't feel like you're artificially barred from enjoying your time with the game because of "grunt fantasy" or some really weird preconceptions about how guns should handle.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #65, worst CN #98 · 13 markets collected
US · last 30 days
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese*languages with full audio support
| $39.99 |
| 7.1Kratings |
| 81% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TL;DR Moving from A to B on a map while dodging, blocking, hitting, and shooting everything in your way. The 'Tide gameplay loop and soundtrack never get old. It’s more ranged-focused than the Vermintide games, yet more melee-focused than Left 4 Dead. Let down by inconsistent performance, half-baked game modes, limited cosmetics, and a desperate need for more maps in the core mode. Player Context Coming from nearly 2,000 hours across both Vermintide games, the muscle memory was already there, but Darktide shifts the formula. Vermintide was at core melee-focused, with limited ammunition reserved for specials while you carved through chaff up close. Darktide leans much more heavily into gunplay. Almost a 50/50 split. It’s faster, more frantic, and constantly pushes you forwards. You’re almost always dodging, sliding, and charging into the next map set piece. Combat The gameplay itself isn’t especially varied, but the shooting, melee combat, and movement all feel excellent. You and three teammates fight through missions, dealing with hordes and specialist enemies, scavenging ammo and health, reviving each other, and pushing through objectives. Enemies explode, are decapitated, sliced apart, burned alive, thrown into bottomless pits, or riddled with bullets. Every weapon feels satisfying to use, and even better to hear. The four core classes offer distinct playstyles through abilities, talent trees, stats, and weapon choices. Instead of Vermintide’s named heroes, you create your own Reject by choosing background, appearance, voice, height, tattoos, and more. It should give more ownership over your character, but face and hairstyle options are limited, so you often run into near-identical characters. Most armour hides tattoos anyway. Free cosmetics earned through challenges or currency are generally good, but the premium shop rotates stock purely to create FOMO. Some outfits clip badly, while others are barely distinguishable from existing sets. As of writing, neither the Hive Scum nor Arbites classes have received any new cosmetics since release. Reaching level 30 with each class doesn’t take long, but upgrading your armoury can feel like a grind. New players are heavily limited by crafting resources needed for weapon upgrades and blessing management. Weapon balance is in a good place overall. Some options are clearly stronger, but almost everything is viable on high difficulties with the right build. You don’t need to chase the meta—if a weapon feels good, it’ll work. The enemy armour system was one of the more intimidating mechanics early on when I started. Instead of a simple light/heavy setup, enemies have different armour types, and sometimes across different body parts. A charged Voidstrike Staff shot might do great damage against a carapace wearing Crusher, but feel weak against a shirtless Mutant, who has a completely different armour profile from similarly near-nude enemies like Infested or Poxbursters. Expect to spend time in the Testing Grounds to figure this out. Maps The maps are gorgeous and do an excellent job of showing life inside the Tertium Hive. Like Left 4 Dead and Vermintide, the AI Director keeps repeat runs fresh by varying spawns and encounters. They’re really fantastic maps, I just wish there were more of them! Since release, Fatshark has added a few new maps, but recent updates have focused more on additional game modes. Auric and Havoc provide harder versions of existing missions, while Mortis Trials and Expeditions offer new ways to play. If you’ve played Vermintide 2’s Chaos Wastes, these modes feel like someone split its best ideas in half. Mortis Trials is a wave survival mode where you fight through nine increasingly difficult rounds, choosing boons after each wave to create ridiculous builds. It’s fun, but limited by only three maps, and it lacks the journey and exploration that made Chaos Wastes so good. Expeditions are extraction runs outside the Hive City. You explore semi-randomised maps, gather Tech-Remnants, and extract when you choose. Leave early for modest rewards, or push further for more. Despite randomisation, runs start to feel very similar, and the mode would benefit heavily from Mortis-style modifiers. Performance & Networking Matchmaking in the UK has been solid for core missions at all difficulties. However, Mortis Trials and Expeditions have noticeably longer queues, which raises questions about their long-term population. Performance and optimisation still need work. Lowering settings makes surprisingly little difference to visuals or FPS. On my system, the game on Windows 11 delivers a fairly stable 80–90 FPS, while Linux sits in the high 70s, both with poor 1% lows. For Linux players on Nvidia GPUs, ray tracing is currently broken and can cause crashes. Ray tracing works fine on Windows, but isn’t worth the performance hit imo. Music I left the second best part for last: the music and sound design. Do yourself a favour, listen to Imperial Advance, Light of the Imperium, and Disposal Unit (Imperium Mix) on YouTube — you’ll hear them constantly in-game, and they never get old. Jesper Kyd’s soundtrack is excellent throughout. Weapons sound heavy and dangerous, melee hits land with real weight, and every elite or specialist enemy has distinct audio cues that cut through even the chaos of hordes. The audio design does a huge amount of work in making combat readable and intense. Conclusion Darktide is a frustratingly brilliant game. At its core I do feel it has one of the best first-person combat systems ever made. The blend of melee and ranged combat, the weight of every weapon, the movement, and the soundtrack all keep me coming back. It falls short due to poor performance, too few maps, underwhelming cosmetic support, and new modes that do not reach the heights of Vermintide 2’s wonderful Chaos Wastes. And I keep coming back. Few games make moment-to-moment combat feel this good. If you enjoy any two of the following: Left 4 Dead, Vermintide, or just the Warhammer 40,000 setting, you’ll very probably enjoy Darktide.
good games !!
[h1] When Killing flood become mmo [/h1] To short I absolute thumb down this game, there developer cut out half of content be hide the DLC. This is a FPS base title but messy fix in tons of the things, personal sure this game copy below of the game, Killing flood2, Left 4D2, Warhammer Vermintide 2, and the final things are mmo mode. But it's good when this game merge so many in one pack? there answer I say thing are no and personal gotta explain, the whole game missions are mmo type, you pass a mission then walk to see a video then pass another mission that basic this game are doing, the difficult spike of the game are outrage, the first mission easy then the next became super hard. the worse thing in this game are every character separate in single slot, every times want to play other class need restart the whole game, It's obvious this game class balance are trash, the class Arbitrator with hound so powerful compare with other class, the way separate the character out are totally a diester, you already feeling boring to this class then developer force you to start all things repeat from level one. There a really pointless lobby exist in-game, nobody alive and nothing happen all of the day, the developer are so hard like want to putting mmo thing into the FPS title, the whole lobby had nothing meaning, cause other player won't talk and the mission are launcher separate into the battle panel, the whole lobby system are huge joke. The microtrons in-game are outrage, one tiny suit cost million of the game currency, developer you just banned all newbie player and denial they freedom to decorate themself. Just bought this base game in discount and run for few round then delete this horrible game. https://steamcommunity.com/sharedfiles/filedetails/?id=3766892824
傻逼白皮瞎几把提意见,傻逼官方还他妈只听傻逼白皮意见,策划也是一坨,平衡做的跟狗屎一样不做评价。什么叫他妈的付费DLC职业到最后都要削成狗屎,游戏厂商能给付费职业削成狗屎的,放眼全球估计也就肥鲨了。 傻逼官方采纳傻逼白皮意见削弱这削弱那,白皮发现自己打不过高难就挂个加速器跑港服蹭国人车队。 你蹭车队就够了还他妈资源是必须全吃完的,输出一定是最少的,打BOSS是查无此人的,自己是一定要单走接潮的,倒了是一定要喊队友去救他的,队友不救要骂队友的。评价为低难玩多了给自己玩出幻觉了。 那群白皮还就喜欢吃屎用那些狗屎配装,用他妈的狗屎配装再加上自己技术不行你不多倒谁多倒,国人输出比他高是要说“Cheater”然后打完是一定要说”只有我们白皮是最会享受游戏的,你们中国人根本不懂怎么享受游戏“一边这样说着一边又要夹着自己的狗尾巴跑到港服蹭国人车队。
No solo play
[h1]Вуликові війни[/h1] Серія Варгаммеру завжди спиралась більше на стратегії, що не викликає подиву, адже головний продукт франшизи - настільний варгейм. Нормального пищ-пищ на тему похмурого майбутнього, де є лише війна, якось не завозили. Так, був пейс марін і його друга частина (яка була безсовісно надана росіянам на розробку. Не купляйте це. Проявіть повагу до себе), але мені не заходило. Коли раптом без попередження викотився наш сьогоднішній пацієнт і тут понеслась: бодрий шутер з унікальними класами, купою зброї мене таки поперло. Інквізиція, яка наводить порядок по імперії людства, де за діло, а де не дуже, влаштовуючи різанину серед проблемного населення, не гребує будь якими засобами. Проблема одна - текучка кадрів у цеху для брудної роботи просто неймовірна. Вирішують її просто: оскільки через фашистський політичний устрій імперіуму помноженого на дибілізм влади в окремих закутках космосу у населення часто бувають спалахи обурення, то недостачі у осуджених для виконання дуже потрібних, але дуже ризикованих місій в один кінець нема і близько. Саме з таких кадрів і формуються ударні групи “відторгнених”, яких від виконання розстрільного вироку або роботи на якомусь світі-смерті рятує лише виконання завдань у жопах різного ступеню запущеності. З цього і стартує сюжет: ми рятуємо помічницю інквізитора під час бунту у в’язниці, вона нам дає шанс проявити себе. Подолавши пролог, гравці торуватимуть свій шлях у ватазі інквізитора на борту космічного корабля сірого торговця. Пара слів про історію: зірок з нема не хапає, але відповідає на питання “Що? Де? Коли? Нафіга?”. Якщо коротко - на одному з численних світів хтось (не в останню чергу через пихатих кретинів у правлячій верхівці) вирішив покашляти у славу одного з богів Хаосу Нургла і почав неслабо мутити воду. З цим нам і треба буде розбиратись. Ігролад доволі простий: є місії, орієнтовані на певне завдання - завалити і розвідати. В описі самої гри їх більше, але суть не змінюється: або в кінці буде жирний бос, або крізь рівень від точки А до точки Б виконуючи завдання на дослідження локацій. Але спільного на усіх мапах буде одне: купа і купа культистів, мутантів і покороблених богом Хаосу людей, які кидатимуться на нас в непристойних кількостях. На них і слід випробовувати широчезний арсенал іграшок, представлених від простих ножів до силової кувалди, пістолетів, вогнеметів і того самого культового болтгану. Кожен боєць має свої унікальні плюшки, недоступні іншим. Та і самі класи вийшли досить унікальними: ветеран гвардії, релігійний фанатик, псайкер і дебелий огрин. Кожен з них вміє щось краще за інших, тому знайти свій напрям не буде проблемою. Після десанту в першу місію стає очевидним перекос у ближній бій, принаймні більшості в команді: патронів на всіх не напасешся, вороги часто густо влітають дуже швидко в ряди гравців та і під час замісу треба перезаряджатись, що є проблемою, коли на лице вже стрибають єретики. Тому ситуація, коли навіть заточений на стрільбу гравець бере в руки холодну зброю і радісно проламує голови наступаючим ворогам, далеко не рідкість. Окрім сюжетних місій у вулику є можливість подебошити у галюцинаціях навіяних місцевою ексцентричною псайкеркою Сефоні і пошаритись по планеті у режимі пацюка - місцева атмосфера накладає певні обмеження на пересування, сильно не погуляєш, тому ноги в руки і газ в підлогу. Є де трохи розгулятись. Найбільше мені сподобалась у грі глибина: від банального пищ-пищ на вечір під півас до душки, де відіграє значення кожне посилення, кожен ствол, кожен талант (так, тут є можливість покращувати свого протеже з рівнями) і гра карає за найменший промах. Графон нормальний. Скайбокси прям вау, відчуваєш одразу, що ти в місті вулику, який простягається на кілометри вгору (!). Атмосферненько і викликає повагу. Звук теж є: бодрячковий електроний музон з присмаком футуризму підходить грі на всі сто, звуки пострілів і гиготіння чокнутих культистів і решти зоопарку також отримують задовільний бал. [h1]Висновок[/h1] непогана сесійка для розваг в колі друзів (кооп на 4х), або трохи кисліше, якщо одному (або тупаки, або задроти в лоббі, тому задоволення може страждати на більших складностях). Гра не викликає блядського FOMO за що їй велике дякую. Рекомендую тримати в бібліотеці, щоб час від часу зайти і постріляти у славу Імператора у офігівших єретиків, тим більше, що й досі виходить новий контент. [h1]8.5/10[/h1]
An absolute blast wrapped in a ticking time bomb of broken code. First off, huge thanks to my brother for gifting me this game—the core cooperative gameplay, combat loop, and atmosphere are genuinely incredible. When you drop into a match, the action is top-tier. My PC completely destroys it at 1080p on extreme settings using frame generation, delivering buttery-smooth performance right out of the gate. The problem is the unmitigated memory leak cancer plaguing this engine. No matter how high-end your hardware is or how well you brute-force your settings at the start of a session, the game suffers from a severe cumulative degradation loop. Over the course of a mission, background assets and script data fail to flush out, slowly choking your buffers until the frame pacing collapses right before extraction. You are forced to manually restart the entire application just to clear the pipes, acting as an unpaid QA tester for an optimization issue that has persisted for years. It drives me insane seeing positive reviews brush this under the rug or act like brute-forcing high frame rates on a powerful GPU means the game is fine. Having expensive hardware doesn't excuse lazy optimization or broken garbage collection. If you love visceral combat, the game is great—just be ready to restart your game constantly because the backend architecture is fundamentally rotting from the inside out.
Had I known I was going to be FORCED into playing with other people instead of bots I wouldn't have spent the ♥♥♥♥♥♥♥ money. I don't want to be forced into playing with trolls and ♥♥♥♥♥♥♥.
TL;DR - wait 2 to 3 more years before you buy this game, or at least until fatshark decides to address these issues. I want to start this review by saying that I love this game. I've run hundreds and thousands of auric level mission, I've maxed out the levels of both base and DLC classes, I was even there when you only get one talent point for every 5 levels, when the weapon system overhaul was implemented, and even when the penance system was introduced. I've powered through all the bullsh*t for more than 3 years and over, thinking "fatshark will fix this soon," They didn't. Many aspect of the game has improved over the years, but it does not excuse them for doing a poor management of addressing these issues for this long: >unbalanced engagement - by far my biggest gripe about the game. The game presents you with a TON of weapons for you to play with for both ranged and melee options, and yet 80% of said weapons will never see daylight because fatshark decided that spamming armoured enemies is the definition of hard: there are many types of enemies present in the game: unarmoured, unyielding, maniac, flak and carapace makes up most of the priority enemies that the game will throw at you. Some weapon are better at dealing with certain types of enemies, and are weaker at handling other types of enemies compared to the other weapons at your disposal. However, this wouldn't have been an issue if CARAPACE type enemies wasn't so prominent/oppresive in the game; carapace type enemies usually have some parts if not all of their body to be covered in heavy plate armour, and these armours can only be bypassed through a handful of weapons, while the rest of the weapon will LITTERALY bounce off from making contact with the armour. And since the game will spam these guys at you at higher levels, bringing a non-carapace weapon for both your melee and ranged slot will often means you kiting those ♥♥♥♥♥♥♥ continuously while slowly chipping away at their health, or praying for a teammate to help you. They said that they have reduced the number of carapace armour enemies, but with anti-armour weapons nerfs and carapace enemies still spawn in droves, I do not feel that much difference in engagement. >audio issues - my second biggest gripe of this game, right above network and connectivity issues. Audio cue plays an essential role in this game; melee and/or ranged attacks of enemies are announced with a unique audio cue to tell you when an attack is directed towards you, and all specialist and elite enemies will have a unique audio cue that plays out whenever they're present on the field and when they're going to attack. so be it during ranged or melee combat, you can have time to react to their attacks even if you can't see them. The problem arises when these cues failed to play out before the enemy's attack: when enough enemy spawn and/or alive in the area that you're team are currently in, some audio will fail to play out correctly, or not play out at all. The amount of times I got blown up by a poxbursters because I didn't hear it's ticking amongst the horde, or the times I got downed from a silent trapper, dog or sniper have probably made up more than 50% of my total deaths. >enemies spawning behind you - and no, this is not because I didn't check my surroundings or because I was standing near their spawn door: You could be in the middle of an open field - no spawn doors in sight and in between your teammates - and saw a horde coming your way. You pulled out your ranged weapon to pick them off and all of the sudden you get hit in the back. You turn around and see some SMUCKS just spawned from THIN-F*CKIN-AIR, RIGHT BETWEEN YOUR BACK AND YOUR TEAMATES, just to hit you. This is where some people would say "git gud" but in my honest opinion, it just makes any engagement more of a chore than anything: spawning enemies behind player doesn't add challenge to the game, but instead it punishes player for not playing like a spazzed-out crackhead. It's a cheap way of adding unnecessary tension to an already brutal combat, and it just makes any fight more frustrating than rewarding. In the higher levels, a singular horde mob only needs a couple of swings to down you. That's why damage reduction and toughness nodes are so important to any operatives. But because of these guys could spawn behind your character at any given time, they can whittle you down by stacking unnecessary damage onto your toughness and health, which opens you up to other attacks. They also body block your operatives (excluding ogryn) since enemy collision is a thing, so when you're trying to make some space between you and that wall of crushers heading towards you, don't be surprised when all of the sudden you just stopped moving. All of this without mentioning the jankiness of some elites/specialist enemies, a big file size of nearly 100GBs, predatory microtransaction store that they refuse to do anything about even with many players asking it to be removed, long gaps between updates, the game chugging from time to time, ranged and melee hits sometimes just won't register, silent footsteps for enemies that aren't SUPPOSED to be silent, lazy event rewards which are nothing more than fancy picture frames, crashing, disconnecting and a myriad of other issues that continues to stack up with one another. This game have so much potential to be a really great horde shooter, and it is disheartening to see it being handled as so. Especially when one of their older game "vermintide 2" have fixed or even somewhat addressed much of the issues mentioned. I don't know why those system aren't implemented into this game but until then, if you decide to buy this game still, you'll have to bear it until god knows when.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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