
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.
Most likely between $58.8M and $166.6M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 72% | approximately $98M |
| Xbox | $39.99 | 66% | — |
| PlayStation | $9.99 | 81% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 3053 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
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.
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
No solo play
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。
People have been asking for QoL for years and simple things like being able to play solo without randoms or friends. Instead, we get overwhelming "rebalances" every few updates that completely destroy beloved playstyles and bottleneck players limiting their freedom of choice on how they want to play. Blanket nerfs across the board. A few compensation "buffs" that barely affect gameplay to justify the nerfs. Then wrap it all up in a smug little ribbon and tell the community that the game is "balanced" now, neglecting the fact that to achieve that "balance" they had to handicap everything fun down to the same level of mediocrity. They literally look at what makes classes effective and fun to play, then destroy those playstyles because they're "too popular" instead of looking at how to improve lesser used weapons and perks to meet those same standards. The typical quantitative over qualitative data analysis that many inexperienced developers rely on. This is not a game. This is a chore, where you will be forced once or twice a year to go through every build for every class and try to salvage them from the ground up or scrap/replace them while you struggle to find a new build half as good as what you once had. Devs literally saw what arrowhead did and got jealous, thinking they could torch their playebase more effectively while the good little glazers cheer and celebrate every bad decision.
[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.
the gameplay mechanics are great but i dislike constant changes in the difficulty levels, its infuriating that some of the skills in the trees are completely useless and could have made more interesting builds that actually hold up in higher levels that are constantly being silently adjusted.