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The Party Finder QoL Feature - Dev Blog



Heyo Everyone,

We’re back again with another dev blog for the Unlocked and Loaded update coming on September 26.

This time, we’ll be talking about the new QoL feature coming to Darktide: the Party Finder (formerly mentioned as the Group Finder).

In this blog, we’ll discuss where the idea began, what features will be included, and how we will continue to build it with player feedback.

Shout out to Jonathan, the Game Designer in charge of bringing this to life, for sitting down for an interview to give us the scoop on this upcoming feature.

[h2]Where Did the Idea for This Party Finder Come From?[/h2]
The answer to this is two-fold. First and foremost, Darktide is a co-op game. It’s meant to be played with others. But right now, a player is a bit limited in forming a team. A player can either use the Mourningstar, or their friend list to form a party before starting a mission. It is too random.

We’ve noticed players using third party places to find parties, such as Discord, Reddit, the Fatshark Forums. This increased even more from the Path of Redemption update because players wanted to group together to work on penances, etc.

Our goal was to provide a place for players to find other like-minded players within the game. For whatever content they wanted! Maybe it’s hardcore grinding, casually trying Auric (without worrying about being flamed), etc.

Further, we wanted to improve the overall social aspect of Darktide in general.



[h2]What Features Will Come With the Party Finder?[/h2]
This will be an evolving feature. Right now, players will be able to find like-minded players based on four criterias: Game Mode, Difficulty, Language and assorted Tags to define what the group is about.
  • Game Mode
    • Adventure
    • Maelstrom
    • Special Assignments
  • Difficulty
    • Sedition
    • Uprising
    • Malice
    • Heresy
    • Damnation
    • Auric - Heresy
    • Auric - Damnation
  • Language
    • English
    • French
    • German
    • Spanish
    • Italian
    • Portuguese
    • Polish
    • Russian
    • Cantonese
    • Mandarin
    • Japanese
    • Korean
  • Assorted Tags
    • All Welcome
    • Quickplay
    • Casual
    • Hardcore
    • Contract(s)
    • Penances
    • Power Leveling
    • Grinding





[h2]Building the Party Finder Together With Players[/h2]
Earlier, we mentioned this would be an evolving feature. When we were planning this feature, we came up with a lot more tags and ways to form a party. However, we are working towards building Darktide together with players and inviting them into the conversation. We could’ve added 200+ tags, but we didn’t want to add clutter which players might not engage with in the first place.

Instead, we want to optimize this feature together with players. We wanted to start with this solid base and invite everyone to tell us how we can make this feature work better for their gameplay style.

As players try out this feature from Sept. 26, let us know what tags you’d like us to include. Would you like a tag for only certain classes? (We saw someone ask if you can do an Ogryn-only team. This is something we could implement on a tag side.)

We’ll be looking out for and we’ll be collecting feedback on this topic from launch. Feel free to tag me (StrawHat) or create some threads to consolidate the feedback so it can be passed on to the team! (To set expectations, it’s likely that not every suggestion will make it into the Group Finder but we’ll do our best to include the most requested features.)



OK, that’s it for now! Hopefully everyone understands our goals for this feature and how we’d like to build it up together with feedback from the community. This way we can continue to make Darktide the best it can be for players.

Until next time!

– The Darktide Team

Introducing "Rolling Steel" - Dev Blog



Hello, Everyone!


We heard you wanted some trains… It’s time to unveil the newest mission coming to our Unlocked & Loaded update this month: Rolling Steel. For this dev blog, we interviewed a Level Designer and Level Artist from our team who were in charge of bringing the vision to life: Jacopo and Roberto.

Our goal of this blog is to tell you about the new mission and how it formed, etc. without spoiling all the fun of playing it the first time for yourselves. We’ll have to leave some things out, because we want players to still be surprised when they load into the mission for the first time.

Let’s get rolling. 🚂 (I’m a comical genius -Straw)

[h2]Where Did the Idea for This Mission Start?[/h2]

The idea for “Rolling Steel” began about a year and a half ago, following the release of Ascension Riser 31. In that mission, we experimented with creating a more dynamic end event where players fight atop an ascending platform in a massive vertical shaft. After completing that challenge, we wanted to create something with even more movement. A mission to explore more visually dynamic and immersive events.

Our devs continued working on this with the latest mission, Clandestium Gloriana, where players are in the lateral elevator.

A key moment that influenced this concept was a scene from the “Rejects Will Rise” trailer, where a train crashes and explodes into a station. This powerful visual helped solidify the narrative and set the pace for the objectives in the mission.

It was intimidating to start. While we had worked on similar movements with Ascension Riser 31, we knew this would require a tech investment to create the movement we wanted players to feel. We didn’t want the background to be a constant loop of the same elements. At first, the endeavour was put on hold. However, we saw the community's interest in a mission involving a train. This reignited our enthusiasm for the idea and it led us to resume development.



[h2]What Will Players Be Doing in Rolling Steel?[/h2]
In Rolling Steel, players are thrust into a high-stakes scenario where they must stop a moving train hijacked by cultists who have repurposed it with tox bombs onboard to spread the Nurgle plague. The mission immediately begins with high-octane adrenaline as players are dropped directly onto the speeding train. From the beginning, players are immersed in the action.

The primary objective is to prevent the train from crashing into its destination and releasing tox gas. To do this, the players must work their way through a series of train cars. Each car presents unique challenges and escalating threats. Cultists will relentlessly defend the train, and the players will need to stick together and push forward quickly.

[h2]What are the New Objective Types?[/h2]
Yes, we said quickly. One of the most significant additions to this mission is the timer as an overarching objective. We wanted to introduce this mechanic to create a stronger sense of tension and urgency throughout the mission.

The timer in "Rolling Steel" is intended to force players to move very quickly, adding a layer of pressure that should elevate the intensity of the gameplay. Our goal was to offer a new harder challenge that requires players to work more closely together to succeed. It is not like the classic missions where there is a mid-event and an end-event. Rather, it’s one full event from beginning to end.

We wanted to see what happens when you break the rules, or at least suspend them.

Additionally, we're experimenting with a potential new auspex minigame that also plays a part in the importance of teamwork and communication in the mission. (We’ll leave this for you to learn more about through playing.)

Additionally, Rolling Steel is part of our effort to experiment with a different mission format, which we call Operations. It is a shorter mission than we’ve created historically. By introducing shorter, more cinematic experiences, we hope to offer a fresh alternative to the normal types of missions in Darktide. Something else to sink your teeth into when you have the urge to slay heretics, but you’re more limited on time.

As this mission is somewhat of a test, we’re eager to hear feedback from our community. Your input will be invaluable in determining how we evolve these new types of missions in the future. (Thank you ahead of time!)



[h2]Any Learnings From Past Missions?[/h2]
Absolutely, we’ve learned a great deal from designing past levels, but with "Rolling Steel," we also wanted to challenge ourselves and try new things.

One of the most significant changes is the level topology. Unlike our previous missions, which often feature wider environments, "Rolling Steel" has a highly linear layout, which naturally funnels players into more close-quarters combat scenarios. This shift strongly affected how we design encounters and balance the overall experience, especially considering the added pressure of a time constraint and how all these elements impact our combat director.

In many ways, "Rolling Steel" is informed by our past experiences, but it also represents a step towards new possibilities and gauge how these innovations resonate with our players.

[h2]Inspiration for the Environments[/h2]
As mentioned, the Rejects Will Rise trailer was one of the inspirations. This Nurgle train is based on an industrial cargo train which creates more room for slaying. Then a heavy coating of 40k grimdark, as always! (That’s the best part). The art team did a tremendous job providing a variety of assets for us to include throughout the mission, and we look forward to players trying it out.

[h2]New Music[/h2]
When we told Jesper about the new type of mission and the timer, he was really excited. He said he immediately had some ideas in his head of what he could create for players to add to the rising tension. He delivered a certified banger, as always. It is a blend between a standard and a high intensity track, so when the heat ramps up, players will definitely feel it.

[h2]Future Missions[/h2]
We are expecting players to ask if we’ll have more missions on a train. The answer is…we’ll see! 😉 Let us know what you’re feeling.



We can’t wait for players to start running this mission and trying out the new objective. Let us know how it feels and we’ll be reading the feedback!

Until next time. May the Emperor protect!

Warhammer 40,000: Darktide для PlayStation 5 получила возрастной рейтинг в Тайване

Редакция Gematsu заметила, что кооперативный экшен Warhammer 40,000: Darktide, выпущенный на PC и Xbox Seris X|S в конце 2022 и 2023 годов соответственно, готовится выйти на PlayStation 5. На это указывает недавнее присуждение возрастного рейтинга регулирующими органами Тайваня.

Warhammer 40K: Darktide may be coming to PlayStation 5, according to a Taiwanese game rating

Warhammer 40K: Darktide - one of the best Warhammer games in recent years and a very good co-op shooter - may be popping up on the PS5 according to a Taiwanese game rating.

This rating, spotted by Gematsu, has seemingly listed the game as incoming to the Sony platform, though there hasn't been any official announcement by Fatshark or Sony for that matter as of writing. Whether this is a canary in the coal mine for a larger announcement in the near future, or a fumbled entry on a national rating platform historically fumble-averse will surely be revealed in the coming weeks or months.

Darktide has been trucking along rather nicely since its release. Originally let out into the wild in a peculiar state, with some genuine flaws tied to progression and performance, time has only made the game more inticing. These days, being blessed with notable major content updates, it's one of the better co-op PvE shooters out there. It's been doing rather well on both the PC and Xbox up until now, so PS5 players will surely be keen to hop into a game at its best.

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Hotfix #47 (1.4.13) Patch Notes



Heyo everyone, 


Hotfix #47 (aka 1.4.13) is now live on Steam and it will shortly be live on our other platforms. You can find the notes below!

[h2]Bug fixes & changes[/h2]

  • Fixed an issue where the UI notification for completed penances could be displayed in the Mourningstar even in cases where there was no completed penance reward to redeem at Hestia’s Shrine Penitentax.
  • Fixed a rare crash which could happen when failing to retrieve the information for the latest News.
  • Fixed several instances where undefined text would be displayed in Blessing descriptions.
  • Fixed an issue where the “Krourk Mk IIId Blast Goggles” Ogryn headgear cosmetic would hide the eyebrows of the character when equipped.
  • Fixed an issue where the “Krieg Greatcoat (Marked by Faith)” Zealot upperbody cosmetic would fail to be correctly rendered in the area around the fingers. 

[h2]Hadron’s Shrine of the Omnissiah is Under Renovation[/h2]

As you can see Hadron workshop is undergoing renovation, but our grumpy Tech-priestess still does weapon maintenance under the counter.

[h2]Updates to Weapon Blessing Descriptions[/h2]

We performed a pass on the descriptions of several Blessings, making sure that the information displayed was correct and aligned to their actual gameplay effect. There will be no changes to the gameplay effects of the affected Blessings. There are visual changes only.

We also added some additional text to further detail the mechanics of some Blessings.

Additional Note: The values in the descriptions will be updated for all languages. However some additional explanatory text will be only present in English for this hotfix (1.4.13). This additional text will be added for all languages in the Unlocked and Loaded update this month.

  • Blessings applying Brittleness on enemies
    • The shown debuff value for each stack of Brittleness has been changed to 2.5%, instead of 5%. This is a presentation change only however, as the game was already using 2.5% for the actual gameplay effect.
  • Can Opener:
    • Added details about the max stacks.
    • Fixed the displayed Brittleness value.
  • Shattering Impact:
    • Added details about the max stacks.
    • Fixed the displayed Brittleness value.
  • Thunderous:
    • Added details about the max stacks.
    • Fixed the displayed Brittleness value.
  • Rending Shockwave:
    • Added details about the max stacks.
    • Fixed the displayed Brittleness value.
  • Falter:
    • Added details about the bonus Impact damage.
  • Gets Hot!:
    • Added details about the damage increase applied on Critical Hits.
  • Headhunter (for Recon Lasguns only):
    • Fixed the displayed Critical Hit chance bonus:
      • Tier 1: 3.5%, from 2%
      • Tier 2: 4%, from 3%
      • Tier 3: 4.5%, from 4%.
  • Punishing Salvo:
    • Corrected the text to specify that the Bonus from this Blessing is applied also on the second shot, in addition to the third and fourth.
  • Sustained Fire:
    • Corrected the text to specify that the Bonus from this Blessing is applied also on the second shot, in addition to the third and fourth.
  • Haymaker:
    • Updated the text to include that other “on kill” effects are not triggered on Instakill. 
  • Run 'n' Gun:
    • Added details about the Spread reduction. 
Dev Note: For the Assault Shotgun, the description will show a reduction of weapon Spread of 10% that will be added in the Unlocked and Loaded update.