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Darktide 101: Creating the Sound of Darktide w/ Jesper Kyd



Hey Everyone,

This one has been a much requested dev blog. To celebrate the New Year and our latest update–Grim Protocols–we sat down with Jesper Kyd to discuss his work on creating the music we all love so much.

Grab your favourite drink, or snack and dive in for another Darktide 101 blog.

Straw Hat: What is your creative process like for Darktide? How is it that you normally approach a track? Do you often have somewhat of a complete idea once we give you a rundown of the level, like with Rolling Steel or Dark Communion?

Jesper Kyd: I would say it’s a bit of both. You know, the intuition is certainly there now that I’ve worked on Darktide for a bit. But these last few missions I’ve worked on, the train mission (Rolling Steel) and the cultist one (Dark Communion), certainly are going in a different direction. There’s a lot that still needs to be invented for that, and then added into the Darktide sound.

The usual approach is that I get a video of the level and a playthrough with the audio team and then we discuss ideas. I get to soak up the atmosphere and I start to hear in my head what would be really cool. Sometimes, it’s very instant. Like for Dark Communion. For that map, it was instant. I knew exactly what I wanted to do right away.

Make sure to check out Jesper's latest track on YouTube.

The track for that mission came out really quickly. It was this eight minute track that just kept going. It was really fun to make. It was more of a grimdark orchestral style. I wouldn’t say that’s unusual for Darktide, but it does have a lot more orchestral elements than other tracks have had so far, which made it a lot of fun to work on.

The players are always so excited when they find out there is a new Jesper track on the way.

That’s really great to hear. It’s great to hear players are excited, too. I think you can hear my excitement in the music. You know? I’m just having so much fun working on this music, because it really is a good combination of what I like to do. I like to do something new, something fresh, and then mix it with all my electronics and orchestral elements and melodic things. And Darktide really is perfect for that.

How much time do you spend on a track for Darktide?

Well, it’s interesting. Because sometimes, I can get a majority of a track done in a day – if I’m just totally in a zone. I know exactly what I want to do. Other times, it can take me up to two weeks.

I think the more clear it is to me what the track should be, and the more clearly the map communicates what the intent is, the faster it goes.

With Dark Communion, I knew exactly what I wanted. So while it’s a longer track, I wrote it much, much quicker.

Something like Rolling Steel, you could go a lot of directions with that. It could’ve taken longer to figure it out. But I knew I wanted the pulses of the train moving, the strange grunting and breathing sounds, and all that kind of stuff in the music. That mission is a bit about stressing you out. But it can’t just be about stressing you out in a stressful way. It has to be in a cool way, too. I had to make sure it’s not going to drive you crazy, right?

Exactly, because it’s a shorter mission too, and players will be hearing it more often.

Yes, exactly. It’s not just an alarm going off. It has to be something more musical. It needs to still be cool on repeated listenings.

Subtlety is something I work a lot with, too. Even though Darktide’s music is pretty aggressive. It’s not shy music. However there are still a lot of layers. There are a lot of elements you might not pick up on the first few times you hear it, perhaps you only feel it. But after more repeated listens, you might start to notice it.

It is something really interesting about writing music for games. It has to be written in a way that rewards repeated listens. It’s kind of the opposite if you write a pop song. For a pop song, you want everyone right away to say, “Yes, this is it.” Because then the song can chart, right? For games, it’s like the opposite. You’re trying to make it layered, so that the music can grow on you and you can still listen to it time and again.

For Warhammer, it’s such a massive universe. There is so much lore that goes into it. For our game, it feels like you truly did create something to encapsulate the gothic, grim, dark nuances of Darktide. You couldn’t imagine this score in any other game.

It was definitely a part of the brief in the beginning that the team wanted a score that was not typical for the genre, which has more orchestral and choir and maybe guitars.

I think holding on to the choir though was really interesting, and we needed something to make it recognizable as Warhammer. The human voice is so powerful, and mixing that up with this industrial and these rhythms from the tracks creates something fascinating.

Also the organ. Whenever I use the organ, there always seems to be a positive player reaction.

I was going to say that is one of my favourite parts, where you’ve mixed those heavy, industrial sounds with the organic, human voices. When the choir and organ come in on some tracks, it’s really powerful.

There is something really God-like about those instruments, where the choir gives you this feeling like you’re now dealing with the Emperor. And the organ kind of goes in that same direction. It feels like it would be the Imperium’s kind of instrument.

For the latest track for Dark Communion, you said it came to you pretty quickly. Was there anything about this track that stood out to you?

The whole idea was based around creating something ritualistic. Something to sound like there is a seance of some sort going on somewhere in the level. No matter how subtle or big the music gets, it is meant to always give you that feeling. There are some subtle visual signs we approach from the distance, the way you see the smoke and colours. As you get closer, the music gets more and more epic. And then once we’re in the church, it’s full on.

It was so much fun to write. It’s not everyday you get asked to do a big ritualistic cue, inspired by the soul leaving the body, etc.

Through composing for Darktide, is there anything new you’ve felt like you’ve learned about music or your process while working on it?

Oh, absolutely. Darktide was one of those projects that I knew exactly what I wanted to create. And I knew I couldn’t do it. I had to figure out, how do I do it?

It very much had to do with the capacity of the studio. I had some things to solve because of what I wanted to do. I got a whole new Department of my studio running. It’s to do with step sequencing from the 70s. It required these old devices that can play back notes, but it plays it back in a very funky way. You know, it has a lot of swing to the actual notes, so everything sounds more alive. I wanted everything to sound like it was performed.

So all the synthesizers in that score, those 30-40 synthesizers I play, are mostly played live, or they run through these step sequencers. It gives this really organic feeling, like you’re part of a living world, instead of just having the computer perfectly synchronize everything. You know, everything on the beat is perfect, or you’re using software for the synthesizers. I wanted to stay away from all that.

We needed something really organic, that sounded lived in. And a lot of these synths are 40 years old. So, they sound 40 years old. And they sound used; they sound lived in. They sound very different from the day they were released in 1976. It’s a different sound, because the components and the keyboards, they age. I think it just sounds much cooler. I’m not a big fan of anything that sounded brand new. That’s kind of the perspective I took with everything.

I had to find a way to use my sequencer program, Cubase, with these step sequences so I could tempo synchronize everything. And that was really, really difficult. I had to get a custom box built for it, just to make it work, because there was no way you could do it without customizing something.

So, you were determined. You were thinking: I know the sound I want.

We got this box made, and now I’m able to run it so all my synthesizers are synchronized, and that was something I had to invent for Darktide. Because I knew I wanted that sound, like when you hear the Darktide theme, when that bass line that just comes in and you’re like, it’s supposed to make you pause and say what is this?

And it’s such a weird mixture of styles. And that is the technique on full display. It might just sound like a simple bass line, but to get that thing going, and to get it sounding that loose, and to get it sounding full of anarchy. Because you start underground in Darktide. It was very much designed to support that. Everything is chaos, anarchy, and dirty. You’re a reject.

Then, of course, we mix all that with the choirs and the organs, which is more the Imperium, and that’s the sound of Darktide. Those two opposing elements that really don’t belong together. I try to make them belong together, you know? Because that’s the world of Darktide.

And the last bit was, how do you make something that takes place 40,000 years in the future. We wanted to avoid being stuck with the idea that it had to be futuristic. No. It has to be real. It has to sound lived in. There’s been a war going on for 1000s of years. The Imperium knows war. That’s a sound that has been through the ringer. It’s been through hell and is still running.

The last thing I can say about that is I directly got a quote from the team that they wanted the music to sound like living machines that had been forgotten about. These machines have been running so long that people forgot how they actually work. They only know how to maintain them.

All of this I’ve been talking about, I think it all comes together to fit this organic sound that has become Darktide. And I think it fits the game so precisely. People just get it. You don’t have to explain it.

What is the strangest thing you’ve ever mixed into the soundtrack?

On the main title track of Darktide, it has “children.” I did a 15 layer children’s choir. But it’s all me. I was able to manipulate it live so that it ended up sounding like children. And I thought, there is this intense bass and industrial stuff mixed in, and then having these children, almost like children of the Emperor, coming in and chanting against all that underground industrial noise.

If you did the children’s choir, is it actually you anytime we hear a choir in Darktide?

No, we work with the Hungarian Scoring Choir and recorded them live for Darktide. And, man, that was an awesome session. It was just really cool to see them, you know, starting to groove out to the music. All those choirs are manipulated by me to sound a little bit more machine-like and perhaps people don’t even realize it’s live, but they’re all singing.



Alright, that’s all from our interview with Jesper! If you have any other questions for him, let us know in the comments. I’ll share some of them with him and make sure he sees them!

We hope you enjoyed this latest Darktide 101 dev blog. If you have other topics you’d like to see us discuss more, please drop a comment, too. I’ll try to set them up! (- Straw)

Until next time,

The Darktide Team

Special Event Live NOW - The Waking Giants!

Hey there,

We hope everyone on Tertium is having a good year so far.

We’re back for the year, and starting off with a new event: The Waking Giants.



How would we describe this event?
The Traitorous 6th seem to have conscripted Ogryns in vast numbers, literally swelling their ranks to enormous proportions. Defeat this bulwark of corrupt flesh and take back the streets of Tertium.
To make progress in the event, complete any missions with the Brute Conscripts condition.

This event will start today, Thursday, January 16, 2025. Right now, actually! This event is live on Auric and Non-Auric boards.

The rewards will be Ordo dockets, Plasteel and Diamantine. Those who complete the final tier of the event will receive a new Frame: the Killiest Frame.





We are working on the next Hotfix which will be released at the end of January. Next up in January, we’ll be sharing the dev blog with Jesper Kyd. We interviewed him all about his process of creating music for Darktide.

Let’s have a year filled with eviscerating heretics For The Emperor.

– The Darktide Team

Hotfix #56 (1.6.3) - Patch Notes



Hey Everyone,

Hotfix #56 (1.6.3) is currently rolling out across our platforms, and it should be available for everyone in the next hour or so. In the meantime, you can view the notes below.
[h2]Havoc Fixes[/h2]
  • Fixed an issue where some of the rewards for Havoc penances had the wrong rarity color displayed.
  • If voting to deploy on a Havoc assignment results in the deployment being cancelled, no assignment charge will be consumed.
[h2]Dark Communion Fixes[/h2]
  • Fixed an issue where enemies were able to damage players during the cutscene at the start of the end event in the Dark Communion mission.
  • Updated the icons for Penances related to the Dark Communion mission.
[h2]General Fixes[/h2]
  • Fixed an issue where the “Banishment” penance would list Groaners twice, preventing it from being unlocked.
  • Fixed an issue where the description of the “Warp Slice” blessing would display incorrect values for all tiers (no change in the actual cooldown values in active gameplay).
  • From 50/40/30/20s to 30/25/20/15s.
  • Fixed an issue where the “Bringing the Boom” and “Pox Burster” Penance frames were using the same frame.
[h2]Cosmetic Fixes
[/h2]
  • Fixed an issue where the “Intra-Cranial Implant” cosmetic headgear would interfere with certain hairstyles.
  • Fixed an issue where the “Krieg Backpack (Standard Issue)” cosmetic was being incorrectly tagged as a Lower Body item instead of Accessory.


Hotfix #55 (1.6.2) - Patch Notes



Hey Everyone,

Hotfix #55 (1.6.2) is currently being rolled out across our platforms and it should be out everywhere in an hour. You can read the notes below!
Audio Fixes
  • Fixed an issue that caused audio stutter and performance degradation when using virtual surround functionality on Console and PC (e.g. the audio crackling).
  • Merged fixes for the audio stutter and stall issues that were first introduced in the “Path of Redemption” update. These were made much worse recently with the issue introduced in 1.6.1. These specific fixes were the ones we tested on the experimental branch on Steam.
    • Fixed priorities for file reader queues, meaning audio will have higher priority than other file reads.
    • [Audio System] Removed code for cancelling a read request since it could stall/deadlock for some users.
    • [Audio System] Made “open” and “cancel” async so the audio thread is NOT blocked if open is slow.
    • Improved reporting of stalls.
    • Proper initialization of BypassIO support for direct storage. We are now checking properly for Win11, NVMe and NTFS in order to support it.
    • Deadlock detection for all platforms (Previously only active on PC).
General Fixes
  • Fixed an issue where the "Purging Flame" Penance didn't increment correctly.
  • New items marker now properly shows in the inventory for emotes.
  • Fixed a crash which could occur when a cosmetics vendor UI got forcibly closed (e.g. while browsing cosmetics in the Commissary asa mission was about to start).
  • Fixed an issue where the Penance icons for the Dark Communion mission used a fallback icon.
  • Fixed an issue where the Heat UI indicator for the Munitorum Mk X Relic Blade remained displayed also when the weapon was not wielded.
  • Fixed an issue where some visual effects were missing for the Munitorum Mk II Relic Blade.
  • Fixed an issue where the Munitorum Mk II Relic Blade had an incorrect chain-timing from Block to Special activate/deactivate. Chain-time has now been changed from 0.68 to 0.35.
  • Fixed an issue where the Munitorum Mk II Relic Blade played the incorrect Special activate animation when activating the weapon after performing a Push follow-up attack.
  • Fixed an issue where equipping the Munitorum Mk X Relic Blade or Munitorum Mk II Relic Blade in the Inventory applied an offset on other weapon animations when switching between weapons and loadouts.
Havoc Fixes
  • Players on the Mourningstar that are stuck with an ongoing Havoc mission can now cancel it from the Havoc terminal, at the expense of a deployment charge.
  • If a player cancels an ongoing deployment and no more attempts remain, the player will get demoted One Assignment Rank and get a new assignment.
Dev Note: Cancelling a Havoc deployment will provide a refund of the charge used to start the Assignment if it's done in the first 60 seconds of attempting to start a deployment. Afterwards, a player will not receive a refund for the charge spent.
  • Players can demote an Assignment Rank to get a new Assignment that is one rank lower.
  • Havoc mission participants now appear on the Havoc menu when a player starts a mission session. No participants outside of that list can be in the party for the mission to take place.  
  • Updated the “Cry Havoc!” event text to fully match properly across all languages.  
  • Fixed remaining overlapping text in multiple languages in the Havoc menu.
  • Unobtained Havoc cosmetic items will now show up in the corresponding list in the Cosmetics menu. 
Cosmetic Fixes
  • Fixed the Veteran “Lucius Mk IV Death's Head with a Skull Mask (Krieg 143rd).” headgear cosmetic being incorrectly assigned another name.
  • Fixed an issue where the cosmetic item rewards from an event would not show up in the Inventory until after logging out and back in again.
[h2]Update on Incorrect Note from Grim Protocols (Updated 11 December) [/h2]
  • The previous Hotfix (1.5.11) pulled three missions from the mission board (Chasm Station HL-16-11, Magistrati Oubliette TM8-707 and Excise Vault Spireside-13). They have all been re-introduced into the rotation today, December 3rd.
    • CORRECTION: Chasm Station and Magistrati have been re-introduced to the game but Excise Vault is still being addressed and it has not been re-introduced.

Grim Protocols - Dark Communion Mission - Dev Blog



Hey Everyone, 

For Grim Protocols, we are releasing a new mission known as Dark Communion. To celebrate its release, we interviewed some of the devs and Fatshark team members who helped bring it to life. 

We’re going to talk a bit about the narrative that inspired it, the level design process, the art and the visual effects. As always, we want to give you an overview of the process of creating the mission, but we still want to leave some things unsaid for players to discover for themselves when they boot up the map for the first time.

Let’s dive back into the carnival.

P.S. We waited to share this dev blog until a few days after release so everyone could have a chance to try it out without any spoilers.

Level Design


With Dark Communion we wanted to forward the narrative of the Moebian 6th activities in The Carnival, as well as their relationship with the Cult of Admonition. This level sends players deeper into the heart of the Carnival district, following reports of sinister, ritual activity and a growing presence of heretic cultists. You’re being sent in to investigate these reports, but as always, things can and will escalate, so keep your eyes peeled and your weapons ready.

While building the previously seen missions set in the Carnival district, we had already planned to revisit it when the time was right. As such, players are likely to have already noticed, for example, the Cathedrum of Messelina Vengeant, seen in the background near the beginning of Warren 6-19 - now you will get to see it up close, and purge the heretics on its steps.

The other parts of the mission follow our usual modus operandi of interconnectivity. We wanted to revisit certain parts with a new coat of paint, and introduce new combat spaces that are different, while staying true to the DNA of the already established architecture.

As always, Jesper Kyd also created a masterpiece of a track for this mission. 

Bringing it Back to the Carnival


[h3]Is this a continuation of the Carnival maps?[/h3]

Absolutely, but not only that. This level sees the culmination of the threads that began in the Carnival and continued through last year’s Orthus Offensive. We now know that Wolfer and the Traitorous 6th have made the Carnival a base of operations for their foul, tainted stimm production. While the warband continues to stymie their progress, their shipments are still getting through, as evidenced by that unfortunate business with the Moebian 21st, poor souls. Killing Rodin Karnak was a blow to their plans, but we already know that Rinda is still at large. Somehow, they brought her back from the brink of death. She’s calling herself the Herald of Admonition now. This mission promises to shed more light on what is driving the Traitorous 6th and their tainted stimms.

[h3]Will future missions continue the story that’s being played out in Dark Communion?
[/h3]
Without giving away the mission ending, there are definitely new leads to follow after the conclusion of Dark Communion. Though, what those are, you’ll have to find out alongside the warband. 

[h3]Who are the Cultists?
[/h3]
Originally assumed to be rabble-rousers and disorganised, disenfranchised gangs of hive citizens, we discover in Dark Communion that this is not the case and something much more sinister lies behind these yellow-clothed maniacs.

Since the mission is to ruin the ritual, does that “close” Rodin’s story? What would have happened if the ritual had worked?

When dealing with the fell powers of Chaos, it is unwise to write off any victory as final. The warband seems to have dealt with the threat for now, but who knows what effect those foul energies could have on Tertium.

[h3]Does this mission herald the start of a new narrative arc? Gloriana felt self-contained narratively, but Dark Communion raises a lot of questions.
[/h3]
To us, Dark Communion is a continuation of several of the previous story arcs in the game, it harkens back to the story we started to tell with the release of the Traitors Curse update but also starts to show us that there is more to the cult of Admonition than the warband has previously understood. We’ve got loads of plans for future storylines.

Art Design

For Art Design, we reined in Environment Artist Jonatan W. to give his thoughts on working on Dark Communion. 



[h3]What was it like designing the art for this mission? 
[/h3]
Most of my work was on the setpieces for the end event, but designing that was really fun. There was already a rough blockout for the event in the level that had Stimm tanks from one of our older levels with cables running up to a chaos star that was hanging over the altar. That gave me a good idea of what to make. 

After clarifying with the level designers what the objectives were and how you would interact with the event, the actual work on designing and creating the units began.

[h3]What kind of feeling were you trying to capture with the end event?
[/h3]
Since the event is set inside of a cathedral, I thought it might be cool to make something that resembled church organs in its silhouette. I thought it would frame the altar and Rodin in a nice way when you enter. 

I came up with the design of the two large vat tanks that would pump out fluids to Rodin from a central dispenser and started blocking it out. For some reason, I got the image of a horror monster being brought to life and retro-tesla coils stuck in my mind and thought that designing something like that would be neat, and fit into the whole vibe of trying to resurrect Rodin.

[h3]Were there any challenges?
[/h3]
Yes there were some technical and performance limitations to consider. Making destructible units always has some inherent challenges, not only from a technical standpoint but also from an art perspective! Like making nice transitions in destroyed states and getting VFX and sound in to sell it properly.

Visual Effects

Hi everyone, I’m Felicia and I work with visual effects (VFX) for Darktide. When I got the task to work on the new mission - Dark Communion, I knew that this was right up my alley. Scary and spooky Warhammer 40k with cultists and a ritual and a lot of new effects? Sign me up! 

After the level designers had done the blockout for the level I knew that it was gonna be a cathedral that you could see from the start of the mission and the direction I got was that you were supposed to see that something scary and big was happening over there. I usually try to look at real life videos for visual effects (like snow, explosions, steam, rain etc.) but how does it work when it comes to more illusion-like effects and references that I can’t find in the real world? Then you have to imagine what it will look like and mash things together. Like what indicates a spooky atmosphere above a cathedral? I knew it had to be big. I thought of some kind of thunderstorm that was just above the cathedral and experimenting with different behaviors and it ended up with a spiral of clouds to make it more unique than just a thunderstorm. 



After the clouds above the cathedral, then most of my work came in the end event inside the cathedral where the ritual was going on. 

The second thing I started to work on was the shields that are a big part of the end event and the gameplay. For these I got concept art so that I knew kind of how it would look. So I knew that it would be green and look a little bit like northern lights in its behavior. It’s a mesh with a material on it so it’s not any particles except when the shield goes down when smoke is pushing the player back as the shield goes down.  



We also have the cultists that are keeping the shields up to protect the ritual. When it comes to these effects I just knew that I wanted it to be kind of rough but still have subtle things that you wouldn’t notice at first but it does a lot for the feeling. Like adding a distortion when the cultists effects are hitting a shield so it kind of wobbles on the shield as an impact from the cultists.   



When you have destroyed all the shields you get to the altar where you will destroy tanks, resulting in a big energy explosion. It was gonna be a build up over some time, so I did 4 different stages and I was thinking of some kind of implode explosion with a lot of energy.  So at first it would start off with a small indication that the energy is getting bigger and bigger in the energy source (the corpse) until it finally reaches maximum and then explodes. 



And the last thing that happens is Rodin’s soul leaves his body and flies out of the cathedral windows. How does a soul look/feel like leaving the body? That was the question I asked myself and I thought of some smoke that is spawning from the body and flies in different directions so you can’t mistake it as smoke from an explosion, to make them stand out so you as a player understand that it’s something more than just smoke. 



Hope you liked to step into my visual effects mind and ideas that became the effects for Dark Communion, this was a really fun mission to work on and I hope you’ll enjoy it as much as I do! 




That’s our sneak peek for Dark Communion! We hope everyone enjoys jumping into the Carnival again, and we look forward to seeing what everyone thinks. We’ll be reading the comments. 

– The Darktide Team