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Warhammer 40,000: Dawn of War IV News

Take a closer look at Dawn of War IV’s brutally satisfying Combat Director

[p]Hello everyone![/p][p][/p][p]Today we want to talk to you about the animation systems we’re building for Warhammer 40,000: Dawn of War IV. Specifically, how we’ve fine-tuned our Combat Director system to deliver what we believe is the most visually spectacular and detailed animation system in RTS history.[/p][p][/p][p]When we started development using the first Dawn of War as our guiding light for Dawn of War IV, we asked ourselves what people remembered most about that experience. What are the feelings and emotions we want to evoke in our players, and how can we best achieve that?[/p][p][/p][p]When you ask these kinds of questions, sync kills come up time and time again. These special animations occur whenever units stop scrapping using generic animations, and instead square up in a visceral one-on-one fight to the death. They’re meaty, they look very, very cool and they make combat feel amazingly immersive.[/p][p][/p][p]So, it’s fair to say that sync kills were a shoo-in for Dawn of War IV. We didn’t just want to bring the old system back with a fresh coat of paint though. Instead, we wanted to bring it back bigger and badder than ever before, taking full advantage of modern technology.[/p][p][/p][p]Our animators were the first to take up this challenge and asked themselves a question: “Why only sync the last few attacks? Why not sync everything?”[/p][p]
Now that’s an incredibly tough task, even 20 years on from the first Dawn of War! When it comes to working out who can fight who - and how - in a game like this, there are many thousands of permutations in the animation system.[/p][p][/p][p]There were no guarantees we could pull this off, but the potential was so awesome we were determined to try. A core group of our in-house animators, tech artists and coders huddled together and emerged with a prototype so good, we just knew we had to bring it into the final game.[/p][p][/p][p]The result of all this hard work is what we call our Combat Director system, and we hope you’ll agree its impact on Dawn of War IV is pretty spectacular![/p][p][/p][p][/p][carousel][/carousel][p][/p][p]There’s a lot going on behind the scenes to make all this work. If you’re a heavy infantry unit like a Space Marine fighting someone lighter or heavier than you, for example, how should that work? What are the animation rules for engaging vehicles versus infantry units?[/p][p][/p][p]In every combat scenario, our Combat Director continually assesses the situation. Who is around you right now? Who is the enemy? Who is supposed to damage who and in what manner?[/p][p][/p][p]Whatever you can imagine, the Combat Director figures it all out and stitches together animation snippets to perfectly match the battle at hand.[/p][p][/p][p]The end result is not just tens of thousands - or even hundreds of thousands - but millions and millions of potential animation combos playing out across different combat scenarios. Units may jump on each other, then get thrown around dynamically. Heads become severed from necks. All that good stuff.[/p][p][/p][p]We don’t think anyone’s ever done anything like this in the RTS genre, and it lends Dawn of War IV an incredibly engaging, unbelievably cool melee combat feel. Every time you watch it unfold, there’s a good chance you’ll see something that you’ve never seen before - in our game or any other![/p][p][/p][p]A lot of this technology simply wasn’t possible on PCs 20 (or even 10) years ago. In fact, we can do things with our engine now that even our previous RTS Iron Harvest couldn’t have handled back in 2020![/p][p][/p][p]We’re incredibly proud of what the team’s achieved with our Combat Director, and we can’t wait to get it in your hands when Dawn of War IV releases next year. Until then, we’ll have more development updates for you very soon.[/p][p][/p][p]Everyone @ KING Art Games[/p]

Crafting an epic Dawn of War IV story fit for the Warhammer 40,000 universe!

[p]Hi everyone![/p][p][/p][p]When we began thinking about our vision for Warhammer 40,000: Dawn of War IV, we knew straight away that crafting an unforgettable story would be absolutely essential. Big stories have always been a big part of our work at KING Art Games, and this was our opportunity to do what we do best on the biggest stage.[/p][p][/p][p]We also knew early on that we wanted to have a separate campaign for all four of our factions, and then weave those stories together into a compelling overarching story - one that was fit for a legendary series like Dawn of War.[/p][p][/p][p]Finally, we needed an expert on board to help us navigate the seemingly endless universe of Warhammer 40,000! We’re thrilled to be working with best-selling Black Library author John French, who not only knows his way around game development but is also a huge Dawn of War fan.[/p][p][/p][p]To set the scene for the world we’ve created together, our story picks up some 200 years after Dawn of War: Dark Crusade, the expansion to the original Dawn of War.[/p][p][/p][p]A tear in reality known as the Great Rift has torn the galaxy asunder and left returning planet Kronus - not to mention some of the Blood Ravens Space Marines - stranded. Leaders Cyrus and Jonah head to Kronus to begin rebuilding their Chapter, but quickly discover a sinister threat that places the entire galactic sub-sector in danger.[/p][p][/p][p]This being Warhammer 40,000, of course, they’re not alone in wanting to explore and exploit the secrets of Kronus for their own ends.[/p][p][/p][p]Deep beneath the sands of Kronus, an Adeptus Mechanicus expedition has discovered a Necron complex. At first they believe it to be a tomb, then a prison - but a prison for what? As the campaign unfolds, we discover how this buried secret influences the Orks and Adeptus Mechanicus, and draws the Necrons to Kronus - while the Space Marines battle to survive.[/p][p][/p][p]This is just a very spoiler-free sneak peek at our game world, but just choosing those factions was no simple matter! A universe like Warhammer 40,000 has a huge number of incredible factions to draw from, and it’s fair to say we found this a very tough nut to crack.[/p][p][/p][p]We knew we wanted to have the Space Marines, because it’s Dawn of War - the Blood Ravens had to be in there! We were also starting to think of Dawn of War IV as a kind of reimagining of the first Dawn of War, so we all felt very strongly that we wanted to include the Orks too.[/p][p][/p][p]This left us space for two more factions that would go on to inform our story. The Necrons haven’t been playable in the series since Dark Crusade, so having the game set on Kronus gave us the perfect opportunity to bring them back. As for the last spot, we wanted to round off our cast with a faction that had never been part of a Dawn of War game and would be new for everyone - the Adeptus Mechanicus fit the bill perfectly![/p][p][/p][p]Now that we had our cast in place, we set to work with John French to develop our ideas and start building out the narrative. Together we crafted a story packed with the kind of intrigue, treachery and epic conflict that’s truly worthy of the Warhammer 40,000 universe.[/p][p][/p][p]Our goal in all of this wasn’t to simply continue a story that the first three games had told, but instead tell a new epic tale that just happens to feature some familiar faces from the previous games. Our story is linked to the older Dawn of War games, but it’s very much its own completely new thing, and we can’t wait for you to experience it for yourself![/p][p][/p][p]So far in today’s update we’ve covered some of the processes behind crafting our story, but we wanted to finish by talking about something else that’s incredibly important to us as we continue our work on Dawn of War IV.[/p][p][/p][p]We decided very early on that although a balanced multiplayer experience would be essential (we don’t want imbalanced units or cheese tactics, after all), we didn’t want our story campaign to suffer, just so we could guarantee a fair and fun multiplayer system.[/p][p][/p][p]Instead, we’re treating them as two entirely separate things and balancing them accordingly. If we want one unit to be super powerful in the campaign because it’s better for the story and it’s just plain awesome to have it that way, we just go ahead and do it - even if we then need to tone that unit down in multiplayer.[/p][p][/p][p]This means we never have to compromise on our storytelling vision, while also ensuring our multiplayer remains an incredible experience too.[/p][p][/p][p]We can’t wait to share more of our work with you in the months to come, and you’ll be able to set foot in our world for yourself when Dawn of War IV launches next year. In the meantime, you can follow us on Steam for updates and don’t forget to add the game to your wishlists too![/p]

What we’re building with Warhammer 40,000: Dawn of War IV

[p]Hi everyone![/p][p][/p][p]Having worked so hard on Warhammer 40,000: Dawn of War IV for the last four years, we’re incredibly excited to be able to share more detail about what we’ve been up to all this time! In today’s post, we’re going to take a closer look at how we’re building out our own vision for Dawn of War, and what you can expect when the game launches next year.[/p][p][/p][h3]A grimdark universe of eternal conflict[/h3][p]The Warhammer 40,000 universe is in a state of perpetual conflict, and we know that getting the look and feel of this world just right is absolutely crucial to the success of Dawn of War IV. It has to be grim and dark, and everything has to have a certain weight and a certain level of mayhem to it.[/p][p][/p][p]We also know how important deep, well-crafted campaigns are to Warhammer video game fans, and so we’ve been working closely with legendary Black Library author John French to craft a storyline that’s fit for such a beloved universe.[/p][p][/p][p]We won’t give away too much right now, but in our return to Kronus you can expect the sort of manipulation, treachery and thirst for power rife in the Warhammer 40,000 universe - and expect it in spades.[/p][p][/p][p]Years after the events of Dawn of War: Dark Crusade, Kronus finds itself on the wrong side of the Great Rift, along with a section of the Blood Ravens Space Marines. When Cyrus and Jonah Orion visit Kronus in the hopes of finding their old chapter, they instead discover a malignant force that threatens the entire sub-sector.[/p][p][/p][p]To tell this tale, Dawn of War IV will launch with four distinct storylines - one per faction - with each story feeding into the grander overall narrative. Whether you’re playing as the Orks, the Adeptus Mechanicus, Necrons or Space Marines, each campaign feels uniquely of its own faction, reflecting the needs and desires of each faction in this galaxy torn asunder.[/p][p][/p][h3]Classic gameplay powered by unprecedented spectacle[/h3][p]We knew from the start that we wanted our game to represent a return to the kind of classic Dawn of War gameplay that captivated all of us back in 2004. So it’s fair to say that Dawn of War IV leans hard into epic battles defined by territorial capture and command, strategic squad management and base building.[/p][p][/p][p]Then there are the series’ famous and much-loved sync kills, which we’ve dramatically expanded into something we call our Combat Director system.[/p][p][/p][p]In previous games, sync kills would see two characters complete their final blows in a unique, choreographed combat sequence. In Dawn of War IV the Combat Director ensures that every combat animation involving every participant is given this personalised touch at all times![/p][p][/p][p]Dawn of War’s combat has never felt more brutal, grim and immersive, and we’re incredibly proud of what our artists, animators and coders have managed to achieve with this system.[/p][p][/p][h3]Built to fuel your passion for Warhammer 40,000[/h3][p]We also want to deliver a game packed with content that captures all elements of the Dawn of War experience.[/p][p][/p][p]To do this, we’re backing up our collection of meaty story campaigns with a selection of game modes designed to keep you enthralled for dozens - perhaps even hundreds - more hours after you’re finished with the story:[/p][p][/p]
  • [p]Last Stand - Everybody loves Last Stand and we’re excited to bring it back with Dawn of War IV! This horde-like mode pits you against increasingly deadly waves of enemies in a frantic scrap for survival designed to push your skills to their limits. Level up your characters and unlock new skills and equipment to stay one step ahead of the relentless threat.[/p]
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  • [p]Skirmish - Skirmish gives you total control of the battlefield by letting you select the map, the factions, the difficulty settings and plenty more besides. It’s a very satisfying way to either practise your battlefield command skills away from the campaign, or get stuck into some custom-made mayhem, just the way you want it.[/p]
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  • [p]Multiplayer: We’re committed to giving Dawn of War IV’s missions, characters and campaigns the love and respect they deserve, but multiplayer still matters! We’ll have 1v1, 2v2 and 3v3 multiplayer support at launch, so you can take on the world.[/p]
[p][/p][p]Just like our story campaigns, all of these modes support co-op play too![/p][p][/p][p]And of course, it wouldn’t be Dawn of War if you couldn’t also customise your forces. We’re shipping Dawn of War IV with a Painter tool that allows you to add your own personalised finishing touches to the units under your command, so that every battlefield feels uniquely your own.[/p][p][/p][p]—[/p][p][/p][p]We hope you enjoyed this closer look at all the cool stuff we’re cooking up for Dawn of War IV! We’ll have more to show you in the weeks and months to come, so make sure you follow us for the latest developments, and don’t forget to wishlist the game too.[/p]

Meet KING Art Games, the studio behind Dawn of War IV

[p]Hello everyone![/p][p][/p][p]We’re KING Art Games, an award-winning independent development studio based in Bremen, Germany, now hard at work bringing Warhammer 40,000: Dawn of War IV to life! We were thrilled to see your reactions to the big reveal at Gamescom in August, and we wanted to take a moment to introduce ourselves properly.[/p][p][/p][p]Working on Dawn of War IV is a dream come true for everyone here at KING Art Games. We’re all huge Warhammer and Dawn of War fans, and it’s incredibly exciting to be working on such an epic series that’s loved by so many people all around the world.[/p][p][/p][p][/p][p]
For nearly 25 years now we’ve been making games that mix rich storytelling with thoughtful design. Although we’ve worked on a number of genres over the years, strategy has always been very close to our hearts.[/p][p][/p][p]Some of you will already know us for Iron Harvest, our first full-blown RTS game. Set in an alternate 1920s reality, Iron Harvest was our love letter to RTS gaming and is filled with diesel-punk mechs, classic RTS mechanics, and strong narrative campaigns.[/p][p][/p][p]As our co-founder and creative director Jan Theysen puts it:“This is a new chapter in a very long journey for the studio! It feels like we’ve been working towards this point. We’ve created a lot of story-driven games and we’ve created RTS games. Now everything is coming together!”[/p][p][/p][p]Although we’re very proud of the success Iron Harvest found with critics and players alike, we always knew that our next RTS game would be even better. With Dawn of War IV we’re committed to honouring the spirit of this beloved series, while at the same time building something fresh and exciting for you all.[/p][p][/p][p][/p][p][/p][p]There’s no secret formula to follow when it comes to making a great Dawn of War game, but we started by returning to the series’ roots and asking ourselves a simple question: “What would a modern interpretation of the first Dawn of War look like?”[/p][p][/p][p]That’s been our guiding star, but of course if a feature or idea from the other games - such as Last Stand - fits our vision, we’ve included those too. While multiplayer is a key part of the Dawn of War experience, we also know how important great campaigns, stories and missions are to Warhammer fans.[/p][p][/p][p]“One of the things that KING Art is known for is its stories, campaigns and characters,” says Jan. “We feel these things are super-important for RTS games - more important than some of the RTS games of the past have realized.”[/p][p][/p][p]Our goal is nothing less than to create the ultimate Dawn of War game. This is the game we would want to play ourselves, drawing inspiration from the series’ history and brought up to date with modern technology.[/p][p][/p][p]Thank you for reading, and for your trust in us as we work to finish Dawn of War IV to the high standards you expect. We’ll have more updates for you in the weeks and months to come, and don’t forget to wishlist the game if you haven’t done so already![/p][p][/p][p]The team @ KING Art Games[/p]

A closer look at Dawn of War IV’s Back to War In-Engine Trailer

[p]Hi everyone![/p][p]We recently lifted the lid on our Back to War In-Engine Trailer, giving you a closer look at the real meat of Warhammer 40,000: Dawn of War IV’s gameplay! Every bit of it was running in-engine, with one eye on the kind of scale and spectacle that’s so important to the series.[/p][p]If the trailer launch passed you by though, no problem! As well as sharing it right here in this post, we’ve also picked out some of our favourite highlights from the trailer, along with a little extra insight into the work that’s going on behind the scenes.[/p][p][/p][p][/p][p][/p][p]
[/p][h3]Bringing back base-building in Dawn of War IV[/h3][p]First up, base building’s coming back in a big way with Dawn of War IV. All four of the factions in the game have many different buildings at their disposal, with fortification options such as the mighty Hammerfall Bunker.[/p][p][/p][p][/p][p][/p][p]In fact, the building system in Dawn of War IV is very similar to that of the first game. As you construct your buildings, perform research or upgrade those buildings, you’ll unlock new units to deploy in battle. Naturally, the stronger those units are, the more power and influence you’ll need to achieve in battle before you can field them.[/p][p][/p][h3]Get a closer look at our Combat Director[/h3][p]We’ve got a deep dive on our Combat Director system coming to you in a future update, but we’ve completely overhauled Dawn of War’s sync kill system to take full advantage of modern hardware.[/p][p][/p][p][/p][p][/p][p]Rather than animating just a select few final combat moves (like in the earlier games), our new Combat Director applies the sync kill system to every unit, everywhere, at every stage of the battle![/p][p]The Combat Director is constantly asking questions of the battlefield and providing answers in the form of custom animations for each individual engagement. So if you were wondering what might happen if a Redemptor Dreadnought were to go toe-to-toe with a Deff Dread, your answer’s right there![/p][p][/p][h3]Using the right tool for the right job[/h3][p]You can equip many of the units in Dawn of War IV with different weapons or upgrades to suit the situation in front of you. For example, you may choose to replace a Space Marine Intercessor’s Bolt Rifle with an Auto or Stalker Bolt Rifle instead - or add an auxiliary grenade launcher![/p][p][/p][p][/p][p][/p][p]This flexibility provides a huge amount of tactical variation when it comes to dealing with the current threat. You can equip your Intercessor Sergeants with a Power Sword and Hand Flamer to fight groups, for example, while the Thunder Hammer and Plasma Pistol will prove more effective against heavier targets like vehicles. As you experiment, you’ll develop your own suite of tactical options to tackle everything the game throws at you.[/p][p][/p][h3]Fine tune your tactics with a multitude of units[/h3][p]We’re launching Dawn of War IV with a huge number of units, and this shot really showcases the strength and scale of the armies under your command. There are more than a hundred different units and buildings in total, and those units come in different variants as well as different weapon configurations too.[/p][p][/p][p][/p][p][/p][p]If you’re the kind of player who wants to dig really deep into the fine detail of your tactical combat, we want to make sure you have all the weapons and wargrear you need to bring your bloodiest Warhammer 40,000 strategies to life like never before.[/p][p][/p][h3]The battle-scarred biomes of Kronus[/h3][p]Our story takes place right across the planet Kronus, which means we have many different biomes to explore. Whether you’re fighting on a sun-scorched desert or up in the mountain highlands, each battlefield bears the scars of a world at endless war.[/p][p][/p][p][/p][p][/p][p]As you progress through the campaign you’ll begin to see different missions pop up across the many territories of the world map, and you may have to decide which mission to tackle. Some of these choices will have consequences too, so if you decide to defend a Manufactorum Complex rather than the Hive City, for example, one may survive at the expense of the other.[/p][p][/p][p][/p][h3]A spectacular display of destructive power[/h3][p]Creating a sense of awe and spectacle is incredibly important to us, and so we’ve created a dedicated destruction system that brings each battlefield to life like never before.[/p][p][/p][p]Any buildings you create will collapse in style once sufficiently damaged, while even scenic elements such as structures and vehicle wrecks can be transformed into rubble by errant fire. Think of a Gorkanaut shooting a barrage of rokkits. Yes there are lots of rokkits, but these are Ork rokkits - not all of them will hit their mark![/p][p][/p][p][/p][p][/p][p]This system we’ve built makes every battlefield feel uniquely dynamic, and gives every landscape a real sense of having been scarred by the events of the latest skirmish.[/p][p][/p][p]—[/p][p][/p][p]We hope you’ve enjoyed this closer look behind the scenes of our latest trailer. We’ll have more developer blogs for you in the weeks and months between now and the 2026 launch of Dawn of War IV. In the meantime, make sure to add the game to your wishlist if you haven’t already done so![/p][p][/p][p]The team @ KING Art Games[/p]