
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.
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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.
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
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
Hours played at review time, across 659 reviews with recorded playtime.
Reviews
Themes across 655 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
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.
[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
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 ♥♥♥♥♥♥♥.
This game is really fun. But it runs really badly. So I had to spend a lot of time ♥♥♥♥♥♥♥ around trying to get it to run right. And now that it does it's a lot of fun.
Слава Омниссии!
3 years after launch, still no solo mode
Very sad that as someone who bought the game, because I refuse to pay 1/3 of the price of the game for new classes, I feel like I am missing out on the game a lot. Not very nice Mr FatShark.
Cannot recommend until the devs increase the blocklist.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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