How Fatshark finessed a “really tricky” twist on the shooter.

It feels real good to shoot stuff inWarhammer 40,000: Darktide.

And doing it right in Darktide, it turns out, has been a challenge.

Darktide preview - two enemy Ogryns attack with one raising a hammer above its head and lasgun fire in the background

This sounds technical and, as Andersson put it, finicky, but he provided a good example.

“They switch behaviour depending on what range you kind of force on them,” Andersson explains.

And then he can’t do that anymore."

Cover image for YouTube video

That featured one, nicely lengthy mission through the bowels of this decidedly menacing megacity, called Tertium.

It is supremely satisfying.

That said, the choice is also part of the design.

Darktide preview - an eerie gate in the distance

It would be different if we did a ‘copy/paste’ game.

The emphasis is that the game has had to change a fair bit over time.

The game plays nice.

Darktide preview - a dark area with industrial stairs and piping

And it’s fun."

But then, there have been a lot of different things not work.

We definitely didn’t think we needed to go this far with ranged combat.

Darktide preview - enemies work their way down some steps towards the player

We thought we would get there faster.

“It kind of ties into that “when are we done?”

question,” he says.

Darktide preview - lots of zombies charging the player in a green-hued room

“Well, we’re done when it’s good.”

Darktide preview - Fatshark’s Mats Andersson surveys a tabletop layout of Warhammer buildings and objects