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Warhammer 40,000: Darktide on Steam

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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. As Tertium falls, Rejects Will Rise.

Warhammer 40,000: Darktide is a horror, team-based and combat game developed and published by Fatshark.
Released on November 30th 2022 is available on Windows, Steam Deck and Steam Machine.

It has received 112,960 reviews of which 80,268 were positive and 32,692 were negative resulting in a rating of 7.0 out of 10. 😊

The game is currently priced at 39.99€ on Steam, but you can find it for 6.95€ on Eneba.


The Steam community has classified Warhammer 40,000: Darktide into these genres:

Media & Screenshots

Get an in-depth look at Warhammer 40,000: Darktide through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64 bit) / Windows 11 (64 bit)
  • Processor: Intel i5-6600 (3.30GHz) OR AMD Ryzen 2400G (3.6 GHz)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 970 OR AMD Radeon RX 570
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 72 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

229 hours played
Sept. 2026
I havent engrossed myself in the Warhammer universe, so I can't vouch for any specifics regarding the aesthetics, architecture, designs etc. But I did play Left 4 Dead and Left 4 Dead 2, and this game certainly scratchess that itch. My only complaint is that there aren't that many maps. Obviously, I understand that the devs are making whole new setpieces in some cases, but it wouldn't hurt getting one or two "filler" missions inbetween fully-fledged expansion-level map updates. Overall pretty decent.
1165 hours played
July 2026
Blessed be the cogitators. Blessed be the Tech-Priests who coded these long nights of purgation. Blessed be the servers of Fatshark, who in their toil for the Machine God have wrought something worthy of the name grimdark. I have spent 1,143 hours in the underhive of Tertium upon the ash-choked world of Atoma, and I have not yet tired of the slaughter. That, by itself, is a miracle worth recording in the annals. Let this review stand as a hymn of praise — and, Emperor-willing, a thing of use to any Rejects still deciding whether to descend. At first glance, this is a simple thing — a shooter, a game of trigger and blade. Heresy of a thought. Beneath the surface hums a machine of terrible complexity, classes each a cathedral unto itself, and within each class a dozen further heresies of build, loadout, and blessing to explore. I have played not one, but all, and still I find new catechisms to learn. The Omnissiah rewards those who study; the game punishes those who do not. This is as it should be. The melee and ranged war-craft weave together in a manner few dare attempt — a hybrid liturgy of blade and bolt that looks, to the unschooled eye, like button-mashing chaos. It is not. Positioning, timing, the sacred rhythm of block and cleave and reload — these are disciplines, and the game teaches them slowly, cruelly, and fairly. Every death is a lesson from the Machine Spirit itself, and I have thanked it even as I bled out on the deck plating. The atmosphere is a triumph of the Adeptus Mechanicus' own craft. Every corridor drips with grime and prayer-strips and the incense of promethium. Every limb parted from its heretical owner by shotgun-blast is rendered with a care that borders on reverent — as though the artists themselves were once executioners, and are pleased to remember the work. And the sound! Omnissiah bless the sound engineers above all others. I no longer need eyes to know a beast has marked me for its own — the audio cue sings through the bone before the mind catches up. The clawed abominations that stalk the vents, the baying of the maddened mutant-things down some unseen hall — the sound travels, bends around the claustrophobic dark of these corridors, and tells a practiced ear whether death comes for me or for my brother-Reject beside me. This is craftsmanship few games achieve and fewer still bother attempting. The dialogue between my fellow Rejects is a gift I did not expect to treasure as I do. With so many classes, so many voices, so many barks and quips and gallows-humor exchanges, no two squads sound quite the same, and the characters needle and jest at one another as though truly bound by shared damnation. I have laughed aloud in the dark more times than I can number — the mark of writing far better than this genre demands, and better than most bother to deliver. And the score — Jesper Kyd's work here is a rite unto itself, dread and grandeur woven together so well I have stopped and simply listened more than once, forgetting the horde still baying at my back. Last, and perhaps most sacred of all — the lore holds. Hive Tertium, sprawled across the world of Atoma, feels lived-in and true to the grim dark future the tabletop has spent decades building. Nothing here feels like a licensed skin slapped over a generic shooter. It feels like Warhammer. It feels like the Imperium as it has always been imagined — filthy, doomed, and magnificent. One thousand, one hundred and forty-three hours, and I will gladly give a thousand more. To the Overseers at Fatshark: the Omnissiah's blessing upon your work, and upon every line of code that let a Reject like myself find so much joy in so much death. The Emperor Protects. The Omnissiah Provides. A relic worth carrying. Highly recommended to any who would serve.
656 hours played
July 2026
Warhammer 40,000: Darktide could be examined in a handful of different ways, and while I plan on going into most of them in this review, there is one that I will not. As someone who could not give a damn about the Warhammer 40,000 IP, world, board game, lore, etc. if I tried, I can not speak to how this game utilizes any of those elements. I will be discussing how Darktide functions as both a game and a piece of software, and anything else will be swiftly ignored. Darktide is a class-based horde killing game from the same developers as Vermintide I & II. If you have played those games, you will know the vague idea of what you are getting into, but if you do not, I shall explain. Darktide is, if you wanted to oversimplify it, Vermintide but with guns. If you wanted to be WRONG, you would just call that description Left4Dead. Darktide takes inspiration from Left4Dead, yes, in a lot of ways, while also adding its own spin on game systems and mechanics. The ways in which it's similar to L4D are pretty apparent: - You proceed through linear levels, with hordes of enemies to slash, bludgeon, shoot, and stab your way through. often to accomplish a certain task that varies per level. - There is your typical variety of trash mob, with a surprisingly large amount of specialist and elite enemies to diversify your opposition, with a lot of overlap from L4D (Spitter = Pox Flamer, Witch = Demonhost, Charger = Mutant, etc). - Witty Banter between player characters to add levity. While this is all well and good, the ways in which it differs from other games in a similar genre is where the game truly shines, in my opinion. First and foremost is the fact that there is a class system. This means that each of the playable characters (4 base game, 3 purchasable DLC at present) have their own pool of exclusive weapons, skill-tree, and "role" in a team composition. There are numerous ways to build a character, and several niches that a player can fit into, depending on their playstyle and equipped weapon(s). I will give a brief overview on each of the 4 base game classes, with their strengths, weaknesses, and overall role here: Veteran is your prototypical soldier class, with heavy emphasis on having your ranged weapon out and firing. On the surface, there isn't really a lot "special" about them, owing to their status as a pretty cookie-cutter dime-a-dozen soldier class, however they have a lot of hidden potential as a ranged cover-fire specialist and a support role in disguise. Ammo economy is a pretty big deal in Darktide, as you are stuck with the weapons you bring into the mission and maintaining your bullets and grenades is huge. Veteran has access to ammo-refund for laser weapons, auto-refilling grenades, a perk to allow your teammates to get grenades back from ammo crates, and a lot more. Zealot is a bit of a jack-of-all-trades class, and you never really know what you're going to get if paired with one. They could be invested heavily in one-shotting high-priority targets and dealing half-damage to bosses with their melee weapons. They could be specced into having a more support role with their Chorus ability, refilling the team's Toughness (Shield HP). They could be built as a pseudo-tank with Martyrdom and additional wound segments. They could be focused on trash clear with their signature flamethrower weapon and throwing knives. There are a lot of options with Zealot, and they are one of the most versatile classes in Darktide. Psyker is the mage class, plain and simple. They are also the hardest class to play in the base game, owing to the way in which they use their psychic abilities and staffs. Any ability or weapon that uses their magic powers adds a percentage to their Peril meter, and if it gets to 100% full and you use a power after that, you go down and need to be revived. You can quell peril by holding the reload button, and it goes down slowly over time, and thus the push and pull of the class. High skill ceiling, high potential, high risk, high reward. Ogryn is... hard to talk about. As the first class that I played, I have a soft spot in my heart for the slab, but if we are being honest, Ogryn is the worst DESIGNED classes in the game, base or DLC. It teaches new players a lot of bad habits, has a noticeable lack of weapon and build variety, and Slab's role in the team is, more often than not, just a one-note tank that doesn't have an X factor. Ogryn has two shotguns, one break action and one auto, two grenade launchers, two machine guns, and an assortment of sticks, some sharp, some blunt. There is a lot of redundancy in these offerings, both in their gameplay role, and in their "feel" as weapons. I have a lot of fun with Ogryn, but it is IN SPITE of the class and not BECAUSE of it. If you, like me, LOVE the "Big Man with Big Stick Do Big Damage" archetype, you will enjoy yourself, but do not be surprised if you run into trouble at some point in your playtime. As a game, that's about as far as I will get into in this review. Now, as a piece of software, Darktide has its own set of issues. As someone who (sadly) is on Intel/Nvidia, I have not had any real issues out of the ordinary, however I have heard that on AMD, this game's performance is atrociously awful. Like, inexcusably so. There have been forum posts, discord threads, steam discussions all about it, and I would be doing this review a disservice if I didn't at least mention it. Piece of advice if you are on AMD would be to pick it up on sale, play a mission, and if your rig can't handle it, refund it. As much as I hate that that is how Steam's refund window is being used, it's about as good as you will get if you have AMD hardware. There are a lot of other details I could go into, but for the sake of brevity I will not. As a game, Darktide is quite a bit of fun, owing to its many builds and playstyles. Is it perfect? Far from. Is it more fun with friends? Yes, but so is everything else. Can it be frustrating? Sure, especially if the game keeps throwing Vanguards and Poxbursters at you until you Alt-F4. But there's something here for everyone, and is why I am recommending it.
987 hours played
July 2026
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.
91 hours played
June 2026
Haven't played since early 2024. Came back and found all my progess gone as they re-worked progession and difficulty in September 2024. I was forced to play from difficulty 1 on all my operatives unlocking diffuclty as I go grinding to unlock expedtions so I can play with my freinds. Disapointingly spent hours grinding on my Ogyrn before giving up. Decided I'd wait for the new class and start from scatch. Then I thought those who want help ask for it. I went on the fatshark support fourm with my problem, and to my surprise I not only got a quick response but they completed campaign progress on all my current operatives which gave me access to Expeditions and Heresey difficulty! Now I can play with my friends again and enjoy the harder content as I use to! 10/10 customer serveice s/o my boy Lev.

Frequently Asked Questions

Warhammer 40,000: Darktide is currently priced at 39.99€ on Steam.

No, Warhammer 40,000: Darktide is currently not on sale. You can purchase it for 39.99€ on Steam.

Yes, Warhammer 40,000: Darktide received 80,268 positive votes out of a total of 112,960 achieving a rating of 7.04.
😊

Warhammer 40,000: Darktide was developed and published by Fatshark.

Yes, Warhammer 40,000: Darktide is playable and fully supported on Windows.

No, Warhammer 40,000: Darktide is not playable on MacOS.

No, Warhammer 40,000: Darktide is not playable on Linux.

Yes, Warhammer 40,000: Darktide is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Warhammer 40,000: Darktide is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Warhammer 40,000: Darktide does not support VR.

Warhammer 40,000: Darktide is a multi-player game.

Warhammer 40,000: Darktide includes Co-op mode where you can team up with friends.

Yes, there are 10 DLCs available for Warhammer 40,000: Darktide. Explore additional content available for Warhammer 40,000: Darktide on Steam.

No, Warhammer 40,000: Darktide does not support mods via Steam Workshop.

No, Warhammer 40,000: Darktide does not support Steam Remote Play.

Yes, Warhammer 40,000: Darktide is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Warhammer 40,000: Darktide.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 01 October 2026 22:44 UTC
SteamSpy data 20 October 2026 12:46 UTC
Steam price 28 October 2026 19:49 UTC
Steam reviews 19 October 2026 22:07 UTC

If you'd like to dive deeper into the details about Warhammer 40,000: Darktide, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Warhammer 40,000: Darktide
  • SteamCharts - Analysis of Warhammer 40,000: Darktide concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Warhammer 40,000: Darktide compatibility
Warhammer 40,000: Darktide
Rating
7.0
80,268
32,692
Game modes
Multiplayer
Features
Online players
5,495
Developer
Fatshark
Publisher
Fatshark
Release 30 Nov 2022
Platforms
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