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"I don't think RTS is back; I don't think it's ever really gone away": Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
Game Updates

“I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre

by admin August 23, 2025


Dawn of War 4 is back, and I’m feeling pretty good about it. You can read my full thoughts on actually playing it – or really, playing the one available skirmish about six times over and over – in our big Dawn of War 4 preview, but alongside that hands-on time we also had a virtual sit-down with DoW 4’s brand new development team.

The top line is that the studio has, at least at first glance, done a pretty comprehensive job of taking the original Dawn of War – and a few sprinkles of its sequels – and turned it into a properly modern entry. It’s honed in on the first of the trilogy as inspiration, for starters, bringing back classic aspects like full base-building and standard RTS style maps with requisition points and all the regular gubbins. And, aside from maybe just missing a bit of campy levity here and there, the developers have also got the tone pretty spot-on, going full grim, dark, and down in the muck and mud.

Put it down on paper like that and it all sounds simple enough, but naturally for new developer King Art Games, a studio based in Bremen, Germany – which has only produced one RTS before, in 2020’s generally well-received Iron Harvest – following on from heavyweight strategy studio Relic was of course a challenge.

Image credit: Deep Silver / Plaion

You might be wondering how a storied series such as Dawn of War came to be made by a studio with such a short history of strategy game development (albeit one with a long history of developing all kinds of games overall, from point-and-click adventures to browser games, via the Nintendo DS’s Inkheart, tactical RPG The Dwarves and more, stretching back to its founding in the year 2000.) The answer involves a little bit of serendipity – but also, a clear indication that King Art earned its role here on absolute merit.

“It came a little bit out of nowhere,” studio co-founder, creative director, and DoW 4 game director Jan Theysen tells me. The team was working on its debut RTS, Iron Harvest, at the time, and “since it was a Kickstarter, we were very open and showed a lot of behind-the-scenes stuff, a lot of our technology and what we can do in terms of visuals, and so on,” he explains. “And someone at Games Workshop saw that. They basically came to us and said, ‘You know, hypothetically, if we would do a Dawn of War 4, what would you do with it?'”

Theysen assumes Games Workshop asked “a bunch of different developers” the same thing, and so the team went away and made a proper presentation just to try their luck. “Let’s come up with the concept and let’s do our best,” as Theysen puts it. “But we didn’t really expect this to go anywhere, right?” The studio sent over the presentation, focused back on Iron Harvest, and later on after the game was released, a few conversations with publisher Deep Silver later (and probably a lot more convoluted conversations than that behind the scenes) and the decision was made. Dawn of War left franchise custodians Relic, which had a couple of tricky years before its recent move to independence from Sega, and came to its surprise new home in Germany.

“Relic is a studio that we owe a lot to,” Elliott Verbiest, senior game designer, added. “As the entire genre of real-time strategy owes them a great debt for all the work they’ve done, across not just Dawn of War but all their other titles… for us it’s an enormous honour to pick this up.” There’s a little pressure, understandably. “It does feel like we are trying to fill very, very big boots in this regard,” he continues, and is keen to emphasise the studio’s desire to “do that legacy right… that we can say: Okay, the things Relic did really, really well, we can only hope that we follow in their footsteps.”

Image credit: Deep Silver / Plaion

How did King Art decide what to focus on for a new Dawn of War game, and which elements did it feel were particularly important to get right? “There is not really a ‘Dawn of War formula’,” Theysen says, noting the difference even from the first DoW to the much smaller-scale, more tactical DoW 2, let alone the change again to DoW 3. But the team “knew that people were interested in this more classic style of RTS, with base building and economy and research,” and so ultimately opting to focus specifically on the original felt like the most sensible choice. “When in doubt, it’s Dawn of War 1 – but then the point is, of course, that it’s a 20-year old game. What you can’t do is just pick a feature, put it in a new game and assume that it feels the same way that it did for people 20 years before. So we basically asked ourselves: how did Dawn of War make us feel 20 years ago? And how can we evoke the same feelings again today?”

Theysen has some smart answers there. “Dawn of War’s battles feel very distinct, because they’re relatively big battles and they take a while, right? It’s not like they’re fast, surgical strikes – it’s more like ongoing, big battles. You might lose a few units, or you can put a lot of resources in your battles and make sure your units don’t die… eventually maybe you won the battle, but you lost the war, because you paid too much in resources.” The other big example? “Synch kills.”

The studio asked what people loved in the original, and synch kills came up repeatedly – those being the bespoke animations for when a unit, like say a hulking Space Marine Dreadnought, executes another with a flourish, like say picking up an Ork, spinning it around and crushing it in its mechanised hand. That in turn led to one of Dawn of War 4’s defining new additions in the “combat director”, a brilliant visual flourish that means all units, in melee, battle each other with specific, synched up combat animations, as though each fight’s fully choreographed rather than playing out in standard RTS style, with units broadly swinging at the air in their enemy’s general direction.

As for those challenges, Theysen says there were a few. The team already knew what it wanted to improve after Iron Harvest – “could there be bigger armies, or could there be more base-building?” – and used those to “get the cogs turning” for how it might go a step further with Dawn of War. The biggest, in Theysen’s terms, was simply “the overall complexity” of RTS games as a whole, coupled with Warhammer’s expansive, intertwining lore and the sheer number of units and things going on in a Dawn of War game. (King Art’s keen to boast the “more than 110” figure for units and buildings, which is undoubtedly impressive at launch.)

Theysen’s also keen to point out the studio’s history of pivoting quite successfully between genres, if never truly breaking out into the gaming mainstream before Iron Harvest. “We have our 25th anniversary this year, and we did a lot of different games and a lot of different genres on a lot of different platforms, and it was pretty natural for us to just take on a new genre,” he says.

Image credit: Deep Silver / Plaion

“We usually tackle it by really doing our homework and really trying to figure out what makes these games tick, and play a lot of them and analyse a lot of them. Read everything you can – read about RTS development and so on. Then it really comes down to making educated guesses, and having a lot of people play the game often, right? And getting feedback.” The studio did that a fair bit with Iron Harvest, giving it to that game’s die-hard Kickstarter community early and then iterating.

“This, by the way, is also something we want to do with Dawn of War 4, now it’s finally announced,” he adds. “We want to make sure we get it in the hands of the players to get their feedback and input – because to be honest, it’s so complex and so complicated that, for example, with four really different factions to balance for multiplayer, you just need a lot of people playing the game.”

And then there’s that combat director. The idea actually came from a “hardcore Dawn of War 1 fanatic” at the studio, in Thomas Derksen, the developer’s head of animation. “That was his game,” Theysen says, “his whole teenage years were Dawn of War 1, and he basically said: Okay, if we do this, we do it right.”

None of the team were particularly convinced it was possible, “but basically him and a couple of animators and tech artists and coders, they dug in and, I don’t know, half a year later, they came up with the system that basically dynamically puts little snippets of animations together to form new combat animations.” The result sounds incredibly complex. “It figures out, okay, I’m a smaller unit fighting a bigger unit, that unit is heavy, so there are certain things I can do and I can’t do. There’s an explosion left of me and there’s I don’t know, another ally on the right, this means I could do the following things, and then the system basically dynamically puts together the animations and it works great. Looks great, I think. And is super fun – you always wondered how it would look if a Redemptor Dreadnought fights a Tomb Spider, right? And now you can see it!”

One of those other big challenges was fitting the game into pre-existing Warhammer 40K lore. The return of John French, a prominent Black Library novel author who also wrote on games such as Rogue Trader, certainly helps there. As does opting to set the game on Kronus once more, the planet of the series-peak single-player campaign in the original’s Dark Crusade expansion. Theysen could share a little more of the setup here: “We basically follow the story of Cyrus and Jonah from the previous games,” (Cyrus featured in DoW 2, and Jonah in both 2’s Chaos Rising expansion and DoW 3) “and they go to Kronus in the hope to maybe find some brothers there, or maybe find recruits to rebuild the chapter a bit. But of course, it’s 40K, so everything goes horribly wrong.”

Image credit: Deep Silver / Plaion

The 200-years-later choice meant the team could use the present-day version of 40K, including all of the story that’s happened since Dark Crusade’s release, but the story itself will be intentionally “Kronus-centric,” as he puts it. “The wider effects might not be the biggest but, let’s put it this way: part of the story is to make sure that actually there are no wider effects for the rest of the galaxy, and it stays contained…”

As for how the four-part campaign will work – which can be played entirely in co-op if you like, it’s clarified – Theysen also shared a little more. There’s really one campaign for each of the factions – Orks, Space Marines, Necrons, and newcomers Adeptus Mechanicus – and then within each of those campaigns there are decisions you’ll have to make which then thread into the next. One example: “when you play the Ork campaign, eventually you have to decide [between] two different war bosses… the Beast Snaggas, which is more like the wild, original Orks, or the Bad Moons, which is more like mechanics, mechs, and so on… and in the end only one of those guys survives or stays around.” Then in the next campaign you play as another faction, the chosen boss is the one you’ll be fighting as, say, the Necrons.

This is all set up on a kind of “world map,” as Theysen puts it, where you’ll be able to select different missions based on what units or bonuses each might unlock for completion, “similar to Dawn of War 2,” Theysen says. “Where you can say: Okay, what do I get here? Who am I fighting? And okay, actually, this mission sounds the most fun, I’ll play this one.” Some of those missions will be mutually exclusive – you can’t play all the missions in one playthrough – encouraging multiple runs. And likewise it sounds like there’ll be a bit of those classic vendettas you can build with the AI, at least to some extent – with the Space Marines for instance, in one scenario you can either save a city, or save some other territory, with the one you don’t choose being conquered and you later on having a chance to exact revenge.

On the topic of differing factions, I was also keen to know why King Art’s team chose the four they did here. “Some of it was relatively straightforward, some of it a little less so,” Verbiest says. The Blood Ravens were a given, having first appeared in Dawn of War itself, and similarly essential were the Orks – “a no-brainer,” Verbiest says, given the roots in Dawn of War one and their prominence there. After that things got more interesting. As well as being pretty prominent in 40K more widely at the moment, the studio chose the Necrons specifically because of how Dawn of War 3 ended (or didn’t end). “They were kind of teased towards the end of Dawn of War 4, and that was something that never really came to fruition, unfortunately. So it’s kind of our way of saying to the fans, essentially: Hey, we’re making good on this particular promise.”

The Adeptus Mechanics, meanwhile, came about because the studio wanted to include a faction that had never been included in Dawn of War before. “It kind of helps a little bit because we worked previously on Iron Harvest,” he adds, “so we have a lot of experience with big walking machines and the like.” Any chance of more down the line via expansions, if things go well? “Unfortunately, I can’t say anything regarding future content,” is the predictable reply.

Image credit: Deep Silver / Plaion

There’s plenty more the team is keen to talk about, as our conversation begins to run short on time. “You probably get more stuff in this game than in any other – not only Dawn of War, but probably most RTS games,” Theysen says, at least in terms of what’ll be there at launch. Skirmishes are “very, very configurable,” for instance, multiplayer maps can be configured too, as can enemy behaviour. The Last Stand, a horde mode from DoW 2, returns here and is playable solo with multiple others in co-op. The sense, above all, is that King Art games is naturally proud, and quite optimistic, about what it’s been able to produce so far. After playing it I think it’s very much justified.

It also leads on to a final question, which feels frustratingly inevitable with conversations about RTS games these days (though I’m well aware I’m saying that the one asking it). Does the team feel good about the state of the RTS these days? Is there optimism here beyond just Dawn of War 4, for such a venerable genre to at least regain a bit of its lost footing? Does all this “death of the RTS” stuff feel a bit overblown?

“RTS definitely isn’t the mainstream genre that it was maybe 20 years ago or something,” Theysen says. “And you know, if you expect, creating an RTS game like Age of Empires 4, sell a couple of million [copies] and then you know, call it a disappointment or whatever – or at least not a success – then okay, what do you expect?

“I think from our side,” he continues,” we know that there is a core RTS target audience that really likes to play RTS, and hopefully plays Dawn of War 4 because it’s a big, good RTS. Then we have this other target audience with 40K fans, who are interested in the game because it’s a 40K game… and we also hope to reach some players that are maybe looking for a good way to get into 40K, because it’s notoriously hard to get into such a big and complex universe.” (Worth noting here: Dawn of War 1 was my own personal introduction to 40K as a goofy little tween myself, so Theysen might be onto something.)

Verbiest’s answer meanwhile is simple enough, and one that, hopefully, Dawn of War 4 will help to ring especially true: “I don’t think that the RTS is necessarily back,” he says. “I don’t think it’s ever really gone away.”



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August 23, 2025 0 comments
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'New Dawn': Ripple CEO Reacts to Fed Governors Embracing Crypto
Crypto Trends

‘New Dawn’: Ripple CEO Reacts to Fed Governors Embracing Crypto

by admin August 23, 2025


  • Fed governors embracing crypto 
  • “New dawn” for Ripple

Ripple CEO Brad Garlinghouse has commented on how rapidly attitudes toward crypto have changed over the past year, describing such a drastic shift as “a new dawn.”

Garlinghouse claims that discussions at this year’s SALT 2025 investment conference feel very dramatically different, with regulators and policymakers being more open to the nascent asset class. 

While many attendees at SALT have been in crypto for a long time, the change in tone (on-stage, 1-1 convos) from even a year ago is dramatic and very palpable.
I don’t think many of us had “multiple Fed governors publicly embracing crypto technology” on our bingo cards…a new… https://t.co/5dwLNZKdIe

— Brad Garlinghouse (@bgarlinghouse) August 22, 2025

Fed governors embracing crypto 

The Ripple boss has noted that even Federal Reserve governors are now embracing crypto, which is a very surprising development for him personally. 

Governor Michelle Bowman, for instance, has argued that regulators should abandon their overly cautious mindset toward digital assets. 

Instead, they should opt for a proactive approach that would make it possible to foster innovation. 

As reported by U.Today, the Fed recently ditched its cryptocurrency-focused supervision program, which is another step toward legitimizing cryptocurrencies. 

Governor Christopher Waller also insisted that such innovative technologies as tokenization and smart contracts are not, in fact, scary. 

“New dawn” for Ripple

It is also a new dawn for Ripple in particular, considering that the legal battle between the enterprise blockchain company and the SEC is finally over. 

As reported by U.Today, the United States Court of Appeals for the Second Circuit put a definitive end to the case earlier today. 





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August 23, 2025 0 comments
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Dawn of War 4 Gamescom screenshots
Product Reviews

Dawn of War 4 developer King Art knows what you all really want: ‘Overwhelmingly, it’s singleplayer content and the campaign’

by admin August 22, 2025



One of the weird things about being a lover of RTS games—aside from the fact that it sometimes feels like the games industry has left us behind—is how often the people making these games, and certainly the ones financing them, seem to forget that the initial popularity of the genre was driven by high-quality singleplayer campaigns.

Folks look at StarCraft 2, the RTS that’s dominated the genre for 15 years, and think it’s all down to competitive multiplayer and esports. And that’s how we got Stormgate: a game designed by veterans, built to tap into the love of Warcraft 3 and StarCraft 2. And it launched with an unfinished, uninspired campaign, and has struggled ever since then.

While the competitive scene is certainly responsible for both games’ enviable longevity, most players won’t even touch multiplayer. What got most people through the door were the best-in-class campaigns. They led the pack in terms of storytelling and mission design, and that cemented them as two of the best strategy games ever designed.


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King Art Games, the studio behind Dawn of War 4, hasn’t forgotten this.

“That was one of the things that we, as King Art, brought to the table,” Jan Theysen, creative director and game director, tells me. “We are known for making narrative-driven games, and the campaign for Iron Harvest was very well received. So for us, this was super clear: campaigns will be one of the big pillars for the game.”

King Art surveyed Iron Harvest players and asked them what the most important modes were for them. “And overwhelmingly,” says Theysen, “it’s singleplayer content and the campaign.” That informed the studio’s continued focus. But it didn’t just want to do one campaign.

“We had this idea, instead of just having a Space Marine campaign, or maybe one campaign where everybody has some little bits and pieces, let’s actually have a big campaign for each of the four factions. And that is already, of course, a lot of work, but then we said, OK, can we maybe even make the individual campaigns dynamic? And can we have optional missions, and can we make sure that the decisions that players make matter? And now we have these four beefy campaigns plus the tutorial.”

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This isn’t to say that multiplayer is being given the short shrift, though.

“That’s definitely where we’re putting most of our focus for this title,” says senior game designer Elliott Verbiest. “But of course we are going to have multiplayer modes for people who want to play with their friends or against other players. But as we saw in both feedback from the community as well as what we remember, what we look most fondly back on when playing RTS games when we were all younger, or how that shaped our tastes in the genre, the singleplayer campaigns were one of the things that stuck the longest with us.”

It’s a relief, then, but not really surprising for Dawn of War, which has always placed greater importance on its singleplayer campaigns—though perhaps to a lesser extent in Dawn of War 3. But the amount of campaign we’re getting this time around—more than 70 missions across four distinct campaigns—feels especially generous.

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August 22, 2025 0 comments
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Warhammer 40,000: Dawn Of War IV Makes Me Want To Become An RTS Sicko
Game Updates

Warhammer 40,000: Dawn Of War IV Makes Me Want To Become An RTS Sicko

by admin August 21, 2025


Warhammer 40,000: Dawn of War IV was originally on my Gamescom schedule as “Unannounced RTS game,” and I took the appointment out of pure curiosity. I haven’t played an RTS game in ages, save for the excellent Pikmin games, and I wanted to know what “unannounced” was – when I saw Dawn of War IV announced during Opening Night Live earlier this week, I immediately knew it was the game I had an appointment booked for. 

I’ll be honest: my excitement for this appointment was quickly dampened when I saw the reveal trailer for Dawn of War IV. I’m not super familiar with the Warhammer 40,000 franchise, save for last year’s great Warhammer 40,000: Space Marine 2, and, as I already mentioned, RTS games aren’t really for me. Fast forward two days later and I’m sitting on a bench in Cologne, Germany, an hour separated from my hour-long Dawn of War IV hands-on preview, eating those words (or thoughts, rather – I promise I didn’t talk out loud while sitting surrounded by strangers during Opening Night Live). 

 

Now, let me preface this: I didn’t do well during my hands-on preview of the game. In fact, I struggled to make any forward progress as the Blood Ravens (Space Marine) faction against the Orks. Sitting in a room surrounded by other members of the press who clearly live and breathe RTS games, I knew I was doing terribly. However, it’s how poorly I was doing that has me wanting to play this game more; I’m even considering giving the older Dawn of War games a try, though it’s clear based on the in-room sentiment that I should avoid Dawn of War III. 

Not only did I have a good time tinkering with Dawn of War IV’s many, many, many systems, units, buildings, and more, but I feel compelled to learn how this RTS series works, if only, at least, to go back and defeat the Orks in that single mission. It wasn’t like playing a Soulslike or another challenging type of game where I just need to keep practicing; I need to learn Dawn of War IV’s systems, understand how different combos work best together, and learn the strategy behind gaining ground, winning and holding control points, and ultimately, defeating the enemy. 

The single pre-alpha mission I played was simple: defeat the Ork base. I began at the bottom of the map and that base was at the top. Dotted in between their base and mine were various neutral control points. Taking them over allows me to build various buildings where I can deploy more troops, elite soldiers, vehicles, and more. You absolutely cannot win without winning these control points, as they effectively allow you to move your base of operations and army manufacturing sites forward. Other than that, I needed to direct my soldiers and vehicles to hordes of enemies to defeat. It’s all simple on paper, but much harder in execution. 

I sucked at it. I don’t want to suck at it. My desire to play more is rooted in beating this mission one day. I suppose this is a roundabout way of saying I think Warhammer 40,000: Dawn of War IV is going to be a hit because if it has me wanting more, I can only imagine what those who already love these games are going to feel. And let’s be real: this all might be a way for me to justify the horrid RTS performance I turned in today. 

 

If you’re already a Dawn of War fan and are not enthused reading an amateur’s thoughts on the newly announced entry in the long-running hardcore RTS series, don’t worry – I’m a much better notetaker than I am a Blood Raven commander and I have plenty to share about what to expect in Dawn of War IV when it launches next year. I’ve listed them below in bullet form for easy digestion: 

  • There are over 10,000 permutations for combat, thanks to different factions, all the units, abilities, and more.
  • Developer King Art Games says this is going to be the biggest Dawn of War game in series history in terms of content and game modes that will be available at launch.
  • Dawn of War IV will launch with Skirmish, Multiplayer (co-op for Skirmish and Campaign), and Last Stand.
  • There are four playable factions, and each has its own Campaign:
    • Space Marine: the Blood Ravens
    • Adeptus Mechanicus: this is their debut as a playable faction; they are zealous tech priests that use data and connectivity to augment forces and overcome foes.
    • Necrons: one of the biggest factions; originally promised for Dawn of War III, but wasn’t delivered.
    • Orks: They rely on brute force and overwhelming numbers to beat enemies to a pulp.
  • Each faction has well over a dozen missions to its name:
    • Not every mission will be playable in your first playthrough, as critical narrative choices will change how your Campaign plays out.
  • Dawn of War IV will feature a “flagship story campaign” with a narrative written by Black Library author John French, who has written various books set in the Warhammer 40,000 universe.
  • Dawn of War IV marks a return to the planet Kronus, last seen in the first Dawn of War game.
  • Three returning characters (so far, at least):
    • Cyrus, Chief Librarian Jonah Orion, and Ork boss Gorgutz
  • There are over 40 minutes of “gorgeous” cinematics in the game. 

For more about Warhammer 40,000: Dawn of War IV, check out the reveal trailer. 



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August 21, 2025 0 comments
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An ork warlord with a metal jaw delivers a speech
Gaming Gear

The teams behind two of Dawn of War’s big overhaul mods are working to update them for the Definitive Edition

by admin August 20, 2025



One of the low-key most exciting changes in Dawn of War: Definitive Edition is the shift to a 64-bit exe, which makes it a more stable platform for modding. Dawn of War is beloved for its sense of scale, and being able to expand that even further with massive numbers of enemies on screen and even more factions is the promise of mods like Unification.

If you’re all keyed-up to install Unification right away, however, maybe hold off on that a minute. You might encounter a few problems, like not being able to pan the screen left or right with the cursor, or graphical issues with the Unification campaign map. Over on the Unification Discord, a modder called Kekoulis, Shogun of Unification, has explained the team is waiting for the Definitive Edition to be patched before releasing an update for the mod.

The schedule for that has moved forward, however. Relic had communicated that the Definitive Edition’s second patch, planned for September, would be the one to wait for. Now it’s looking like the first major patch will include the fixes modders are waiting on, “So we will wait for that to test and see if we can release earlier than the 2nd major patch”, Kekoulis writes. “We have already made some progress on updating the UI as well as the rest of the elements, so the patch is proceeding as planned.”


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Back in the day, my preferred wide-scale overhaul for Dawn of War was the Ultimate Apocalypse mod, which is also having some issues with the Definitive Edition—in particular with the UI. Its maps also look rough compared to the upscaled originals. Fortunately the team currently in charge of that mod is also working on a compatibility update.

The same can’t be said for the Crucible mod. Its creators have put together a lengthy document detailing their issues with the Definitive Edition, and said on their Discord that, “Right now there are only a few minor positives to moving to DE, and multiple major negatives, so on balance we will continue modding legacy DOW until DE is up to scratch.”

Finally, since apparently enough people have been asking the Unification team about the recently announced Dawn of War 4 that they’ve had to post a reply. Kekoulis, Shogun of Unification, has made it plain they won’t be adapting Unification to the next game in the series. “Aside from the fact we do not even know the state of that game and how it will be, you are asking us to redo 10+ years worth of work in a new game,” Kekoulis writes, “which will be less known and will have different aspects. The home of Unification is DOW1, especially with DE.”

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August 20, 2025 0 comments
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Warhammer 40K: Dawn of War 4 Announced, Coming Next Year To PC
Game Updates

Warhammer 40K: Dawn of War 4 Announced, Coming Next Year To PC

by admin August 19, 2025



The next entry in the Warhammer 40K series was announced at Gamescom Opening Night Live today, with Warhammer 40K: Dawn of War IV getting unveiled and set for a 2026 released on PC.

German developer King Art Games s producing Dawn of War IV, and it will be published by Deep Silver. The original Dawn of War games were made by Relic Entertainment. You can wishlist Dawn of War IV on Steam now. This is the first game in the series not made by Relic.

“Return to the RTS series’ roots with deeply satisfying strategy gameplay. Take command of four unique Warhammer 40,000 factions, including the Adeptus Mechanicus in their series debut! Fight through 70+ epic campaign missions, as well as the replayable Last Stand, Skirmish and multiplayer modes,” reads the game’s official description.

“In solo or co-op play, command each faction through its own dedicated campaign, supported by spectacular CGI intros and fully animated cutscenes,” the game’s description continues.

The story was written by John French (Black Library).

Dawn of War IV supports matches against AI enemies in the Skirmish mode, along with 1v1, 2v2, and 3v3 multiplayer against other humans.

The announcement of Dawn of War IV comes not long after a remaster of the original Dawn of War was released earlier this year.

Dawn of War IV was one of many announcements at Gamescom Opening Night Live. Check out the gallery below to see more of the big news and reveals.



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August 19, 2025 0 comments
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Warhammer 40K: Dawn of War - Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time.
Game Updates

Warhammer 40K: Dawn of War – Definitive Edition removes all possible barriers to playing one of the greatest strategy games of all time.

by admin August 18, 2025


Hurtle back through space and time with me, will you, to my living room sofa in 2005. Hunched over, Ork-like and sallow, I used to balance my laptop on one of those nesting coffee tables that was a tiny bit too small, a squeaky little bluetooth travel mouse on the even smaller one beside it. It got so uncomfortable at one point I had to give up on the luxury of my squishy wrist-pad mouse mat, and just wedge a whole cushion under my arm instead. All that for another few minutes running my army around the corners of the map, looking for the final building to demolish, any straggling xenos I’d yet to expunge.

Warhammer 40K: Dawn of War – Definitive Edition

  • Developer: Relic Entertainment
  • Publisher: Relic Entertainment
  • Platform: Played on PC
  • Availability: Out now on PC (Steam)

The original Warhammer 40K: Dawn of War is one of the all-time greats of real-time strategy. It’s Relic Entertainment, an RTS powerhouse, approaching if not outright hitting its utmost peak, the three brilliant expansions it developed in-house (plus Iron Lore Entertainment’s Soulstorm later on), arriving at just the same time as its equally superlative first Company of Heroes. To look back on that time now – an early teenager, surfing the early-ish, pre-algorithmic internet, playing a favourite genre in a pomp we’ll probably never see again – is to summon that phrase which increasingly feels like the defining cliché of life as an older millennial. We didn’t know how good we had it.

Anyway, I’ve got that out of my system. Back to the grimdark violence of the far future! Dawn of War was and is brilliant because it is just frightfully silly. In writing that, I can hear a thousand mouths cry out in pain, as I think the Aspiring Champion put it. For many, Warhammer is serious business. But not me. Ye olde editor of mine Martin Robinson used to describe 40K as like Tonka Toys for grownups, as if the little models were something you’d imagine smashing together while making duf-duf-duf noises and giggling with glee. I’ve never been able to see it another way since – no faction captures it more than the flag-bearing Space Marines, being all domed shoulders and coned shins and big, cool trucks. Dawn of War was intricate and keenly balanced and vast, but it was also simple. What if you could play your goofy pre-teen imagination, and what if doing that was awesome?

Here’s a trailer for Dawn of War – Definitive EditionWatch on YouTube

Dawn of War – Definitive Edition, which has just released, was more than enough of an excuse to return. As a remaster it’s a pretty low-key one. For everyday users arguably the biggest fix is the one made to the previously clunky choose-your-resolution options on start-up. There were no good options, for anyone not playing on a monitor from 2005 (Dawn of War and the first expansion, Winter Assault, are 4:3 aspect ratio for instance, and Dark Crusade onwards just stretched-out versions of that), where now it scales nicely all the way up to 4K.

There’s a prettifying effort that’s been made to textures, lighting, shadows and the like – the type of thing that you notice the first time you play the new version and then immediately forget. That’s a compliment, if a back-handed one: the nature of these kinds of upgrades is that, while noticeable side-by-side, in practice the new one simply bumps your memory of the old clean out of your head. I must’ve played the original Dawn of War for hundreds, maybe thousands of hours; within about three with Dawn of War – Definitive Edition my subconscious has already decided that’s just how it always looked.

Image credit: Relic Entertainment / Eurogamer

Naturally, of course, it isn’t. Go back to the original again and you’ll be blown away by just how claustrophobic the level of zoom is with the camera. Or how greedy the UI’s taskbar is, taking up the entire bottom edge and what must be close to about 20 percent of your entire screen. These are little snags you didn’t even know were snags, sanded off and 2025-ified for modern consumption. Plenty of old bugs have been tidied up too.

The headline for the true nerds is the move to a 64-bit version of the game from the previous 32-bit. I’m not going to even attempt to get all Digital Foundry about this but the top-line point here is that it’s a major boon for the modding scene, adding extra headroom where modders would previously come up against hard limits to RAM usage. Part of the justification developer Relic gave for this specific type of somewhat limited remaster, in fact, was that it “didn’t want to break anything” modders had made for the original, as design director Philippe Boulle told some guy called Wes at IGN.

Absolute state of this lad. | Image credit: Relic Entertainment / Eurogamer

The headline for me, meanwhile, is that I once again have a reason to play this game again – and a functional, borderline thriving online community to repeatedly lose to once more. (Anyone who ventured onto old DoW servers in recent years would’ve encountered one of about nine, five-star-rated experts who still lurked there, and who were often very nice, in that Warhammer shop assistant way, as they absolutely obliterated you in about 45 seconds flat.)

I started up my playthrough here at the very beginning, with the first Dawn of War’s main campaign. This lasted a few pleasantly xeno-purging missions until I had one of those who am I kidding moments, and turned straight to the conquest mode of Dark Crusade – one of the very greatest RTS campaigns of all time, and a mode I’ve personally replayed so many times, on so many chunky laptops after school, or friends’ parents’ PCs when attempting to jank together some rudimentary LAN party, that even the tutorial voiceover guy’s weirdly impeccable enunciation is burned into my ears. This mode is just magic. Put a conquest mode in everything, I say (and realise I’ve also said before).

Memories… | Image credit: Relic Entertainment / Eurogamer

In saying that, I realise I’m trying to sell you on it. And in realising that I’m landing on something else. The other big millennial realisation that is forever destined to haunt us, as it’s done to every generation before. A lot of people are about to experience this thing you’ve always loved for the first time today. I like that one much better. So much has been said and written about the demise of the RTS. And indeed of Relic, a sensational developer that’s gone through the ringer like so many others in recent years. Now’s your chance to remind yourself what they were all about; or to realise it for the first time. If you’ve never played Dawn of War – hell, if you’ve never played a real-time-strategy game – this is the time to do it.

Dawn of War is grim, jagged, frequently some shade of sludgy grey, green or brown. It’s also campy, emphatic in its spectacle and quite happy to be bizarre. It’s a game where teching (or turtling, as some call it) can be genuinely viable, letting you pile up defensive turrets and mines, pack choke points (all great strategy games must have choke points!) and outlast your enemy’s assault as you bide your time through unit upgrades. As can rushing to a specific unit or upgrade for some niche, edge-case means of assault, like teleporting a builder over a chasm and having them construct cloaked buildings right under the enemy’s nose. It’s a game you can take very seriously, with a real competitive edge, or likewise not even a little seriously at all, giggling at line deliveries and old quotes you’ll find yourself muttering to friends years later. And all of it’s just drenched, dripping, squelching away in peak, secondary school oddball fantasy. I refuse to play this game and be sad about the state of the RTS, to feel sorry for what we’ve lost or what could’ve been. Instead I’m simply glad to have it at all. I say get your big fancy power armour on and wade in, like the rest of the Emperor’s finest.



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Cronos: The New Dawn looks like it's made for those of us who loved looking at Bloober Team games but never played them
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Cronos: The New Dawn looks like it’s made for those of us who loved looking at Bloober Team games but never played them

by admin June 24, 2025


Bloober Team is no stranger to visually-stunning, intriguing horror games. But if you wanted something with more action, nothing the studio has made before – save for maybe the recent Silent Hill 2 Remake – has quite delivered in that area.

This is part of what makes Cronos: The New Dawn a very special title, especially for those of us who want to get into a Bloober Team game but don’t enjoy running and hiding from scary things as much as we do taking them on in combat.


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Cronos has been on the radar of action-horror fans everywhere practically since it was unveiled. Much of that has to do with its unique take on combat, which initially looked like something out of Dead Space, but was later revealed to be a lot more interesting.

The core mechanic in combat is the ability for enemies to merge with each other, effectively evolving in real-time. This not only has the potential to turn up the difficulty of an encounter right as you’re in the middle of it, it also means you’re going to have to be a lot more mindful of where you take on each fight.

As seen in the latest gameplay deep dive, dead bodies can be absorbed by enemies you’re currently trying to fight, which adds to their health, and even unlocks new attacks. You’re seemingly required to lure enemies away from dead bodies they can potentially use against you.


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It’s quite an unusual – but very tactical – approach to combat in a survival horror game. Speaking of which, Bloober Team explained that Cronos does feature some elements of resource scarcity, so you won’t be running around gung ho.

Earlier this year, we spoke to the game’s directors about a range of topics, including why the team decided to take its next project in more action-y route, and how it wants to blend the horror elements of its past games with that more interactive approach.

Cronos: The New Dawn still doesn’t have a release date, but it will be released at some point this fall on PC, PS5, and Xbox Series X/S.



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June 24, 2025 0 comments
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Cronos: The New Dawn trailer shows off Dead Space combat and merging enemies
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Cronos: The New Dawn trailer shows off Dead Space combat and merging enemies

by admin June 14, 2025



If you pine for the rotting corridors and tactical limb-surgery of Dead Space, it looks like Bloober’s upcoming Cronos: The New Dawn may have you covered. Fresh from revealing that they’re remaking the first Silent Hill, the Polish team have released a new trailer for Cronos that shows off more of its bubble-suited third-person gunnery.

In particular, it spotlights the Merge mechanic, whereby guttural tendril beasts known as Orphans devour the corpses of their brethren to enhance their abilities. It’s implied that they can do this more than once, so be sure to clean up after yourself. As in so many other walks of life, punctual incineration may be the cure.

Watch on YouTube


I find the trailer interesting for a couple of reasons. The simpler draw is that, yes, this sure does reek of Dead Space, my beloved. In particular, the Merging mechanic calls to mind those awful Necromorph facehugger equivalents who’d scuttle around reanimating cadavers. And let’s not forget the crawling arms and legs that’d sneakily join up into a Biggermorph if left unattended. How I hated them. Can’t fault the animation, though. Excellently horrible.


The other reason that interests me is that it’s continuing a theme for Bloober, a developer who love to tell stories about torturously overlapping dimensions. Observer – Bloober’s best game to date, for my money – explored the familiar cyberpunk premise of ailing flesh and masonry corrupted by digital technology. The Medium gave you a splitscreen view of 90s Poland and an adjoining fungal purgatory inspired by Zdzisław Beksiński’s surrealist landscapes. And in Cronos: New Dawn, you’re an agent of the “Collective” alternating between a shattered post-apocalypse and the 1980s, your job being to digitise and extract lost souls from the past for safe archiving in the future. All of this reflects Bloober’s creative debts to the Silent Hill series, with its parallel realities.


Those themes extend into a mechanical focus on the implications of blending things or splitting them apart. In Observer, the splicing of digital and non-digital realms produces a grating, fizzy nightmare, to be forensically dissected using your bionic eye. In The Medium, you’ll cut through seams of flesh with an icky razor even as you try to reconcile the architecture of the mundane and the otherworldly. And in Cronos, you have to worry about merging enemies, which seems to parody the Collective’s goal of recovering and pooling the electronic spirits of the long-dead.

I realise this is quite fast-and-loose analysis, but in my defence, I am writing up a 90 second trailer in the fateful closing moments of the working day, racing against the sunset to finish a piece, and it was either this or waxing lyrical about gunfeel. Cronos: The New Dawn is out later this year on Steam and Epic Games Store.



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June 14, 2025 0 comments
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Directive 8020 devs explain how it’s even more chilling than Until Dawn & The Quarry

by admin June 12, 2025



Directive 8020 marks a stark turn from Supermassive Games’ usual fare of interactive drama experiences, this time set in space with far more player agency in how events unfold.

I got the chance to speak with developers at Supermassive Games about their forthcoming horror title, and even got some hands-on time with an early version at Summer Game Fest.

I’m very familiar with the rest of Supermassive’s lineup — my friends and I love playing the Dark Pictures Anthology together on game nights — so I was confident that I knew what I was in for when I sat down to give Directive 8020 a go.

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As it turns out, I was wrong. After a brief cutscene, I was dropped head-first into a conflict between two characters and their mimics, alien beings who have altered their appearance to look exactly like the human crew members aboard the colony ship Cassiopeia.

Directive 8020 forces players to fight or flee from aliens

In this section of the game, I fully controlled my character, who was hiding from a mimic that’d let its monstrous true form show. While most conflicts in Supermassive’s games resolve with quick-time events, this time, players are fully inserted into an action-adventure experience, forced to fight, flee, or distract the mimics to get away safely.

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It places far more responsibility into the hands of the player, which I was clearly not anticipating. I could use a scanner to see where the monster was skulking in the darkness, as well as a cattle prod to shock it if I ended up in an encounter.

“We call this ‘threatening exploration,’ and we’ve been trying to get there for a number of years, but if you try and force it into a game after it’s been designed, it comes with a whole host of problems. So we’ve had to stop ourselves every time.

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“Now, you’ve got direct control of the character, and when something happens, it can feel much scarier and it’s a chance to do different stuff. You can see the Hunter appear through the floor and, ’cause it can move through the growth and stuff. It’s a big step forward for us. It’s something we wanted to do for a long time.

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Supermassive GamesDevs at Supermassive told us they describe Directive 8020 as ‘The Thing’ in space.

There were also options to distract the mimic and keep it busy while the player scuttles off to a safer area. I chose the more violent route, although I ended up dying anyway.

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My character finally made it to the rest of the squad, where I was then tasked with choosing whether or not a certain crewmember — who was, by all rights, acting mad sus — lived or died. Was he a mimic, or was he a human? I chose to get rid of the possibility altogether, and it turned out he was actually a human… but, depending on my choices earlier in the game, his identity could have been completely different.

“We keep saying this is our version of The Thing in space,” McDonald continued.

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“How twisted that is, the body horror elements. We’ve changed the design of the monster. We gave ourselves an extra couple of years in this game to really take the time to iterate and make it as good as it needs to be.

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“We’ve changed it over time, and there’s actually different versions of the Hunter you’ll see. And there’s also like half-versions where it’s half-transformed into a human and it’s really nasty. There’s a lot of variation.”

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Supermassive GamesThe team at Supermassive Games took inspiration from a ton of popular horror films and games like Resident Evil, Silent Hill, and more.

During our chat, McDonald referenced movies like Event Horizon and the Alien films, making sure to mention that the entire team at Supermassive are big fans of the Resident Evil and Silent Hill games.

Directive 8020 has eight, hour-long episodes with many branching paths

As told by Supermassive’s Dan McDonald, players’ choices directly impact events that happen later on in the game, opening up new paths that they can navigate to and from at any time. Directive 8020 boasts a Turning Point menu not unlike that of Detroit: Become Human, allowing players to look back at their choices and drop in the timeline at any point to see what happens if they pick a different option.

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This, McDonald said, is part of what makes the game so long. He told us that Directive 8020 will have eight episodes, which are about an hour long each. But given all the branching paths, it could take you much, much longer to see the full story.

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“We’ve got huge amounts of branching, and with the turning points, we expect players to get to that branching a lot more easily. It’s not that they have to go and do a whole ‘nother playthrough to see it all — they can go back to a moment and make a different choice and move on with it.

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“The way that we’ve structured it, and you might have seen it briefly in the Turning Point screen, there’s eight episodes. Now, we’re more mimicking a high-end TV series, like an HBO, Netflix, or Amazon Prime show. Those are around an hour long each, and there’s eight of them. We’ve done that for a whole host of reasons, but also when you’re playing with your friends, as it’s a bigger game now, maybe you wanna stop before you play tomorrow or next week.”

Supermassive GamesPlayers’ decisions early in the game will affect the storyline later on.

Play with up to five friends on one console or online

This multiplayer experience is very important to Supermassive for Directive 8020, which is why they’ve implemented several difficulty levels and options for players who might be new to gaming or want a simpler experience.

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“You can change the settings and have a much more classic experience,” McDonald said. “You saw the moment where you had the wedge tool, and you can fight off the monster. If you have it on hard, it’s gonna work once, and then that’s it. But on easy, it will keep recharging really quickly, and you can keep reusing it. Then, if you change the accessibility options, you can make it so it never fails.

“The crew is about 10 people. There’s only five playable characters, plus there’s actually another one in the prologue that’s part of the mission as well. Of course, they die — we always do that, kill off the early ones.

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“But yes, you have that cast of five characters, so you can have a five-player movie night. But we’ve changed it this time so that now, you can do that online, as well. You can have five people
on one machine, or five people on five different machines, or any combination. We really wanna facilitate how you wanna play with your friends and family.”

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Supermassive GamesSupermassive Games is making playing with friends easier than ever.

“We’ve always wanted to go to space”

Of course, one of the most pressing questions on our minds was about the decision to take the storyline to space. All of Supermassive’s games are connected in some way, and that hasn’t changed in Directive 8020.

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In fact, they told us they’d always wanted to go to space, and said that they made sure to connect the game to real-life events like all their other titles.

“All of our games have real-world connections. Even this does. When we started the series, we knew in a good level of detail what the first four games were gonna be. But we also had a high level of detail for the next four. And we were working on some even further beyond that, as well. But we’ve moved some of those around and twisted it, and changed the order a bit. But we always knew we were going to space. We always knew.”

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“There are a couple of real-world links for this game. [Directive 8020] is a real-world directive. It’s really quite hard to find now. And it might have been NASA just doing a thought experiment, you know? We’ll never know. It’s to do with, if you have contact with an alien presence and creature quarantining and not bringing it back to earth.”

Supermassive GamesDirective 8020 is aiming to be more frightening than any of its predecessors.

McDonald also mentioned the US’s first space missions, citing Apollo 10, which was a ‘dress rehearsal’ for the eventual moon landing, saying the crew of the Cassiopeia was given a similar order.

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“They had the capability to land on the moon, but they didn’t have the fuel to land on the moon. They were supposed to fly by and then come home. And it purposefully wasn’t fueled up. That’s the same for this mission — they’re not supposed to land.”

From the small snippet that I got to experience at Summer Game Fest, I found Directive 8020 to be a far more terrifying experience than other Supermassive games. Being in full control of your character completely changes things and offers far more ways to get scared. I anticipate that this will be a big hit at game nights — and since it drops on October 2, 2025, you’ll have the entire month of spooky season to enjoy it with your buddies.

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