Last month, we had the opportunity to visit Unity Japan’s office in Ginza, Tokyo for an exclusive hands-on session with “Den of Wolves.” At this event led by Ulf Andersson—the creator behind the “PAYDAY” series—and his team at 10 Chambers studio introduced their latest project’s development journey to media representatives from around the world.
After an intense demo session filled with atmosphere and excitement, we were fortunate enough to sit down with several core members of 10 Chambers studio for a chat about various aspects related to their new game and our experience playing it. If a simple demo report isn’t enough to quench your curiosity about this cyberpunk-themed heist game then perhaps you’ll find more intriguing details in our interview below.

Q: The visual style of “Den of Wolves” is quite distinctive; did certain movies or media influence its design?
A: Absolutely! We drew heavy inspiration from iconic cyberpunk works like “Blade Runner” and “Akira.” These two pieces greatly influenced our visuals and overall atmosphere. Additionally—and you might have noticed—we incorporated some design elements reminiscent of “Inception,” though most foundational aspects remain rooted firmly within science fiction themes reflecting our passion for sci-fi throughout every detail.
Q: So did Tokyo’s inherent cyberpunk vibe play any role in choosing it as one stop on your demo tour?
A: This event forms part of a global tour; besides Tokyo we’re also heading towards San Francisco Denmark among other locations too! While it’s true that Tokyo’s unique cyberpunk essence aligns well with our game’s aesthetic goals primarily aim at engaging diverse audiences globally collecting varied feedback along way!

Q: Cyberpunk genres often feature exaggerated costumes body modifications how does your team approach these elements within “Den Of Wolves”?
A :We opted restraint here—for instance characters operating financial districts sport business attire over extravagant sci-fi outfits while technological features like implants advanced gear appear only when logically fitting contextually relevant scenes sorry can’t share specifics yet!
Q :The mask-wearing mechanic integral PAYDAY franchise segmenting gameplay phases—is there anything similar planned “Den Of Wolves” ?
A :Yes indeed! We’ve implemented “optical camouflage” concept wherein although player avatars consistently don masks NPCs perceive them ordinary individuals upon disguise breach visual disruptions occur triggering combat states akin iconic moments PAYDAY albeit emphasizing environmental interactions further enhancing immersion!

Q :Should players fail missions would they need restart entirely anew each time ?
A :Not necessarily—we encourage adaptive strategies meaning failed stealth attempts could transition into bribery hacking methods instead reloading saves even death consciousness spaces merely returns reality allowing immediate retries fostering dynamic fluidity overall progression systems!
Q :During earlier demos experienced entering special zones via consciousness infiltration apart parkour what other unique gameplay mechanics offered these segments ?
A :These sections highlight seamless transitions between varied scenarios example real-world shootouts morph puzzles survival horror modes requiring exploration self-discovery lower failure penalties promoting experimental approaches innovative playstyles enhancing replay value substantially!
Q :How story character arcs presented without disrupting cooperative experiences amongst teams worried about narrative interruptions affecting teamwork cohesiveness ?
A :Player avatars customizable blank slates central plot revolves around corporate rivalries conveyed through inter-mission voice messages encrypted documents avoiding forced synchronization during cooperative sessions inspired lessons learned GTFO ensuring narratives accessible independently outside active combats preserving uninterrupted teamwork harmony!

Q :For solo gamers potentially matched internationally differing linguistic backgrounds specialized communication tools available facilitate smoother interactions ?
A :Randomly assigned teammates function hired supports host-defined objectives system facilitates icon-based markers real-time translated commands reducing reliance verbal communications pre-mission route selections locked minimizing mid-operation disputes ensuring streamlined cohesive collaborative efforts globally diverse player bases!