Fatshark Tagged Articles RSS Feed | GameSkinny.com Fatshark RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Drachenfels DLC coming to Warhammer: End Times - Vermintide https://www.gameskinny.com/zed05/drachenfels-dlc-coming-to-warhammer-end-times-vermintide https://www.gameskinny.com/zed05/drachenfels-dlc-coming-to-warhammer-end-times-vermintide Thu, 05 May 2016 17:48:30 -0400 ESpalding

Swedish developers Fatshark announced this week that there will be new DLC coming at the end of May for their hit game Warhammer: End Times -  Vermintide.

The new DLC is called Drachenfels, and releases on May 26th. It will contain three new levels set outside of the town Ubersreik. Players will be able to fight their way through the halls of Castle Drachenfels, dodge the deadly traps while you navigate dungeons, and put a stop to the Skaven's plans at Summoner’s Peak.

The key features of the DLC include:

  • Castle Drachenfels - Walk through the ancient rooms of Castle Drachenfels, covered in the blood and bones of the past.
  • Summoner’s Peak - The Skavens are attempting to summon reinforcements! Destroy the Nurgle portals before anymore appears.
  • The Dungeons - Can you stomach the dark and dingy dungeons of Drachenfels? Stumble your way through while trying to avoid the traps and using torches to light your way through the darkness. 

Although some of the DLC content for Warhammer: End Times - Vermintide has been free, the Drachenfels DLC will be the second DLC to be available to purchase. A price has yet to be confirmed.


Developer Fatshark Celebrates 500,000 copies sold of Warhammer: Vermintide and announces new difficulty. https://www.gameskinny.com/0umgl/developer-fatshark-celebrates-500000-copies-sold-of-warhammer-vermintide-and-announces-new-difficulty https://www.gameskinny.com/0umgl/developer-fatshark-celebrates-500000-copies-sold-of-warhammer-vermintide-and-announces-new-difficulty Fri, 01 Apr 2016 04:58:22 -0400 Joshua Potter

Today, Swedish indie developer Fatshark celebrated the success of their newest game, Warhammer: Vermintide by announcing that they have sold over 500,000 copies for PC. 

Taking place during The End Times era of the Warhammer fantasy series, Warhammer: Vermintide follows four adventurers who are brought to the city of Ubersreik for various reasons. Upon their arrival, they discover the city has been overrun with the humanoid rat-monsters known as Skaven. What follows is a Left4Dead style fantasy first-person shooter with magic, swordplay, and arrows.

Martin Wahlund, the CEO of Fatshark released a statement today, discussing his pleasure at the game's reception.

"We're really happy with the sales so far. We reached half a million copies much faster than we estimated. As a small studio, this really is an amazing milestone for us. The office is a hive of excitement...We are overwhelmed but the positive response from both players and critics alike...this has given us the extra drive to continue providing exciting and engaging content so that everyone can continue to enjoy the game long into the future."

The promise for additional content follows true to promises that the company had made early in the game's development regarding making additions to the series. Considering the success of this title, those promises seem much more likely to happen. 

Earlier this morning, Warhammer:Vermintide also received a minor patch addressing some bug fixes and balancing for their new game mode Last Stand. The patch references tweaks and optimizations being made to the game for console release, and teases new levels, enemies, weapons and other exciting content. Also announced was the new game difficulty mode, "Death Wish".

Some people would consider this to be an April Fool's joke, others would see it for what it truly is, a promise of things to come.

So far, the series has seen three DLC releases, including two free updates, and the aforementioned Last Stand mode as a purchasable in-game map. The press update promises additional content available May 2016.

EGX 2015: Interview with Fatshark about Warhammer: End Times - Vermintide https://www.gameskinny.com/lxhiz/egx-2015-interview-with-fatshark-about-warhammer-end-times-vermintide https://www.gameskinny.com/lxhiz/egx-2015-interview-with-fatshark-about-warhammer-end-times-vermintide Fri, 02 Oct 2015 10:18:15 -0400 Pierre Fouquet

At EGX 2015 GameSkinny got to interview Daniel Platt, the Lead Level Designer at developer Fatshark Games, who are currently working on Warhammer End Times - Vermintide (Vermintide).

Vermintide is a co-op mêlée focused first person game, set in the Warhammer fantasy world. If you know Left 4 Dead you already know the fundamentals of Vermintide. You have two weapons, and three item slots. Ranged weapons do feature, but the ammo for them is a bit more scarce than you are used to. You are fighting the Skaven, who are rat like creatures. They love to climb about and jump at you.

 Daniel Platt working hard next to the window.

After the introductions, we got straight to the interview.

GameSkinny: What's the biggest challenge with making a Warhammer game? As it's in such a large established franchise.

Daniel Platt: Well I think it was generally that so many people have an idea of what Warhammer is, or how it should be, so getting the look and feel right was really hard. Getting it to look authentically Warhammer. We spent a lot of time working on that, and as we have a lot of massive Warhammer fans at the office it helped us a lot with that.

GS: So as the game is set in the Warhammer fantasy universe, what was the idea behind fighting only the Skaven?

DP: Well we felt that the Skaven have been really underserved as a race, it's usally Orcs or Choas in Warhammer, so this was a good chance for us to show off the Skaven really. We also had to pick something to focus on in the first game to begin with. There are also a lot of Skaven fans at the office, and other people are saying "oh thank god somebody's doing something with the Skaven." Since Shadow of the Horned Rat there hasn't really been much Skaven in Warhammer video games.

GS: Obviously the game is team based PvE, and I guess the ideas are drawn from Left 4 Dead?

DP: Yes, Left 4 Dead was a big inspiration for us, it's a really great game. We really love it.

GS: What differentiates Vermintide from Left 4 Dead? Apart from obviously Warhammer.

DP: Well that's just it, definitely the mêlée combat is something we have put a lot of time into, and it's working. It has that really good feel to it I think. And also the replayability that comes from the loot at the end of the level, you didn't get to see that in this demo, but at the end of every level you roll dice to determine what loot you get. You then bring that into the next mission, so you may get different weapons which act differently, so you can then customise your characters more. Vermintide has some more systems to it which give it more replayability.

GS: So it has RPG-lite elements to it I guess.

DP: Yes, not skill points in that sense, but more how your character plays. I think that will keep people playing for longer.

GS: I'm guessing the game has some sort of AI Director type deal, which will spawn enemies in at some points. But what dictates when enemies are spawned, and the types of enemies get spawned?

DP: It checks for if people are kind of running off on their own, we want to keep people together. We think it's very important as game designers to hit people on the wrist when they are playing it wrong, so we quite quickly introduced a Gutter Runner. A ninja like character who pounces on people when they are on their own, this gets people to stick together. But if they are too tight together the AI Director will throw in a Poison Wind Globadier, which can create gas clouds which will split people up. So it keeps throwing challenges at the player to make sure they are not in their comfort zone. Also if you take a lot of damage, and are doing badly, it will let off on the pressure. But if you are doing very well it will throw more at the player.

GS: It sounds like these different types of enemies are a bit like the Special Infected.

DP: Yes, absolutely, they have their purpose to get people to cooperate properly with each other. Some are more inspired by Left 4 Dead, but some are more unique. We have a Ratling Gunner, a huge mini-gun like thing who will shoot at you no matter what's going on. If there is, let's say, 40 Skaven in front of you he will just tear through them. He doesn't really care.

GS: Does this mean that Skaven attacks can affect other Skaven?

DP: Definitely, that's a huge part of the Skaven style in general, they are very selfish. They are always looking for that kill, and for example the Poison Wind Globadier will throw his gas at you now matter who is around you, and they will often kill each other. You can use them against each other which is fun.

GS: I noticed that when there is just one Skaven on their own, they tend to try to hide, or run away. Or if they are backed into a corner they will just lunge at you.

DP: Yer, totally. That something we want to reflect with the Skaven, and it's also something that sets us apart from Left 4 Dead, we don't have zombies. They are not mindless creators, they have a brain. They like to swarm you with numbers, and if they are on their own they are cowardly. They are also a lot more agile, they can climb over things, and jump over roofs to try to surround you. They are quite interesting as an enemy to have. Especially as a level designer like me, as I build all the ledges and roofs for them to climb over.

GS: With that in mind, if the enemies can go anywhere, what process do you go through with building that into the levels? 

DP: I try to think of it as two levels. There is one for the players, where they move. Then there is another for the Skaven, as they can take certain paths that the player can't. So they have special access routes, and can go through this tunnel, or jump off this roof. It's really cool when you are almost thinking for two different games. 

GS: As Vermintide is going for a mêlée focus, does that mean ammo is scarce?

DP: It depends on the type of weapon, so gunpowder weapons' ammo will be more scarce. [Fatshark] feel it's something that's fun with Warhammer, if you were in a modern setting guns would be the best option, but here since they are little bit slower and clunkier etc. it's a good balance. We have some very effective ranged weapons, but there will always be room for some melee combat when the Skaven close in.

GS: On that subject, can you just describe the two characters I played as?

DP: First you played as a Woodelf, with a bow and dual daggers. Then you played as the Imperial Soldier, with the repeating gun and a big hammer.

GS: I definitely felt a difference between how the mêlée felt between the two. The hammer being slower, so you can't just run up to someone and hit them, as it takes a bit of time for the swing to actually happen.

DP: That's exactly how we wanted to make it feel.

GS: Again with the Imperial Soldier. With his gun I found you can spin it up, and then fire rapidly, but I discovered that a lot of the bullets simply wouldn't hit even when the enemies are close. So has a random recoil-ish system been built into the game?

DP: Well Warhammer gunpowder weapons are quite undependable, so they do have some random recoil. But that's something we are working on, so you get feedback about where your hits are going, but that's something we're working on before [Vermintides] release in about a month. But definitely, a lot of gunpowder weapons are very unreliable, some are more accurate than others. The crossbow is a bit of a sniper weapon, but some of the gunpowder weapons go here and there when firing.

GS: So a bow and arrow is mid range I guess?

DP: Yer, unless you are good enough with it.

GS: What was the biggest challenge with making all the weapons feel different?

DP: We have some very talented game designers, and for them it's always a question of keeping things effective while making them feel different, so nothing is unbalanced. So each will have uses, for example if you have the hammer, that's very effective against Stormvermin who are wearing plate. The hammer will be great against them, where the faster dual daggers will be best against hordes or small enemies. So the weapons will have different usage areas really. You can maybe equip a shield and that will be good for a tanky, make sure enemies don't get close to your friends, crowd control kind of person. So there are just a lot of different uses there.

GS: Because I like asking this question, If you could describe Vermintide in 4 words, what would they be?

DP: Warhammer, FPS, co-op, mêlée.

GS: Before we finish up, can you just let us know when the game is out and for which platforms?

DP: Absolutely, so it's coming out for PC on October 23rd. It will be out on Xbox One and PS4 but we have not announced a date for that yet. As we are a small team we have to focus on something, and as we come from PC anyway we are focusing on that first.

GS: Sounds good. Thank you for your time.

DP: It's been great talking with you.

I would like to once again thank Daniel Platt, and Fatshark Games for the interview. It was lovely talking to you about Vermintide.

You can find more information about Vermintide on the offical website, follow the game or Fatshark on Twitter, or find Vermintide on Facebook.

If you want to pre-order Vermintide, which is out on the 23rd October, you can get a 10% discount on Steam.

If you want the game for a console, keep an eye on the news for when the Xbox One and PS4 versions are coming.

War of the Vikings Announced, Along With Alpha https://www.gameskinny.com/mt49h/war-of-the-vikings-announced-along-with-alpha https://www.gameskinny.com/mt49h/war-of-the-vikings-announced-along-with-alpha Wed, 07 Aug 2013 08:03:26 -0400 Pierre Fouquet

Paradox has announced a standalone spin-off to Fatshark's War of the Roses; it will feature Vikings this time, and is called War of the Vikings.

It will put players into the rolls of either the Saxons or the Vikings during the 9th and 10th centuries. You will be fighting to either defend or invade England.

Fatshark announced that the game will feature historically accurate weapons and armour, and will still feature the 64-player battles, as well as "Pitched Arena," which will see 32-players. There will be a training ground, which all allow players the test their newly customised character. The customisation will include being able to change roles within a squad by using customised perks--and beards confirmed to be changeable. Any game mods will offer the ability to chop, dice, and other wise Viking up your enemy.

Sign up to the Alpha here.

War of the Vikings is set to release early next year.

War of the Roses: I Need a New Florist https://www.gameskinny.com/x35vb/war-of-the-roses-i-need-a-new-florist https://www.gameskinny.com/x35vb/war-of-the-roses-i-need-a-new-florist Wed, 06 Mar 2013 06:22:42 -0500 Joseph Rowe

When I first heard about War of the Roses, I went "Oh, that's a game that sounds good enough to pick up during a Steam sale." So, this past weekend when it was on sale for 75% off, I picked up a 4 pack for me and some friends.

At the start, it seemed like a pretty interesting game. The setting is quite intriguing. The combat system and the amount of customization is phenomenal. Well, that is on paper.


The sound in War of the Roses is nothing to write home about. It doesn't exactly detract from the game, but it doesn't stand out in any way whatsoever. The only thing out of the ordinary is the fact that the characters do not make sounds when moving. No matter if your character is wearing light, medium, or heavy armor, you do not make a sound. Not only is this unrealistic, but this can make playing archer frustrating. When you're aiming your bow and cannot see around you, having an enemy come up usually means they're going to get a free kill.


This is one of the areas where the game doesn't disappoint. The graphics aren't anything amazing by any means, but they do look good. Furthermore, the designs of the various pieces of armor and the weapons are all well done.

I will say that the maps look pretty great. Some of the bigger battlefield like stages have environmental effects like snow and fog, adding a bit of flair to the fight.


This is where my thoughts conflict. The game itself seems very well designed. There are a large variety of weapons, armors, and mounts which make the customization something that so many more games could learn a lesson from.
Another positive point is, like Chivalry, it has a wide variety of attacks that put a nice layer of depth into the combat system. However, this is where the positives end for me.

The biggest fault this game has is that it is extremely pay-to-win. To customize your characters, you need to spend gold that is earned in two ways. The first way you can get the gold is to play the game itself; you get gold by killing enemies, reviving allies, etc. The second way you can get the gold is by buying it.

My friend and I played the game for several hours this weekend. I put $10 in, he put nothing. With the amount of money I put in, I was able to unlock many more items than he was, but unable to put a big dent in the total number of items you can buy.

What exactly can you buy in this game? Well, there's the obvious equipment for your character. Then there's different types of wood, axe heads, fighting styles, etc. for weapons and colors, plumes, face coverings, etc. for the armor.

The real way this cash system rips you off is by charging you for the same minor pieces for the different major pieces. For example, if you buy one kind of plume for one type of helmet, you have to buy the same type of plume again for a different helmet. This is absolutely ridiculous.

Prepare for Disappointment

The combat system seems splendid at first glance. In game, however, there are so many factors that ruin the game. Even when you play on a server that limits ping, lag is a huge issue. There are times where you will see your blade connect with your enemy, but it doesn't register.

On the subject of hits not registering, the third person view in this game really makes it hard to tell if your too close or too far for your weapon to connect with the enemy. Some weapons connect much more easily than others. Which brings up the next issue.

The game seems to lack balance. I did put some time into it, but I did not put enough to make a definitive statement on whether or not it is a balanced game. However, with the time I put in, it definitely seems like the heavier your armor and the faster your blade, the more likely you are to win. If you can out swing your enemy and interrupt your attack while being so armored that the majority of their attacks bounce off, well, you're just golden.


This game could be so much more than it is. It's got all of the right ideas but it lacks the follow through to make it worth the price of purchase plus the pay-to-win elements. If you're looking to get a medieval combat game, I suggest Chivalry, even if it doesn't have quite as much customization as War of the Roses.

Although it does have its brief moments of fun, the amount of disappointment and frustration you experience while playing makes this game a 5 out of 10 for me.