
Lead humanity's greatest weapon, the Grey Knights, in this fast-paced turn-based tactical RPG. Root out and purge a galaxy-spanning plague in a cinematic, story-driven campaign, using the tactics and talents of your own personalised squad of Daemonhunters.
Lead humanity’s greatest weapon, the Grey Knights, against the corrupting forces of Chaos in this brutal and fast-paced turn-based tactical RPG. Root out and put a stop to an insidious plot to infect the galaxy with the Bloom, an intergalactic cosmic plague capable of rotting worlds into oblivion. Armoured in faith, shielded by devotion, the Grey Knights’ very existence is rooted in mystery, enforced with mind-wipes and executions. Experience life in the 41st millennium and follow the journey of these elite warriors in a narrative penned by acclaimed Black Library author, Aaron Dembski-Bowden.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
There are some traps at the start of this game and I can see how a lot of people with only a couple hours of play time would come away with a negative impression. They're not wrong. While XCOM 2 is the single biggest influence on the game and clearly the starting point of the design, it mixes in other modern games like Gears Tactics and has enough ideas of its own that you'll be very frustrated if you try to play it just like XCOM at the tactical level. The game does not introduce you to its systems well either. Not from the perspective of a new player, and very much not from the perspective of an XCOM veteran who's chiefly interested in the things that are different. Cover, overwatch, armor, RNG, critical hits, action points, movement, skills, etc. are all quite different and need to be re-learned. Optimal play patterns are very different in this game compared to the games that inspire
Spare a thought for the small-time 40k developer. You put all this blood and tears into making a Grey Knight game, paying close attention to all the little details and giving all the little Grey Knights last names for them to dramatically shout out, only to have some jerk like me come along and say 'hey, wouldn't this whole premise work a lot better with the Deathwatch?' Anyhow, when people say this an XCom clone, they really mean it. The story's got the same basic character dynamics (wise advisor guy, grumpy engineer, angry monthly report man and sexy research babe), it's got the same overworld where you pass time and wait for missions and the exact same squad based combat. All they've really done is applied a Warhammer 40k layer of paint. But is that so bad? It's been years since XCom 2 came out. There hasn't been a new Fire Emblem in a long time. I think I appreciated this just f
After beating the campaign, and before I jump into the next one to try and collect more achievements, I figured I'd leave a review. First off: This game is hard as balls, even for somebody familiar with the XCOM genre like me. I will attach four helpful tips at the end of this review which may make your life easier if you give the game a shot after reading this. The game is also a bit janky in some regards, but in my opinion, it is the charming kind of jank. Don't expect too grimdark serious business - this is not Space Marine, Mechanicus, or the like. Characters have a clear stereotype reference to the common tropes of the XCOM genre: The grumbly advisor, the smartass researcher gal, and the voice of reason techie. It's charming in a way though, and having a Grey Knight with a severe lisp and an Admech lady with an articulated monobrow is kinda fun. (Shoutout to Lunette, she was consi
You'll find plenty of reviews stating that this game is "XCom meets Warhammer 40k", although this is not false, most of those reviews doesn't state what's actually different from XCom, so there you have it: - There is no turn limit, like in XCom, because there's another mechanics in place to put pressure on you. Every turn (or every psychic ability you'll use) a bloom counter charges up. When it reaches 100% a random event happens that will make the game harder for you. - It's more melee-based than XCom and it makes sense, you're a walking tank, after all. There's also some nice additions, like the ability to target certain spots that incapacitate your enemy, and "doom-guy-style" executions. - There's no RNG on your weapons. You won't have a chance to miss with ranged weapons like in XCom. When you select an attack the UI will tell you exactly what you're going to get if you decide t
It is with a heavy heart and a righteous fury that I submit this report. The tactical simulations provided to our initiates—codenamed Chaos Gate: Daemonhunters—are not merely flawed; they are an affront to the Emperor’s strategic brilliance. If our Brothers fought as these simulations dictate, the Segmentum Solar would have fallen millennia ago. 1) The Sin of Indolence (Lack of Testing). The cogitators governing this simulation are plagued by scrapcode. On numerous deployments, the sacred machine spirits have stuttered or failed entirely. To release such a tool without the proper rites of purification and testing is a dereliction of duty that borders on tech-heresy. 2) The Burden of the Unjust (Poor Balancing) The Emperor grants us the strength to crush our foes, yet these simulations feel tuned by the hand of Tzeentch himself to sow frustration. While our battle-brothers are elite war
Well, after 120 hours and about 5 restarts, I've finally begun to figure out this game. A lot has been said about the difficulty of Daemonhunters, a major criticism being that you don't feel like a storied "Grey Knight" of the Imperium, that is to say, the power fantasy of playing the elite of the Astartes isn't evident in the game play. Much of this can be solved by playing on the easiest difficulty, where chaos cultists and other fodder are dispatched quickly, and while not a breeze, won't frustrate you. Once you've learned the mechanics of the game, it really opens up to become very strategic and tactical. The encounters can be tense and epic, especially during some of the new missions in the DLC. Once it all comes together, Daemonhunters is one of the best 40k games to have been released. It's not a power fantasy. This is a tale of desperation, which is a often overlooked 40k theme
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