Wishlist Den of Wolves 10 Chambers 10 Chambers

10 CHAMBERS / 10 YEARS

Celebrating a company’s birthday is lame! Let’s get that established. It’s weird to believe normal people are interested in the birthday party of your corporation. So, we approached the fact that our studio has been in existence for ten years now with mixed emotions.


We got a little nostalgic and scrolled deep down the album app. And ACTUALLY, there are some fun photos and untold stories that MAY BE interesting for fans of our games or gamers in general.

So, what the heck, we put together a timeline of stories and old (look how young we were) photographs and made it public. You can scroll it below.

Thanks for your support during these 10 years <3

P.S. Before you do anything, though, don’t forget to Wishlist Den of Wolves on Steam. One reason I secured the budget to create this website was that I promised my boss it would also drive Wishlist growth. / Robin

Wishlist Den of Wolves

2015

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Early 2015

10 Chambers was never a given. After working on the first two PAYDAY games, Ulf Andersson was overworked, to the point that he eventually suffered a 10-hour-long psychosis that caused him to have a brief stint in a mental institution – and he left Starbreeze. The first thing on his mind wasn’t exactly: let’s do this again and start a new game studio.

 

Then something happened.

 

*Cliffhanger*

 

Scroll down.

Mid-2015

One day, Ulf Andersson meets Svante Vinternatt – now COO at 10 Chambers – and right at the bat, Svante told Ulf Andersson: If you ever start a new game company, count me in! “I’ll make coffee and shit”, was his exact words.

 

“My nightmare at the time was the idea of starting a new company, so I turned him down.”

 

Not long after that, Ulf and Svante meet again at a bachelor party. They get grouped for a gaming session, and as he sits on the couch, Ulf sees how Svante organized everyone – getting shit done.

Coming home later that night, Ulf thought for himself: “He probably can’t start a company, he wouldn’t get the backing. But I can get the backing, and he will keep it organized.”

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A few moments later

10 Chambers is founded in Stockholm, Sweden. The year is 2015, and Ulf Andersson – the game designer behind Payday: The Heist and PAYDAY 2 – gathers a pack of old friends and industry veterans. Together, they form what is then called 10 Chambers Collective, with the last word describing how they would lead the game studio. As a collective.

outside view of one of our first offices

Vattugatan 15, Stockholm.

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some old photographs from our first office spaces and of us building computers (we've heard you need 'em to develop games)

2016

One of the first planning meetings for GTFO

The planning for what would later become GTFO starts. A lot of whiteboards were hurt in the process.

 

From the get-go, we knew we wanted to make a game that we would enjoy playing ourselves – together. From our background in creating co-op games – from Ghost Recon: Advanced Warfighter 2 to PAYDAY 1 & 2 – we started discussing how we felt that co-op gaming had lost sight of what makes it special: teamwork.

 

How better change that than with a hardcore cooperative FPS?

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GTFO principles:

Forced cooperation through information scarcity. Very little information is given to everyone, forcing players to share information between each other.

 

No hand-holding, which means no waypoints.

 

Strategic depth over breadth. We’d rather be one of the few ducks in a small pond than be one of many ducks–and probably a comparatively small one–in a big pond.

First presswire

Our very first press release. We needed to get the word out but we – honestly – maybe didn’t have that much to say at this period of time.

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very early gtfo character concept art

gentle reminder that somewhere down the line, the game you're playing looked like this

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2017

Name reveal or GTFO

Our very first GTFO trailer premieres. Take a moment and count how many seconds we choose to animate and display the GTFO logo. We really wanted to get that shit hammered in your brain, right?

After Impact? GTFO!

FUN FACT: GTFO has always been a controversial name; it got its fair share of haters, but also those who think the name fits well with the theme of the game. However, GTFO was not the first name that came to our minds. The game had a couple of other names planned, among them:

 

Any skillful private detective could find that our first legal company name was “After Impact AB”. And there’s a reason: for a while, the name for GTFO was planned to be After Impact: GTFO, where After Impact would be a “franchise” and GTFO one of the games.

 

Another name was “Scavengers”. But we’ll save that story for another time…

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Press release for the name reveal

Yeah, we’re kinda’ proud over this press release headline, so we had to drop it here. Sorry.

Thank you, geoff - it changed everything

Somewhere mid-2017, we started having discussions with Geoff Keighley about a potential trailer placement on his show, The Game Awards. For a small independent studio like us, this would change everything. With a marketing budget closer to 0$ than 100 000$, it’s invaluable.

 

Apparently, Geoff liked what we showed him and said he wanted our trailer on his show. To make the trailer happen – which would be 100% produced by ourselves – we had to re-plan the game’s development to set aside time for recording and editing. While this may have impacted the release date, the value of being featured on the show outweighed the negatives. And we’ll forever be grateful that he had us on his show.

 

FUN FACT: During the interview, after the trailer is shown, Ulf can be heard saying that the game releases “later this year,” which put the team back home in something similar to a stroke. When the show aired, we had 23 days left of that year…

2018

We miss e3

After having showed the trailer at The Game Awards, the hype got real. We had to put GTFO to the test and prove that it was for real. Teaming up with our partner – and game engine – Unity gave us the opportunity to have some space in the corner of their booth at E3 2018.

 

Here, behind closed doors, we showed off GTFO for the first time to invited media.

 

It was scary, we were nervous.

 

Long days with us playing 8-10 hours per day without breaks.

and it was 100% worth it

All that play time, late nights and early mornings, felt easy when media started coming back to our corner of the booth to give us nominations and awards. Here’s a cute video of us receiving the nomination for PC Gamer’s Best of E3 Award.

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And here's a picture of Edward Bosco, voice actor of Woods in GTFO, playing the game he's in for the first time

and we ran into our idol!

HIDEO KOJIMA!

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Best played cooperatively

All-in-all, these were the nominations and awards we went home to Sweden with. Forever thankful for them giving their time to play GTFO, and for the energy this gave us to continue the development of the game.

hard work

We’ve built hype, so what now followed was months – turning to years – of extremely hard work. When we had time to close our eyes, the Unity interface was burnt into our eyes.

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playtests

As we didn’t have any dedicated playtest department back in these days, we usually forced our friends to come by to playtest and give feedback. Salary was pizza and energy drinks.

and delays...

An unfortunate part of game development is that it’s hard to predict exactly when a game will be finished. “Shit happens” really applies well to game development – you run into problems you didn’t expect, adding months of more development than you first thought.

 

This was also the case with GTFO, and by the end of 2018, we had to inform our community that we will have to delay GTFO, that was supposed to be released during 2018.

 

Having needed to delay GTFO, and disappoint our community, is definitely one of the reasons were extremely reluctant to give a release date for Den of Wolves, that were in development of now.

 

A testament to this is when you, if you scroll down, see how close to the actual release date we announced it.

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2019

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GTFO ALPHA NETWORK TEST FOR OUR COMMUNITY

Our community (the best community) played a massive part in making GTFO possible. As said previously, as a self-funded small independent studio, we had no dedicated playtest department or a team of QA engineers.

 

As we approached release, we organized a GTFO Alpha Network Test in late October 2019.

 

Contrary to how some other developers use open beta tests – more as a marketing tool rather than to actually collect player data and squash bugs – ours had a real technical purpose. Find bugs and squash them.

 

After this test, we conducted two more tests with the community before feeling confident enough to communicate a release date.

EXPLAINING THE RUNDOWN

GTFO used a unique concept for delivering new content, called the Rundown. Basically, our take on “Campaign” was “the Rundown”, where we would wipe the previous Rundown and replace it with a new.

 

As it was something new (and a bit controversial), we made this video to explain it to our community.

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7 days before release, we finally felt confident enough to announce a definitive release date: December 9th, 2019

Early Access launch

December 9th, 2019. The time had come, and we felt proud enough over GTFO to release it to the public as Early Access on Steam, almost exactly 2 years after our first gameplay trailer on The Game Awards 2017.

 

To say we were nervous when we clicked the launch button in the Steam backend, would be a gross understatement.

 

GTFO was funded with money from our own pockets. A failure would hit us hard, not only because of all the time we’ve put into its creation but also due to the enormous economic impact.

 

“I remember us having discussions about sales numbers, and that everyone had to be pleased if we hit 50-60,000 copies sold during its lifetime.”

 

Seeing GTFO climb the global top sellers list on Steam in real-time, right to the top spot, was unreal.

 

10 Chambers reclaimed the development budget and broke even in 9 days after the release of GTFO, after about four years of development.

 

 

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2020

creators puts the spotlight on gtfo

One big contributing factor to the success of GTFO, was creators, and some specific ones in particular.

 

We’ll forever be grateful to Markiplier, jacksepticeye, LordMinion777, muyskerm, GassyMexican… and many more that gave their time to create content about GTFO. We loved watching it, and it 100% helped the game become what it is.

markiplier proves he's a skilled player and earns our eternal respect

One especially fond memory we have at the studio, was when we saw Markiplier complete an expedition solo in GTFO. Anyone who ever played the game knows how challenging this is. It’s not even meant to work!

 

You can find the full video here.

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The unfortunate timing of Rundown 002 / Infection

On March 31st, 2020, we release our first new Rundown since release for GTFO. In a bizarre event, the Rundown’s name “Infection” happens to coincide with the horrible Covid-19 events that unfolded some months before its release.

 

100% coincidence as planning for this update started long before the covid-19 outbreak, but we actually were recommended by some advisors to change the name or delay the update.

Nominated for The Best Game You Suck At at the Steam Awards

We believe the description was deliberately written for GTFO:

 

“Best Game You Suck At” – This is the game that rewards persistence, and is not for the faint of heart. It’s the toughest game we’ve ever loved.

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adding more muscles to the studio

While continuing the development of GTFO, delivering new Rundowns and features towards a Version 1.0 release, we started tinkering with the idea of making a heist game again. An ambitious idea that would require us to grow the studio, adding more muscle.

 

We needed a partner, and in October 2020, Tencent made a significant investment in our studio to support the development of this game.

outgrew our old office, moved into a new one

To be able to make the vision of our new heist game reality, we needed to grow our team of around 10 people to a team closer to a 100. This meant new office space was needed, as our current could barely fit us already! After looking around for a long time, we found a beautiful office space. Fittingly for what we work with, it’s in the old building of the Royal Institute of Technology  in Stockholm.

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the chamber table. You all understand we had to make this table, right?

a big shoe-rack is of huge importance at 10 chambers

And why so? When Ulf Andersson started his first game studio they had their office in his mothers house. In Sweden you don’t wear shoes inside your house, and there and then the no-shoe policy was invented and it rules to this day.

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1 year anniversary-statistics

To celebrate GTFO’s One Year in Early Access Anniversary, we released some deadly statistics from the game.

 

Among them:

Killed prisoners: 12,113,262

Terminal ‘help’ commands: 623,415

Toughest expedition: R2E1, with only 1.4% of players succeeding

 

What a blood bath.

 

early concept art of creating midway city, where den of wolves takes place

Exactly when the “development of Den of Wolves” started is hard to pinpoint. It has existed in Ulf’s brain for over ten years – it’s the heist game he always wanted to make, but didn’t have the resources for it back then.

 

But somewhere here, the conceptualization of the game starts at the studio, and this is some of the early concept art where we tried to nail the direction of Midway City, an unregulated innovation zone created to combat a global data security threat caused by deep learning AI.

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2021

1.0 Launch

After being in Early Access for almost exactly two years, GTFO is ready for Version 1.0. And what better arena to announce this, than live at The Game Awards again?

 

With Version 1.0 released, we started the project of bringing back all the old Rundowns as alternative versions, to build a foundation of expeditions GTFO can live on with.

2022

ALT://Rundown 1.0 Deviation is released

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ALT://Rundown 2.0 Infection is released

2023

ALT://Rundown 3.0 The Vessel is released

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ALT://Rundown 4.0 Contact is released

ALT://Rundown 5.0 Rebirth is released

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ALT://Rundown 6.0 Destination is released

Farewell, GTFO

After about 8 years of total development time, it was time to bid farewell to GTFO. Spending more time in those dark tunnels would not be good for us.

 

Again, live at The Game Awards, we premiered the last GTFO trailer: the trailer for Rundown 8.0—Duality.

 

Of course, saying goodbye to a project you’ve been working tirelessly on for so long was bittersweet. But at the same time, we were superhyped to give our all to Den of Wolves.

 

GTFO is available on Steam and contains 8 Rundowns and 83 expeditions.

Hello, Den of Wolves

Right after showing our respects to GTFO, Ulf Andersson entered the stage to reveal Den of Wolves for the first time.

 

This first trailer focused on establishing the setting of Den of Wolves: a near-future sci-fi with a lot of mind-fuckery and futuristic heists.

 

We’ll admit, it’s cryptic as fuck (but it’s provocative, it gets the people going).

so cryptic, we published a video of Ulf Andersson explaining the trailer

2024

gamers want gameplay

Even though the first cryptic name reveal trailer of Den of Wolves did contain some snippets of gameplay, we know. Gamers want pure gameplay, fuck cinematics. Right? So we went to… you guessed it… The Game Awards again, in 2024, to show off Den of Wolves gameplay.

 

FUN FACT: The rap at the end of the trailer was added just hours before submitting it. It was a last-minute idea that turned out well.

Lit up the sky of Los Angeles

And while we were there, we lit up the sky of Los Angeles with 1000 drones equipped with pyrotechnics.

2025

heisting the human brain, revealing the dive

And more gameplay it was, this time revealing the Dive. In 2097, when Den of Wolves takes place, critical data lives in human minds — the only storage AI cannot penetrate. By hacking into these bio stashes —Diving—you extract encrypted intelligence directly from neural networks, accessing secrets buried deeper than any vault.

pc gaming show june 2025

ARE YOU NOT ENTERTAINED? MORE GAMEPLAY! At PC Gaming Show 2025 in June, we aired a new gameplay trailer for Den of Wolves.

pc gamer visits our office

While working together with PC Gamer for the PC Gaming Show, we also had the honor of welcoming them to our office in Stockholm.

 

During their time here, they recorded this short documentary piece about our studio and the development of Den of Wolves.

future games show gamescom 2025

We also made a BRIEF visit to the Future Games Show! We would be happy to come back again and visit.

Into the Infinite 2025

Into the Infinite is Tencent’s trailer show that airs during Gamescom. They were kind enough to invite us, and we recorded this video together, including both gameplay and us discussing Den of Wolves.

what's next?

And here we are. Working harder than ever to make Den of Wolves a game we can be proud of, and you can enjoy together with your friends.

 

The year ain’t over yet and we can promise you will see more gameplay footage before it ends.

 

If you didn’t do it already, GO AND WISHLIST IT ON STEAM, NOW!

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