Sweden-based developer 10 Chambers has solely not too long ago launched a trailer for Den of Wolves, its long-awaited try to interrupt into the heist style of shooter. However as one journey begins, one other involves an finish. GTFO, with its dramatically totally different tone from the theft roots and way forward for the studio, is receiving its closing replace.
A farewell replace aiming to wrap up free ends, GTFO’s [insert update name] shall be re-adding content material that has been beforehand phased out in typical dwell service vogue. There’ll in fact be a reality-bending narrative conclusion, and a choice of difficult closing missions for followers to throw themselves at. In accordance with 10 Chambers co-founder and GTFO narrative designer Simon Viklund, it’s a recreation they needed to make.
“It couldn’t have turned out another approach” Viklund recounts. “Though I do know there have been lots of of darlings we needed to kill whereas making this recreation, as we have been such a small crew with restricted price range and time. Now that we’ve come to peace with the truth that that is the final replace, particularly narratively, it feels nice. Nice for it to dwell on Steam now and be what I imagine is a incredible product contemplating the circumstances.”
10 Chambers, because the identify implies, was first shaped by a core employees of ten builders. Not all of these have been even engaged on the sport immediately, nevertheless it’s from this small crew that Viklund and numerous different veteran Swedish devs that GTFO bubbled forth. As GTFO grew, so has 10 Chambers, because it scaled as much as tackle bigger tasks like Den of Wolves.
With roughly 4 years since GTFO was launched, Viklund believes the crew has realized so much. “There’s so much. Early Entry was large for us. We had a really optimistic expertise with that, and placing GTFO within the fingers of gamers sooner than we in any other case would have is a lot extra pleasing. Helpful too, because of the early suggestions.”
Past studying from suggestions to GTFO, Viklund additionally states that GTFO has helped the studio with its confidence.“Confidence in our skill to increase upon Co-op mechanics, storytelling, our skill to inform a narrative in this type of multiplayer recreation. Then in fact there have been the brand new challenges with constructing an organization and passing that confidence onto new folks becoming a member of. It was good to have the founders and now-directors have that confidence. We will have a look at GTFO and say ‘we might pull that off, so we are able to go to the subsequent stage which is Den of Wolves’.”
![GTFO press image 2](https://assetsio.reedpopcdn.com/gtfo-2_7mh3ziJ.jpg?width=690&quality=70&format=jpg&auto=webp)
It’s clear that Viklund not less than has a optimistic outlook on the conclusion of GTFO’s life as a dwell service recreation, nevertheless it begs the query: how did GTFO survive the previous few years whereas different area of interest titles pale out? GTFO was by no means the most well-liked recreation – as a difficulty-focused team-based shooter with no in-game matchmaking, it’s area of interest by nature.
“I don’t know, perhaps there’s some lightning in a bottle right here. Our ardour shines via, however I don’t know what it’s!” states Viklund. The sport launched in 2019, a full yr earlier than Tencent acquired a significant stake within the studio, however Viklund didn’t touch upon how large a component Tencent’s funding performed within the studio’s success.
Viklund additionally rejected the premise that many Payday followers crossed over to assist prop the GTFO group up. In case you don’t know, each Simon Viklund and 10 Chambers CEO Ulf Andersson based the corporate following time spent at Starbreeze. The 2 have a long-lasting historical past, working collectively at Grin in 2000, then Overkill Software program in 2009 earlier than it was acquired by Starbreeze. It was the crew at Overkill that created the Payday collection – maybe the most well-liked PC heist shooter IP on the market.
Despite their private legacy, and a few shared DNA between GTFO and the Payday collection, Viklund was agency in his perception that the sport stood by itself two ft. “There’s one thing to be stated about GTFO scratching an itch that different video games aren’t. I don’t suppose it’s competing with different video games as a lot as you’d suppose. The folks enjoying GTFO usually are not enjoying the arcade-y broad-market stuff we don’t suppose.”
![GTFO press image 3](https://assetsio.reedpopcdn.com/gtfo-3_ILLpC6D.jpg?width=690&quality=70&format=jpg&auto=webp)
Viklund continues: “I don’t know for positive, I’ve no proof, however I don’t suppose the venn diagram of individuals enjoying GTFO and other people enjoying Payday has that a lot crossover. Payday is so arcade-y and quick. At first I hoped with this recreation that we might steal somewhat little bit of the viewers from Payday. However as soon as we began I started to know the imaginative and prescient higher, and the way gradual and methodical it’s, I realised that this wasn’t for a similar folks.”
Possibly it was a mixture of protecting the crew small and rising slowly, reasonable expectations for the comparatively area of interest product, Tencent leaping in and a few good ol’ long-established high quality gameplay that helped GTFO get the f*ck out of the previous few years of dwell service hell unscathed. Both approach, the sport will find yourself in a uncommon spot for multiplayer video games lately: characteristic full and meaningfully concluded. Amongst different issues, a agency basis for future work.
This interview was performed through a visit to the Ubisoft places of work in Denmark, which was paid for and accommodated by PR