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Warhammer 40K: Dawn of War 4 Returns to Its Roots
Entertainment

Warhammer 40K: Dawn of War 4 Returns to Its Roots

IGN6h ago
3 min read
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Key Facts

  • ✓ King Art Games was recruited after the success of their Kickstarter title, Iron Harvest.
  • ✓ The development team is prioritizing a return to the base-building mechanics of the original Dawn of War.
  • ✓ Design philosophy focuses on intuitive gameplay that teaches faction identity without requiring deep lore knowledge.
  • ✓ Games Workshop approached the studio with the concept after observing their work on previous RTS projects.

In This Article

  1. A Franchise Reborn
  2. The Path to Production
  3. Designing for Everyone
  4. Returning to the Roots
  5. The War Ahead

A Franchise Reborn#

The Warhammer 40,000 universe is preparing for a massive counter-offensive. After lying dormant since 2017, the beloved Dawn of War series is officially returning to the front lines. The previous installment failed to capture the hearts of the community, leaving a void in the real-time strategy genre that fans have been eager to see filled.

Now, King Art Games has been handed the difficult task of revitalizing the franchise. The studio faces the dual challenge of navigating tricky development decisions while satisfying an eager but notoriously picky fanbase. Through a series of strategic choices, the team aims to reignite the fires of war for both veterans and recruits alike.

The Path to Production#

The journey to Dawn of War 4 began with a different war. King Art Games was deep in development on Iron Harvest, a Kickstarter-funded RTS set in an alternate-history 1920s. The team was transparent about their progress, showcasing their engine's capabilities and their talent for art direction. This openness caught the eye of an unlikely observer.

Games Workshop, the custodians of the Warhammer IP, reached out with a hypothetical question: what would the team do with a Dawn of War 4 pitch? The initial submission was met with silence, leading the developers to believe the opportunity had passed. However, the commercial success of Iron Harvest upon release triggered a second call.

"When Iron Harvest came out and was successful, they basically came back and said, 'Okay, let's talk about it for real.' ... And then at some point you sign the contract and it's like, holy… it's there. We're doing it."

The reality of the project only truly set in once the ink was dry. For the team at King Art, securing the license was a dream come true, validating their work on Iron Harvest and placing them at the helm of a legendary franchise.

"We make sure that even if the people don't know what Orks are about, they can still play them correctly, basically."

— Jan Theysen, Creative Director

Designing for Everyone#

One of the primary goals for the development team is to make Dawn of War 4 a perfect entry point. Many players cite the original game as their gateway into the sprawling, sometimes convoluted Warhammer 40K universe. Theysen acknowledged this responsibility, noting that the game must be accessible without sacrificing depth.

The philosophy is to teach through gameplay rather than overwhelming exposition. Players shouldn't need to memorize weapon statistics to understand how to play. Instead, the mechanics themselves should communicate the identity of the factions.

Take the Orks, for example. The design intends for players to naturally understand their playstyle simply by interacting with their units and economy:

  • Buildings are cheap and plentiful
  • Units are expendable
  • Aggressive expansion is rewarded

"We make sure that even if the people don't know what Orks are about, they can still play them correctly, basically."

Senior Game Designer Elliott Verbiest emphasized that this approach serves both audiences. While the surface-level gameplay is intuitive, the deeper lore and complexity remain available for those who seek it. This "promise of depth" is what hooks veteran fans, while the immediate fun factor keeps new recruits engaged.

Returning to the Roots#

Perhaps the most significant decision facing the team was defining what a Dawn of War game actually is. The series has evolved drastically over its history, creating a split identity among its player base. The original title was a traditional real-time strategy game focused on base construction and resource control. The sequel shifted to a tactical experience using small squads and RPG-like progression.

Theysen admitted that the team loves both iterations, but they ultimately had to choose a direction. They decided that the franchise's core identity lies in the large-scale warfare of the first game. The team is explicitly moving away from the hero-focused mechanics that defined Dawn of War 3.

The development philosophy can be summarized as:

  1. Base Building: Reintroducing traditional RTS construction mechanics.
  2. Mass Combat: Emphasizing large armies over elite squads.
  3. Intuitive Design: Ensuring gameplay explains the lore.

By stripping back the mechanics to the series' origins, King Art Games hopes to deliver the visceral satisfaction of commanding a massive army in the 41st millennium. It is a return to form intended to capture the spirit that made the original a classic.

The War Ahead#

Warhammer 40,000: Dawn of War 4 represents a calculated return to form. By leveraging the engine and design principles proven in Iron Harvest, King Art Games is building a foundation that honors the franchise's past while ensuring it is welcoming to the future. The studio has made it clear that they are listening to the community's history while writing a new chapter.

As the project moves forward, the focus remains on delivering a "best of both worlds" experience that captures the scale of the original while utilizing modern design sensibilities. For a fanbase that has waited nearly a decade for a worthy successor, the promise of a return to classic RTS roots is exactly the reinforcements they were waiting for.

"It's definitely one of the things that attracted me to it was that, okay, sure, of course there is a surface level understanding of it that you can introduce to the games..."

— Elliott Verbiest, Senior Game Designer

"And then at some point you sign the contract and it's like, holy… it's there. We're doing it."

— Jan Theysen, Creative Director

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