Warhammer 40,000: Chaos Gate - Daemonhunters

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.

Warhammer 40,000: Chaos Gate - Daemonhunters is a warhammer 40k, turn-based strategy and turn-based tactics game developed by Complex Games and published by Frontier Foundry.
Released on May 05th 2022 is available only on Windows in 12 languages: English, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese and Korean.

It has received 12,404 reviews of which 9,629 were positive and 2,775 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 11.24€ on Steam and has a 75% discount.


The Steam community has classified Warhammer 40,000: Chaos Gate - Daemonhunters into these genres:

Media & Screenshots

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Requirements

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Windows
  • OS *: Windows 8.1/10 64bit
  • Processor: Intel i5-4590 / AMD FX-8350
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 770 / AMD Radeon R9 280X
  • DirectX: Version 11
  • Storage: 18 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2024
Try this game, at least on sale. It is one of the best XCOM like experiences and one of the best 40k game (I know, I know, the bar isn't high) I don't intended to write a review for this game, but after hesitating to buy it myself at first, when I saw so much negative reviews I finally bought it and now I've finished the game. And boy these negative reviewers are misleading either due to incompetence or due to spite, it's hard to tell. Mind you that I was playing on a normal difficulty, scared by all the reviews and game is not easy, don't get me wrong. However, I've finished my campaign with 0 (zero) marines/assassins ever being downed or killed, including boss fights and that, if you ask me, as far from 40k feeling as it gets, but was satisfying nevertheless. So, I will base my review on quotes from other reviews I saw just now and it can get pretty long, sorry about that. Also, I'll leave the comment section open for people I quote to get back on me: - "the enemy will always injure your soldiers if they are alive at the end of a turn" - lies, in a midgame they will barely get a chance to move. But to add some hints for cases when enemy is going to have a move next turn: 1) You can severe it's limb carrying it's most dangerous weapon 2) You can make it attack it's allies 3) you can create a killzone with "overwatch" and hazardous environment like fire so they will not reach you alive 4) focus on ranged troops and keeping distance with melee ones to finish them off next turn etc. Most importantly, HP threshold to be in the "wounded" states are much lower than XCOM, and adding the fact that you can boost your off-mission healing to +300%, your wounded marines will heal while being on route to the next mission. Don' t forget to use your Apothecary healing, Medicae skulls or play around armor. Also worth mentioning the augmentation mechanic that expects your marines to be critically injured from time to time so they can be augmented during the recovery process. I don't like this mechanic btw, because I have never met this condition during my playthrough on normal - "you do not have access to weapons or grenades that can efficiently do area damage and defeat large groups of enemies. That's right - the two ranged weapons with an AOE cone have very short range and don't do enough damage to take out even the weakest enemies with one volley, meaning that even if you expose your unit by moving into a favorable position, you will certainly be overwhelmed with attacks next turn." - wow, that must be a joke. There are selection of grenades and they are OP the whole game, I had a grenade focused Purifier with a flamer and he was like literally deleting chaos terminator squads in 2 throws during the final mission lol. Also, there are AoE abilities, too many to list them here. AoE firing modes, even for some melee weapons, I had 2 such melee AoE weapons during my playthrough and during the early stages of the game - a lot of environmental AoE objects like explosives, fuel tanks, statues, braziers, cranes with detachable cargo, all this will help you with crowd control - "Unlike XCOM's two action points per turn, units in this game have three. For you that is almost irrelevant, since you need to usually save one to boost your armor to reduce the amount of damage you take turn after turn after turn. Having 3AP means the enemies, however, can move incredibly long distances to get into melee or flank you, always ensuring you take damage." - Baseline of action points(AP) is three, that is correct, but: 1) Boosting your armor is rarely a good AP use, excluding your tank characters 2) This game is almost built around increasing your AP through combat. There are a ton of abilities that are adding or refunding the AP. The first one you will probably see is execution (when humanoid enemy is stunned, melee attack will have an option to execute it giving +1 AP to EVERY marine, it can be further amplified by gear and abilities to give 2 or even 3 AP per execution per marine, yeah that crazy much), you can even build your squad around stuns/executions with access to advanced classes in a midgame like paladin and chaplain. Other honorable mentions are : "Honor the chapter" ability your first ever marine(Justicar) can unlock, crits with melee/ranged for some classes will refund AP (I had my Interceptor get 2 AP after melee crit that can trigger 2 times/turn, 1 AP refund after teleporting 2 times/turn), basically every class has ways of reducing AP cost or refunding AP, when meeting certain conditions, and one of the first stratagems is to give any marine +2AP. The list goes on. - "enemies are always ridiculously much stronger than your squad on later stages of the game. In X-COM you are weak only at the beginning, when you do not have technologies, here you are always feel weak." - same as XCOM, mid-late game you have so much tools to use that, if built correctly, your squads will finish missions with enemies don't even scratching them - "Games are about fun, not about frustration, when unbalanced difficulty spikes on normal (!) difficulty level just force you to witness constant failures of your squad even when you try to play carefully. I had never such experience even on hard level in X-COM." - it is hard to believe that XCOM veteran that played it on Hard can have not even a hard time but any form of a challenge on Normal difficulty in this game. I am not a hardcore XCOM/Tactical player and, again, I've finished my campaign without losses. Something that is not that easy to achieve in XCOM I will cut this here, feel free to continue this discussion in a comments section, I think I made my point for the doubting people to at least give this game a try. It definitely deserves it despite a very valid list of flaws other reviewers have pointed out. But solid 40k/XCOM inspired games are too rare to be that picky, especially during deep sales. Have fun all!
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May 2024
This is basically X-Com but in the Warhammer 40k universe. It has some significant changes to how range and armor works, as well as much more focus on melee, but the core is the same. If you love X-Com and you love the 40k universe, you'll love this. Very well implemented, great campaign.
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April 2024
I really like this game. I think it does some things to differentiate itself from XCOM 2 that are mostly great, such as removing hit percentages and disincentivizing the turtle playstyle of XCOM (moving up partly and overwatching each and every turn) by adding the chaos meter, among other changes. But these changes don't always play out like it would seem. For example, they get rid of hit percentages. Great! But what this really does, I've found, is just move the RNG to the critical hit chance. So instead of your turn (and possibly the mission) riding on you hitting the enemy, it rather rides on you getting the critical hit with a 60% chance. Functionally a lot of the times it turns out to be the same as XCOM's punishing hit percentages. I think one of the big downsides of the game is the out-of-mission management, it's just not nearly as fun or engaging as building up a base in XCOM 1/2. You upgrade your ship, sure, but it feels like there's no player agency in this. There's just a set amount of upgrades that you follow, with half of them being absolutely critical and half being worthless. (Protip, farm servitors and upgrade your ship as much as possible before the map expands, makes life much easier). By far the biggest downside of the game, in my eyes, is the continued reliance on XCOM's old enemy pod system. I HATE this system to the extent that it's ruining the genre for me. Every mission (in every game) boils down to slowly making your way across the map, making sure to pull each enemy pod one at a time, and making sure you're in the exact perfect position before you send the one guy in to aggro a pod. Yes, in this game they give everyone full movement/action points when you spawn a pod (again, great!) but it doesn't change the fact that every mission becomes a game of pod management, where if you draw more than one pod it might as well be mission over. I don't know why so many games rely on this system, it sucks and needs to go. Xenonauts 1 and 2 have shown the old system still works perfectly. Go back to it, or come up with something better. It sucked in XCOM 1 and 2 and it still sucks in every game that copies it. All that ranting aside I return to my original statement, I really like this game. I've played it for almost 100 hours and I still need to start another game with the Officio Assassinorum content. A turn-based strategy game set in 40k (and based on the Grey Knights no less) is a dream game for me. There's just a few things that keep it from being amazing.
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March 2024
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 that is rarely touched upon but has always been lurking in the grim-dark universe we love. I appreciate the move away from comic book heroes to the a more authentic portrayal of the source material. Don't get me wrong, these are still bad ass Space Marines, larger than life and heroic in their bearing, but they're not invincible. Their duty is to sacrifice for the Emperor, and that they do. Only the Ordo Malleus could take on this challenge, and even then, victory is not assured. If you're looking for a deep and challenging tactical combat game, with well thought out mechanics and progression, a good story with great presentation, and if you're never letting go of this 40k crap until the day you die, Chaos Gate: Daemonhunters is a worthy addition to you game library. Honor the chapter, brothers. The Emperor protects. Recommended.
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Feb. 2024
For context, I played this game without any DLC as reviews made me wary, and I believe some of them played a role in lowering the general rating for Warhammer 40,000: Chaos Gate - Daemonhunters, which I believe is a shame. Also worth mentioning I started and finished this game in Ruthless (3/4 difficulty mode), using saves, and actually quite a lot of that. I only played the first XCOM (which I loved) so I won't go into an extensive comparison with that franchise. The story is efficient, I have only partial knowledge about the 40k universe but I do like it and to me it did the job. The little trio of characters are maybe a little cliche but for such a franchise they make sense each in their own right. The same goes for the aesthetics; dark and "dirty" colors, dismemberements with dynamic animations, arsenal of weapons, all in all this blends well with what you'd expect from a 40k game . The gameplay may seem tedious at first, it took me quite a few hours before understanding how to read the whole HUD or use some of the game mechanics, and honestly it's challenging at times but learning the subtleties after quite a couple unsuccessful attempts (which I tried over and over until I found a way like the savescum I am) felt all the more rewarding, like each turn was a new puzzle to solve. You gotta like turn-based, of course, but you also gotta like customizing builds and find synergy, which was a plus to me. The game features many classes (8 in the vanilla game, a few more with DLCs), each having different builds, meaning you can have two Marines of the same class but with a different specialization, and even at level 9 (max) they won't have everything in the tree, just to give you an idea of the possibilities. You're only allowed 4 Marines per mission so when picking a hard one you better think carefully about how to balance your group and what you will likely need. I personally like to experiment different tactics so I really enjoyed that part of the game. There also comes equipment: you may (and should) sometimes spend several minutes in the pre-mission screen just browsing and picking equipment, although I agree with some commentors that the interface could be easier and faster to use and read. Melee fighting is given some love in that game, to the point that you might be in for a struggle if you pick a "mostly ranged" composition. Not only can you melee attack as part of your action move (the Emperor knows how precious action economy is in turn-based games), but a CRIT with a melee weapon allows you to pick a vital part of an enemy for various effects; some of their abilities can be disabled, you might make them bleed etc, all of that on top of dealing extra damage. And here my good people, I must say there is blissful satisfaction in chopping down limbs and be able to "damage control" a powerful enemy that you cannot kill within a single turn. Missions feature something that gives the game its spice compared to similar games, "Deeds", that is to say optional objectives you may pick upon the start of the mission for better rewards. While sometimes it might be quite straightforward (i.e. "Kill 8 enemies with ranged weapons"), some, usually the ones that lay the greatest rewards, will give you interesting challenges, such as being unable to CRIT for a whole mission or not being able to use Willpower (aka most of your abilities) RNG does play a part, not in terms of hit/miss (you actually know in advance how much a shot will deal, with variables such as cover reducing it and such) but to another interesting mechanics, "Warp surges". This bar progresses over the course of a mission or when you use abilities, and each time it reaches its maximum, it will trigger a random negative effect (the variety is actually quite wide, this is Chaos-borne after all). RNG also applies to encounters: if you saved before a mission and aren't actually satisfied of your party, load your game, start the same mission again, you will see that you might not meet exactly the same groups of enemies. As for the enemy variety, it offers a satisfactory array, if memory serves more than the first XCOM plus a few bosses although I regret that some are met almost only in early games, I wouldn't mind having them sometimes butchering them in larger numbers (thankfully, Cultists are here for that). Now I get some people might hate RNG, but I'd take that design over repetitive gameplay, which would be bound to happen at some point in that type of game. Every now and then the game will lay a couple of different missions at once, and since you have to move to get there and there is a limited amount of in-game days to complete them, you are never able to do them all (failing them will increase the "Corruption" of a planet, and you don't want a planet to get at max). I gladly admit this part may be flustering as sometimes you are not even able to reach 2 of them, and again I confess I reloaded a couple of times when RNG was really too much in my disfavour. You will also have to manage resources... and they are scarce! Even trying my best for the outcome, it was only until late in the game till I stopped feeling starved for requisition (I'm a heavy spender when I play management in games). Which story-wise makes a lot of sense, and I enjoyed that challenge, but if that's not your thing be warned that it's bound to happen. Those game phases also yield events you can react to, some random, some scripted with a regular schedule (namely, reports). The ones most interested in story lines will appreciate that you get to make decisions and get some different dialogs, however those are purely strategic and do not change anything to the plot, and as a usual a fan of "taking sub-obtimal decisions because it fits the character I'm playing or the story I want to tell", I sadly had to push away that tendency of mine because of my priorities of the moment :) But anyway, that's part of playing a "strategy" game over a choice-based RPG so I easily got over it. If I had one single harder criticism, it would be about something that I learned about just before I played the final mission, which btw I still did not use for reasons that will become obvious; you aren't in fact the most rewarded when like me you try your hardest to keep every single Marine alive till the bitter end (I hate losing party members... Darkest Dungeon was a life lesson to me, but when I have other alternatives, I can't stand seeing any of them die... ahem... but I digress). Well, it turns out with the right upgrade, losing some of your Marines rewards you extra ability points for a living one, the only way actually if you want to have a Marine maxed out. Very sad :'( but yeah, grim-dark after all. As I said, you can beat the game without using this once, so feel free not to do so. The positive counterpart being, if you don't voluntarily send Marines to their deaths but it happens by accident, you're not losing everything... Happy? :'P plus throwing Marines on purpose to their death around the end of missions is probably too risky a strategy in hardest difficulty, but I just got annoyed knowing it's actually the thing to do to get the best min-max. Aaaaall in all before I rant about even more aspects of the game, let's TLDR: I had an amazing time playing and finishing that game and beating the many challenges it kept tossing at me like a WAAAAGH! tosses Gretchins, I seem to understand that this is a small studio so kudos, it's likely I'll play the game again in a few years, but I'll get some of the DLCs that time, and this is all a big LIKE on my part :) I recommend it if you're into that kind of "XCOM-like"/turn-based and generally a 40k fan (but the former is not even needed imo) and overall feel ready for the challenge (see aforementioned elements). Just in case, start with the base game only if you're not sure you'll like it, but really, it has a soul and the devs deserve some love for it. We are the Hammer!
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Steam data 19 November 2024 11:03
SteamSpy data 20 December 2024 23:07
Steam price 23 December 2024 12:32
Steam reviews 22 December 2024 07:50
Warhammer 40,000: Chaos Gate - Daemonhunters
7.6
9,629
2,775
Online players
544
Developer
Complex Games
Publisher
Frontier Foundry
Release 05 May 2022
Platforms
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