Expedition Feels Like It's Missing the Core of Darktide

Hi everyone,

I’m a Fatshark tester, and I’ve been playing the Expedition game mode for about two days.

As a Partner Creator, I’m not entirely sure if it’s appropriate for me to say negative things about a patch to the developers. But I’d still like to share my honest thoughts.

Before getting into the main points, if you need a quick overview of what the Expedition mode actually looks like, this video might help:

In this post, I’ll only be talking about Expedition mode, since it’s the biggest part of this update and the newly introduced game mode.

As for the balance changes, opinions vary a lot depending on the region anyway, so I’m just going to go with the flow on that.
(Though personally I still think the Pickpocket nerf shouldn’t have happened, or at least should have been handled in a different way… but I’m sure many people here will disagree.)

To put it bluntly, I feel like Expedition might end up following the same path as Trials of Mortis — a mode that just doesn’t really fit Darktide.


The first reason is that it’s hard to feel the core fun of Darktide.

To me, the fundamental appeal of Vermintide and Darktide has always been the same:
four players working together to fight off hundreds, sometimes thousands of enemies rushing them all at once.

The excitement comes from that teamwork — the intense, deep combat where everyone struggles toward a shared objective and eventually manages to overcome the odds and return to the Mourningstar together. That experience is what made the game so fun for me.

But Expedition seems to be aiming in a completely different direction.

Since it’s structured as an extraction-style mode, farming resources and solving mechanics become far more important than the combat itself.

There’s also a time limit, and multiple objectives can be done simultaneously. Because of that, the most efficient way to clear the mode — meaning collecting as many Tech-Remnants as possible before extracting — is for the team to split up and complete separate objectives individually.

On top of that, since the main goal is farming, avoiding combat often ends up being the most efficient strategy.

It almost feels like Fatshark anticipated this, because the enemy detection range seems extremely small.

In the video below, it almost looks like the enemies are pretending not to notice me.

Because of this, the core fun of Darktide — combat — ends up taking a back seat, while the gameplay becomes mostly about running around the map, completing mechanics, and farming resources.

(Of course you can still engage enemies if you want, but in this mode that’s simply not the efficient way to play.)

When I first tried the mode, it was still interesting thanks to the new system and the high-quality map design. But after playing more rounds, I started missing the standard missions and even Havoc mode.


The second reason is the lack of motivation for repeated play.

In Expedition, the goal is to gather as many Tech-Remnants as possible and return safely to the Mourningstar.

And my first thought after finishing a run was:

“Okay, that’s great… but what can I actually do with these?”

The answer right now is: nothing.

Unlike other extraction games, repeated runs don’t allow you to start the next game with additional buffs or special items.

Every run basically feels identical.

You spawn with your chosen loadout, clear mechanics and farm resources across the three investigation zones, and then extract.

That’s it.

At the very least, there should have been some kind of system to motivate players to keep playing the mode long term.

For example, why is Havoc mode, which has a pretty bad reputation on the forums, still more popular than ‘Mortis Trial’ and able to maintain a stable player base?

Even though Havoc gives players heavy debuffs and makes enemies extremely strong — which can feel unfair — the process of working together with your team to fight off endless waves of enemies is simply more immersive and satisfying.

Even if the rewards aren’t meaningful, it still preserves the core essence of a Tide game.

But Expedition doesn’t feel that way.

Since it’s pursuing a completely different gameplay style, there should have been other elements added to make the mode enjoyable in its own way.

Surprisingly, there’s basically nothing.

(There is the Penances, but honestly I don’t think that was designed to be something players are meant to enjoy…)

Personally, I think there absolutely needs to be a way to spend the resources you extract — whether that’s upgrading existing weapons to higher tiers, unlocking cosmetics, or something similar.


That’s why I feel Expedition mode is somewhat disappointing.

I also showed the preview to other Korean players and asked what they thought, and most of the responses were similar: “It’s a bit underwhelming.”

The most common feedback I heard was simply that people would prefer more new weapons and more new maps for the core game.

I assume many of you here have probably seen Expedition gameplay through other streamers or YouTubers already.

So I’m curious —
what do you all think?

That’s my sentiment aswell, I do like the map being outside of the hive city but I would rather it just was a new map for the core game…I’m gonna give the mode a chance though.

I’m feeling the same way just from watching people play. Like I’m bored watching streams in a way that doesn’t happen watching people run havocs, for example. It’s a seemingly shallow game mode and I think the tech remnants not having any real purpose is such a glaringly obvious hole to me that I’m genuinely surprised.

Fun to read thoughts from someone who has been playing it! Thanks for sharing!

The meta/progression incentives are a big concern of mine…but I think the gameplay loop looks great! Very Remnant: FTA Survival mode. And that’s gonna hook me big time with DT combat sprinkled in…for some amount of time.

To compare to Mortis & Havoc: neither offer exactly the gameplay I’m looking for and both take too damn long to play. Expeditions look like they fix both of those problems (for me) while also giving us randomized environments in a Tide game (FINALLY!) and an in-mission resource management loop that looks solid.

simple answer? show off/superiority over those not rocking the 40tag. nothing else to it :man_shrugging:

maybe if you got a group of 4 real life friends.

as for playing with randoms it’s rather “step aside and watch me how it’s done proper”

can’t trust em with anything or you’re seriously f’ed in a pinch, so a self preservative playstyle becomes mandatory.

in that regard being able to venture off on my own in expedition seems like a “natural” way when playing with randoms.

then again, hunting for useless scrap on a time based mode with little to show for in terms of clutchint/carrying, where’s the appeal in the long run?

aint in a hurry though and mode is gonna be released in 3 days so as always it’s wait and see

Oh hey and while you’re here I hope you’ll humor a question I haven’t seen an answer to: the mode is drop-in with quickplay, but is it drop-out? As in you can leave without your team and make some meta progression?

I suspect not, but it’s been my biggest question!

No, that’s not possible. The run only counts if you board the extraction and successfully leave.

Thanks so much! I figured, but damn did I want drop-out to be a thing.

Still, I’m thankful we got some real improvements here over Chaos Wastes. The move away from campaigns as the unit of time you have to devote to the mode in one sitting is a really good one.

Hopefully the meta-progression gets beefed up!

Thank you for coming here and writing out your thoughts for us to read. This is all valuable info that I was wondering about and hadn’t heard anything yet.

I hope you don’t get into any trouble trying to share info with your fellow players.

Oh, and your video walking through the actual mechanics is great! Nice work! (just got to the compass part)

I really don’t understand why so many people are excited for it. I haven’t seen a single playtester who says anything beyond “it exists for sure”, and the gameplay doesn’t differ enough from the adventure mode in any potentially interesting ways to justify playing.

Mortis Trials was at least different in that it is (was) a wave defence mode with boon power ups

Havoc offers mutators that change the gameplay a lot (even if I don’t like them)

But what do expeditions offer to change the gameplay? Instead of going through a tightly designed linear level, focusing mainly on combat to reach the end of the level, you’re running around a big (procedurally generated?) level looking for scrap and salvage. From what I’ve seen of the gameplay, even at the highest difficulty you spend more time running around picking up items and completing hacking mini games than fighting. And if you ever somehow get overwhelmed by the 10 enemies that seem to exist at once, since you’re in a big open level, you can just run away and not have to fight anything. The only time combat really seems necessary is when extracting at the Valkyrie, but even then the enemy numbers are low and players have even more ways to explode the screen and kill everything, like those mini nuke things.

Feels like a lot of people are imagining something closer to chaos wastes with boons and random modifiers, rather than Helldivers 2 2.0

There are 2 things that are particularly exciting about this mode to me:

First (and most importantly) is that the levels are randomized. FINALLY, for the first time in a Tide game, we’re not just rats in a little kill box being prodded towards a specific, rote action. The promise of starting up a mission and not knowing pretty much exactly what is going to happen and when is huge. It might not be everyone’s thing, but I’m seeing more varied and interesting encounters in the footage I’m watching.

All the level work I’ve seen so far looks like FS-Tier stuff. Some really interesting spaces (tactically & visually) and loads of attention to detail. I just want to be in these spaces! And that’s something we don’t really get the luxury of doing in normal DT.

And, not for nothing, this terrain system also opens up technical possibilities/efficiencies that I bet will be great for the longevity of the game.

The second thing I’m excited about is the scaffolding of the mode itself: there’s a (soft, lovely) upper time limit, we have agency to end a run with rewards for our time, there’s no potential hour+ lock in, there’s quickplay, and there’s a strong emphasis on a different flavor of resource management through a run. Really looking forward to that loop.

So it’s another mode that just goes against of what makes Darktide fun. Whether it’s the shareholders, telling the devs to add stuff that doesn’t fit the game, because they just care about putting the popular thing in the game in hopes to make more profit, or the devs genuinely not understanding their own game, the outcome is all the same.

And FatShark says that it’s an update they were working on for a while, all for it to go down the drain. I don’t even feel like joking or being sarcastic/critical of them anymore. I’m just sad.

I don’t think we’ll ever get Darktide we want. It’ll be miserable watching the game slowly die out because resources will be spent on adding stuff that people stop caring about days after it gets added.

Maybe the Untitled Project they are working on will end up being better, but if the theory about the shareholders, who don’t understand nor care about videogames and only want to maximaze profit, having a grip on FatShark’s games, is correct, then we are in for a long road to dissapointment.

I watched stream, it doesn’t look fun to go around collecting crap. They should’ve just copied chaos wastes, boons could’ve been reworked into emperor blessing or some warp distortions that would buff or harm player builds like in VT 2, where for example zealot could get hp regen.

I am sure it is possible to do some lore workaround to fit similar game mode inside.

Should have more unique items, stimms that can’t be found in regular mode, maybe with some corruption on use, that would serve as price for absurd power trip they would give.

Some chaos wastes potions have negative effects, could’ve improve upon this idea.

How about a temporary-use Hot-Shot Volleygun and a jetpack? A KARKER CAN DREAM!

But there are new mines and bombs and ordinance call-ins.

I want this to go full Gaunt’s Ghosts and have a map that flips the script…is still randomly-assembled but does it in a directional fashion where we assault a stronghold. Our sniper up in the hills.

The potential here is huge!

Im glad you got your thoughts out there. brave enough even for someone who has the privilege and visual on the NDA will still go out of their way to provide criticism especially THIS early before its release to the public.

Yes, the problem is indeed replayability and Apparently Fatshark is allergic to replicating success from Chaos Wastes. They’re putting all the foundations for it but missing the Key thing that completes the pie. Which is the BUFFS now. I wish in an ideal world we just remove Mortis trials, and put all that asset, all those buffs and add them in this new mode. We need that replayabilty and Mortis trials just lacks that oompf. better it be gone and moved to something else so that assets wont be wastes. A man can dream.

they can seriously make these buffs grounded enough so the lore nuts and strict writers in Fatshark HQ wouldn’t throw a fit.

Thanks for your thoughts.

i remember how a longer time ago, someone at fatshark said they’re looking at procedurally generated maps, as the darktide maps had only few of these changing elements, like which of the 3 bridges at the escape from hab dreyko remains intaact.

now that they have spent a lot of time to get this system running for expeditions, i expect that future maps will use a lot of it, maybe combined with traditionally human-built parts, as it saves a lot of future work, and from what i’ve seen so far it can produce larger maps
watched First Look: Expeditions - No Commentary

Yup! These kinds of systems are the future. They are force multipliers…and since FS has some of the best level people in the business, the ultimate quality of the output is looking crazy high. Just look at that video and compare it to any level in HD2 or Arc: Raiders.

Importantly though, FS made the distinction below:

I think what they’re trying to convey is that the maps aren’t assembled procedurally (vs. manually) at a granular level. So like Remnant: FTA and other popular roguelites. So all traditionally human-built parts, assembled in different ways!

Very true. Replayability might have players focus on basic balance and mechanics. The best tactic is to keep making new modes and more DLC classes. Players should be intent on new possibilities and new rewards, not old problems.