FatShark, when will you finally give us a proper horde defense mode?

The Astra Militarum fortresses in Tertium’s Throneside and Aquila District are perfect for this! Here’s how it could work:


Two Gameplay Variants

  1. Standard Defense
  • Duration: Matches a regular mission (~25 mins) with light roguelite elements.
  • Goal: Hold positions until evacuation arrives (e.g., Valkyrie dropship at 20-min mark).
  1. Endless Maelstrom
  • Progressive Difficulty: Shrinking safe zones + stacking Auric modifiers after each wave:
    • Wave 10+: Nurgle’s Rot (thick fog disabling enemy outlines, spreading toward the fortress entrance).
    • Wave 15+: Traitor Captain’s Onslaught (elite boss leading 8+ Gunners/Maulers in coordinated assault).
    • Wave 20+: No Respawns (permadeath until squad wipe).

Map Integration & 40K Flavor

  • Defensible Terrain:
    • Set up auto-turrets in bastion corridors (limited ammo).
    • Repair barricades during wave breaks using scrap resources.
  • Thematic Hazards:

“Imagine fighting atop walls crusted with centuries of Imperial grime, while Nurgle’s fog swallows the outer trenches. True trench warfare horror!”


Why This Fits Darktide

“This isn’t just another holdout — it’s the last stand of the damned! Give us our Vraks-style meatgrinder, FatShark. Let the fortress guns fall silent one by one… until only chainswords and faith remain.” :skull::fire:

Suggested Additions:

  • Boss-specific mechanics (e.g., disable the Traitor Captain’s vox-commander to stop reinforcements).
  • Roguelite “blessing altars” between waves (choose between toughness regen or ammo efficiency).



2 Likes

Mortis Trials has been the closest well get prior games had last stand with less position forced requirements.

It doesn’t tend to be as popular or longevity boosting mode for FS so likely won’t invest much more into it.

4 Likes

Oh, To be honest, the Mortis trials aren’t very attractive.

1 Like

Exactly

Defense Mode Information Supplement:
Progression & Resource System
Core Loop:

Players start with basic loadouts .

Each survived wave grants Throne Scrip (upgrade currency).

Between waves, access the Armsmen Exchange to spend scrip on:

:play_button: Weapon Upgrades: Tier progression

:play_button: Fortification Repairs: Reinforce gates/install auto-turrets (limited charges)

:play_button: Consumables: Purchase medkits/ammo crates (25% cost increase per buy)

Critical Caveat (Endless Mode):

After Wave 15, a 6th Regiment Valkyrie strafes the exchange point, blasting it to rubble! No further upgrades possible — survive with what you have as the true hell begins. :collision::helicopter:

Note: In the Endless Mode, players can choose to withdraw or continue the battle each time they complete it

Thematic Execution
Valkyrie Assault Sequence:

Distorted vox-hail: “Die loyalist dogs! Wolff sends his regards!”

5-second warning (red laser targeting grid on exchange zone)

Missile impact → permanent destruction + fire hazard zone

Post-Destruction Scarcity:

Ammo/medicae only via random airdrops (40% chance per wave)

Weapon upgrades locked; repairs require scavenging field resources (kill elites for scrap)

Why This Enhances Gameplay
Early Game: Strategic resource hoarding vs. immediate power spikes.

Late Game: White-knuckle survival using crippled infrastructure — pure 40K desperation.

Lore Synergy: The 6th Regiment’s betrayal physically manifests, turning support systems against you.

Suggested Visual:
Smoldering Valkyrie wreckage impaled by the fortress gates, with Traitor Guardsmen looting corpses nearby — a grim reminder that in Tertium, hope dies first. :fire::skull:

“When the Valkyrie’s shadow falls, you’ll pray for the days of ammo scarcity. Welcome to the real Long War.”

Are u AI?

1 Like

English is not my first language, so I will tell the AI my thoughts and ask it to translate for me,but AI likes to polish it and add some of its own ideas LOL

What is u main language?

chinese

It would be nice to actually have an objective or mode be an actual defence, because there is not one where you actually defend anything other than yourself. The second half of Vigil tower comes close, but usually when defending something you try to avoid having enemies get in. Not only do enemies get in, enemies tend to stay in even after completing the mission.

Yes, a constantly changing and upgradable defense mode is very attractive, with the changes of the enemies and the continuous upgrading of the players themselves. There are also defense equipment such as “turrets and roadblocks” that make full use of the facilities. There is also the test of the endless mode. Fat Shark should create this mode, and even the map can be used directly.

New Defense Mechanic: Valkyrie Bombing Run
Inspired by Helldivers 2’s Illuminate Airstrikes

Core Mechanics
Bombing Trigger:

After Wave 10+ in Endless Mode, Traitor Valkyries launch strafing runs on the Astra Militarum fortress.

Red Laser Grids appear 3 seconds before impact, marking blast paths (2m width).

Bomb Variants:

Type Effect Visual
Incendiary Bomb High direct damage (80% HP) + fire pools Imperial promethium explosion
Plague Bomb (Nurgle) Low damage (30% HP) but releases Fortification Gas:

  • Boosts enemy damage/resistance by 25% for 15s Green toxic mist with flies
    Counterplay - Skyfire AA Turret:

Spend 200 Throne Scrip to activate fortress-mounted “Skyfire” guns.

Effect: 50% chance to shoot down incoming Valkyries (canceling the bombing).

Successful Intercept: Valkyrie crashes into enemy hordes (dealing AoE damage).

Execution Details
Sound Design:

Valkyrie approach: Distorted engine roar + heretic vox-hail (“Burn for the Dark Gods!”)

Skyfire activation: Mechanical whirring + Tech-Priest chant (“Spirits of Iron, strike true!”)

Strategic Weight:

Choosing to spend scrip on AA guns risks depleting ammo/repair funds. But ignoring Valkyries? That’s a one-way trip to Nurgle’s spa.

40K Thematic Brutality
“When those traitor engines scream overhead, you’ll taste ashes and regret. Pray the Skyfire’s machine-spirit is feeling merciful… or aim your lasgun skyward and spit defiance!” :collision::helicopter:

Visual Concept:
Traitor Valkyries streaked with rust and Nurgle’s sigils, unleashing payloads that stain the bastion’s durasteel with warp-tainted fire/ooze. Skyfire turrets recoil with each shot, their barrels glowing white-hot.

@FatsharkKitefin @FatsharkStrawHat

My dear fatsharks, don’t you really come up with such a defensive mode

Defense Mode: Fortress Armory Functions
This shop isn’t just a store — it’s your lifeline against the tide of heresy. Spend Throne Scrip wisely!

  1. Weapon Upgrades & Swaps
    Start with basic gear (e.g., Kantrael lasgun / Catachan blade).

Upgrade weapons to higher tiers.

Cost: 150-450 Scrip (based on tier)

  1. Razorwire Fortifications
    Deployable Razorwire:

Slows enemies + deals 5% HP/sec damage within zone.

Limits: Each player can place only 2 wires per game.

Strategic Warning:

Heavy units (BOSSES, Traitor Captains, Crushers, Maulers, Valkyrie bombs) DESTROY razorwire on contact! They prioritize shredding your defenses.

Place wires at chokepoints — not open fields!

  1. Skyfire AA System Activation
    Cost: 200 Scrip per activation.

Effect: 50% chance to shoot down Traitor Valkyries mid-bombing run (nullifies attack).

Successful intercept: Valkyrie wreckage crushes enemies (AOE damage).

  1. Consumables
    Item Effect Cost
    Ammo Crate Full team ammo refill 100 Scrip
    Medicae Station Heal 50% HP to all in radius 200 Scrip
    Combat Stimms +20% damage/attack speed (15s) 75 Scrip
  2. Orbital Fire Support (BIG GUNS)
    Call in Loyalist Valkyrie Bombing:

Pay 1,000 Scrip to mark a target zone.

After 8s, explosive barrage deals massive AOE damage (instakills elites, 60% HP to bosses,fire area).

Theatrical Flair:

Valkyrie pilot vox-line: “Reinforcements inbound! Look alive, rejects!”

Explosion SFX: Earthshaker-grade shockwaves + Imperial fanfare.

Critical Gameplay Loop
"Early waves: Hoard scrip for razorwire and AA guns. Late waves: Burn it all on Valkyrie strikes while screaming prayers to the God-Emperor! That’s the 40K way. " :collision::crossed_swords:

Balance Note:

Fire support’s high cost prevents spamming (max 1-2 uses per match).

Razorwire destruction creates scrap piles — salvage for 20% scrip refund if destroyed by heavies.

Visual Design:
The armory is a sandbagged Imperial outpost with a sweating Munitorum clerk. Skyfire guns smoke after firing, razorwire gleams with fresh blood, and Valkyrie strikes paint the sky in holy fire. :fire::small_airplane:

hold out events werent very fun to start with and besides when you have psykers with infinite cleave and ogryn with infinite stagger holding a point isnt much of an issue against all non boss enemies

I have also taken this into consideration. Therefore, if the endless mode is chosen, the attributes of the enemies (health, defense, attack and resilience) will be enhanced after each wave ends

  • Moreover, in my design, the Endless mode will activate the permanent death mode after persisting for 30 waves, and players cannot be revived after being killed

that doesnt mean much when ogryn can push stagger 9999 ragers and psyker has infinite scalling with density

again no one is gonna die if theres a single purge/flamer/trauma/smite user on the team

Problem with hold out is that after a while they just end up being boring, same reason that Rolling Steel isn’t the length as the usual missions (which I would prefer to be reworked into a 2 part mission that take roughly the same time as usual)

  • So I designed the endless mode, which allows you to choose to withdraw after each wave ends