Proposal: New Playable Race Expansion as a Revenue and Engagement Multiplier

Proposal: New Playable Race Expansion as a Revenue and Engagement Multiplier

Thesis:
Darktide’s systems are already modular enough that adding a siloed playable race would double experiential content and expand monetization without requiring foundational gameplay or engine changes.


Why this matters (business-first)

  • Darktide already has a stable, proven gameplay loop.

  • Large system changes (new classes, progression overhauls) consume engineering time and increase risk.

  • Content additions that reuse systems but change presentation and perspective maximize ROI.

A new playable race expansion does exactly this.


What is being proposed (high level)

  • Add a new playable race (siloed, no cross-faction co-op required).

  • That race has:

    • Its own hub

    • Its own narrative framing

    • Its own progression cosmetics

  • The Imperium gains:

    • A new enemy faction

    • New mission arcs

    • New story context using shared spaces

Result: One expansion creates value for all players, even those who never play the new race.


Why this does NOT require core redesign

  • Mission logic remains unchanged (objectives, pacing, director, difficulty).

  • Weapons retain identical functionality:

    • Same fire rates, damage models, blessings, balance hooks

    • Different visuals, audio, names per race

  • Balance changes propagate automatically across factions because weapon behavior is shared.

  • Existing maps and layouts can be reused with new narrative dressing.

This is content-layer expansion, not systems-layer expansion.


Why this is financially attractive

  1. Expansion sales

    • Clear premium product with tangible scope

    • Not just “more of the same,” but a new perspective

  2. Cash shop expansion

    • Entirely new cosmetic ecosystem:

      • Armor sets

      • Weapon skins

      • Animations

      • Voice packs

    • No overlap cannibalization with existing Imperium cosmetics

  3. Replayability without churn

    • Players re-engage without invalidating prior progress

    • New race = fresh progression track = retained engagement


Why this scales long-term

  • If race data is cleanly interfaced:

    • Engineers build the framework once

    • Artists, audio, and writers carry future expansions

  • Future races become content-driven, not code-driven

  • Engineering resources remain focused on stability, optimization, and core improvements

This turns Darktide into a platform, not just a content treadmill.


Risk assessment (honest)

  • If race systems are not sufficiently modular, some engineering investment is required upfront.

  • That investment pays off permanently by reducing future feature costs (races, classes, variants).

This is a one-time cost with compounding returns.


Bottom line

  • One expansion:

    • Adds a new playable experience

    • Adds new enemies, stories, and missions for existing players

    • Expands monetization without fragmenting the player base

  • Minimal impact on core systems

  • Maximum leverage of existing assets

  • Aligns directly with stated goals of increased engagement and long-term support

This is not a redesign. It is a multiplier.

1 Like

Sir, are you asking for Furries in my Darktide?

14 Likes

I’m not sure I understand what this proposal is meant to be.

Zamoy’s comment make me think it’s about Felinid or Beastmen, but I’m not certain.

It doesn’t seem like something that GW may be open for tbh.

5 Likes

no way it happens… as it seems GW reviews any addition to any warhammer game.

2 Likes

I mean, putting Felinid aside, Beastmen as a Class isn’t that impossible.

Would need FS to be given some space to work with, but nothing really lore breaking or anything for Beastmen to be used by the Inquisition.

2 Likes

There’s so much AI slop in OP’s post I’m genuinely not sure what OP is proposing.

10 Likes

After reading it for like 8 times i have only the most vague uncertain idea about what is being proposed and its actually rather disturbing.

Feels like my brain is actively and purposefully trying not to make sense of it parallel to my attempts to figure it out…

4 Likes

LOL my thoughts exactly. Have half-baked idea → run it through free ChatGPT once → ship it :joy:

3 Likes

So many words to not even explain what your concept is, only that it would be fun and wouldn’t take too much developer time and would make FS more money.

5 Likes

honestly, I did not want to be rude…

But I am close to certain it is chatgpt that has written this text.
It looks exactly the answers of the AI (bad answers if you ask me)

And the biggest clue is here (but the structure was 100% chatgpt)…

Also…

other clue

Typical of Chatgpt… no orientation in the text. You don’t have a clear idea of what he means… he has just generated words after words…

4 Likes

whatever this means, no

2 Likes

is this chat gpt

6 Likes

If it is not… then he clearly made a copy paste of what Chatgpt produces. And it was so good that a tool to detect AI text generated says it has… 100% chances it was generated by chatgpt. You can look the 0% chances it was mixed between human and AI and also the 0% it was written by an human in the screen I posted..

Let’s compare… here my text…

human...

1 Like

These chatGPT submissions have gotta stop

the format, business first part, the self contradictions, the numbered lists and randomly bolded text

yeah I’m willing to say it is

3 Likes

Wow, so much hate, where to begin? First, yes, I used chat GPT to organize my idea and format it appropriately. Perhaps I was too close to the subject to see the confusing aspect of this topic. The general concept is [Imperium of Man] is one faction in the Warhammer universe, my suggestion is to add another. I don’t care which one, I just thought it might expand the game if someone was interested in some of the other factions. Much of the base game design can support this concept but would require graphic artists to build it out. Assuming the game was built modularly people other than programmers could add the weapon skins, character skins, character models if needed, sound for the weapons , etcetera. I hope this clarifies my intent.

By admitting that you made a dog crap

It blatantly failed and the result is incoherent barely readable confused mess. Your fault and your fault alone!

No no no, its not that. Its not about you being close to anything, its about you making a gibberish.

3 Likes

Which is nice and dandy, but doesn’t really work.

1st cause the Imperium doesn’t play nice with the differents; abhuman are the regular limit, Mutants-Subbs depending on the scenario, rarely some Xenos (as can be seen in the Owlcat games).

2nd cause warhammer isn’t a setting where you have equals in each/most factions. Like you couldn’t really do an Eldar Veteran, or a Tau Zealot… If those were to happen in the future as classes, they would require their own bespoken weapon selection, as well as a new narrative introduction.

3 Likes

Yah since its back and after re-reading it, I was confused too.

  • Initially seemed like adding “race” to our current rejects but no…

The idea is adding an additional faction to the mix. You can play as them as an alternate view point and thus see the Imperium as a new enemy faction to them and vice versa…

so IE like the Eldar doing strike missions against heretics and inquisitional forces and then vice versa the Inquisition encountering Eldar…

Its an ambitious idea but really out of the game’s scope and… probably FS ability. A flat out new enemy faction and/or adding new Xeno classes (eventually) would be easier.

3 Likes

The chatGPT formatting is extremely obvious and people react to it negatively for a wide variety of reasons, and it just didn’t get the point across, your second post written without AI honestly and genuinely works way better than your initial post.

That said, while additional factions could neat and fun, the issue with new factions is that they’d need entirely new classes and equipment and talents and models and cosmetics and hub, re-using the existing stuff wouldn’t work or make much sense, and that’s a lot of development effort, possibly more than we’ve seen put into the game in total since release, and I don’t get the impression it’s built as modularly as one might imagine. Again, not that it couldn’t be cool, but this studio has trouble managing and releasing existing content, a whole new faction would almost be a whole new game.

3 Likes

[Heretical_Cactus]

Thank you for your response.

(1st cause the Imperium doesn’t play nice with the differents;) That is fair, the idea would be that the new faction would be an opponent as well. The idea would be that the effort put into creating the models would allow new enemies and maps based on the new faction.

(2nd cause warhammer isn’t a setting where you have equals in each/most factions.) This I find interesting, I had hoped that with creative license they might be able to accomplish this but if what you say is true of all factions then this is a non-starter.

Thank you again for your constructive criticism.

[Raichu]

Thank you for your response.

(Its an ambitious idea but really out of the game’s scope and… probably FS ability. A flat out new enemy faction and/or adding new Xeno classes (eventually) would be easier.)

I agree, the intent was to expand the scope of the game. In essence embracing the idea of a 40k universe.

[Molonious]

Thank you for your response.

(The chatGPT formatting is extremely obvious and people react to it negatively for a wide variety of reasons, and it just didn’t get the point across, your second post written without AI honestly and genuinely works way better than your initial post.)

I appreciate your clarification. I often have difficulty expressing myself in written communications which is my only excuse for using chat GPT. I do understand your point, and will refrain from using it again. I also appreciate that you found my brief explanation to be more clear.

(That said, while additional factions could neat and fun, the issue with new factions is that they’d need entirely new classes and equipment and talents and models and cosmetics and hub, re-using the existing stuff wouldn’t work or make much sense, and that’s a lot of development effort, possibly more than we’ve seen put into the game in total since release, and I don’t get the impression it’s built as modularly as one might imagine. Again, not that it couldn’t be cool, but this studio has trouble managing and releasing existing content, a whole new faction would almost be a whole new game.)

I am going to break what you said into segments so I can respond, and if I am incorrect, please understand that it wasn’t intentional.

1) New faction would need entirely new classes, equipment, talents, models, cosmetics and hub.

Correct, this is in essence character modeling and graphics work which is typically far cheaper than programming, and far less likely to invoke bugs aside from clipping.

2) Re-using the existing weapons wouldn’t work or make much sense.

So if we use T’au Empire, as an example, we could use allot of the existing weapons though they may need to have their own skins, sounds, and model integrations. The idea is that by altering the appearance and sounds a weapon like a spear bolt gun could appear as a railgun. This concept should easily be applied to Orks, Chaos space marines, Genestealer cults, etc.

3) I don’t get the impression it’s built as modularly as one might imagine

This would ultimately sink this idea. If the game was not designed with a relational structure or without a mission building tool it means content can’t be created quickly by non-programmers. It in essence means this game is ‘hard coded’ and not dynamic which makes any additions, albeit a new class, or a new faction, painful to implement.

4) This studio has trouble managing and releasing existing content, a whole new faction would almost be a whole new game.

That is sad to hear. I do hope they learn the lesson and make theirs games more module.

Thank you again for your response, it was insightful.