The Darktide
Four agents, one hive city, and a tide of darkness that will not recede.
The Darktide is the narrative campaign of Warhammer 40,000: Darktide, the cooperative first-person shooter developed by Fatshark and published by Focus Entertainment. Set in the sprawling hive city of Tertium, the campaign follows a squad of Inquisition Agents dispatched to investigate and suppress a wave of escalating criminal, xenos, and heretical threats that collectively define the in-world phenomenon known as the Darktide—a period when the city's criminal underbelly surges and the Imperium's grip on order frays at the edges. As the central story mode, The Darktide structures the player's experience across a sequence of escalating missions, each introducing new enemy types, environmental hazards, and narrative threads that weave together into a larger conspiracy threatening Tertium itself. It serves as both the narrative spine of the game and the primary vehicle for introducing the world, its factions, and the grim stakes of the 41st millennium to players.
- Type
- Story Campaign / Co-op Mission Sequence
- Setting
- Tertium, a Hive City in the Imperium of Man
- Players
- 1–4 (cooperative)
- Developer
- Fatshark
- Publisher
- Focus Entertainment
- Genre
- Cooperative First-Person Shooter / Action
Lore & Background
In the grim darkness of the far future, the hive cities of the Imperium are engines of industry and oppression, their millions of souls packed into vertical labyrinths of steel, conduit, and prayer. Tertium, the setting of The Darktide, is no exception: a colossal metropolis where the light of the Emperor's iconography flickers against perpetual smog, and where the Inquisition's shadow falls long over every alley and undercity tunnel. The city's survival depends on the constant suppression of threats—xenos incursions, heretical cults, criminal syndicates, and the ever-present whisper of Chaos bleeding through the psychic membrane of reality. The Darktide itself is not a single event but a cyclical condition: a period when the cumulative pressure of Tertium's underworld erupts into open violence. Criminal gangs grow bold, xenos spores find purchase in the undercity, and the Inquisition's agents are stretched thin. It is during one such surge that the player's squad is deployed, ostensibly to restore order, but in reality to uncover the thread connecting what appear to be unrelated outbreaks. The conspiracy they unravel suggests that the Darktide is not merely a natural oscillation of urban decay but something deliberately engineered—a test, a weapon, or a door being pried open from the other side. The campaign's tone mirrors the broader Warhammer 40,000 aesthetic: grim, industrial, and saturated with the weight of a ten-thousand-year-old institution that demands obedience above all else. The Inquisition does not negotiate. The Agents do not question. And the hive city, for all its staggering scale, is a cage in which the only freedom is the freedom to kill what threatens the Emperor's peace.
In Their Own Story
The drop-pod shuddered against the gantry, and the hiss of pressurized seals told the Warden the city was already screaming. Tanith's undercity exhaled through the ventilation grates—hot, sulfurous, threaded with the faint ozone tang of a psyker's residual discharge. Somewhere below, a Genestealer chittered in the dark, patient as a spider in a web of chitin and sinew. The Vanguard checked her bolter's feed. The Techmarx ran diagnostics on the wall-mounted data-slate, its glyphs scrolling in the amber glow of a dying power cell. The Psyker said nothing. Psykers rarely did, not before the killing started. They simply felt the weight of what was coming, a pressure behind the eyes like a storm front made of teeth. "Agents," the Inquisitor's voice crackled through the comm, flat and cold as a blade laid across a throat. "The Darktide is no longer a theory. It is a schedule. You will find its author, and you will put a bolt through the idea."
They stepped off the gantry into the smog. Tanith swallowed them whole.
Reader's Guide
⚠️ SPOILER WARNING: The following recap covers the full campaign arc, including major narrative reveals and the final confrontation. Read at your own risk. The campaign opens with the Agents' deployment to Tanith during an active Darktide. Early missions task the squad with suppressing localized outbreaks—Genestealer nests in the undercity, Ork raiders battering through industrial sectors, and heretical cultists conducting rituals in abandoned manufactorums. Each mission introduces a new enemy archetype and environmental hazard (collapsing floors, toxic fumes, psychic interference zones), building the player's familiarity with the combat loop while the narrative threads accumulate. The Agents are told these are isolated incidents; the Inquisitor's briefing is clipped, authoritative, and conspicuously evasive about the deeper cause. Mid-campaign, the missions shift from reactive suppression to active investigation. The squad is sent to infiltrate criminal strongholds, intercept data caches, and interrogate (or eliminate) informants who know more than they should. A recurring antagonist thread emerges: a figure or faction operating behind the apparent chaos, coordinating the outbreaks with a precision that suggests intelligence rather than instinct. Boss encounters in this stretch introduce heavier, more tactical foes—elite Chaos warriors, heavily armored Ork warbosses, and corrupted psykers whose abilities force the squad to break formation and reposition. The environment grows more hostile: entire sectors are compromised, friendly Imperial forces are unreliable, and the line between "mission objective" and "survival" blurs. The final stretch of the campaign reveals the true scope of the conspiracy. The Darktide was not a natural surge but a deliberate operation designed to destabilize Tanith's governance, create a power vacuum, and open a pathway for something far worse to take root in the city's psychic substrate. The climax is a large-scale confrontation in a key location within Tanith, pitting the Agents against the mastermind's forces in a multi-phase boss encounter that tests every class's toolkit. The narrative closes with the Inquisitor's verdict: the threat is contained, but the Darktide will return. It always does. The Emperor's peace is maintained not by victory but by the willingness to fight the next wave before it forms. Throughout, the campaign rewards coordination: the Vanguard holding a chokepoint while the Psyker channels a burst of psychic fire, the Warden laying down suppressive fire to cover the Techmarx's gadget placement, the squad rotating through cover as the hive city itself becomes a weapon against them.
Did You Know?
- Fatshark, the studio behind The Darktide, also developed the Warhammer: Vermintide 1 & 2 co-op action games, making Darktide their third major co-op title set in a Warhammer universe.
- The term 'Darktide' in the game's lore refers to a cyclical period of heightened criminal and xenos activity in a hive city, not a single one-time event—Tertium will experience it again after the campaign ends.
- The campaign s
Frequently Asked Questions
What is The Darktide in Warhammer 40,000: Darktide?
The Darktide is the main story campaign of the cooperative first-person shooter made by Fatshark and published by Focus Entertainment. In-universe, it refers to a period when a hive city's criminal underbelly surges and the Imperium's hold on order weakens, while as a game mode it is the structured sequence of missions that drives the narrative forward.
Where does The Darktide campaign take place?
Every mission in the campaign is set inside Tanith, a vast hive city under the Imperium of Man. Players navigate its grimy, multi-level districts as escalating threats of criminals, xenos, and heretics erode the city's fragile stability.
Who do you play as in The Darktide?
You take on the role of an Inquisition Agent, one of a squad dispatched to investigate and suppress the wave of threats defining the in-world phenomenon. The campaign supports 1 to 4 players fighting together in real time.
What is the core narrative of The Darktide?
The story follows a squad of Inquisition Agents as they work through a series of escalating confrontations with criminal, xenos, and heretical forces gripping Tanith. The campaign is structured as a progressive mission sequence that builds the player's understanding of the broader crisis engulfing the city.
How does The Darktide differ from other Warhammer 40,000 games?
Where titles like Space Marine use top-down tactical squad combat or Total War handles grand strategy, The Darktide drops up to four players directly into a first-person, cooperative gun-and-blade experience. You feel the chaos of a hive city under siege from the boots of an Agent rather than from a commander's overview.
More in Campaign & Missions
Elsewhere in the Warhammer 40000 Darktide universe
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