Dawn of War 4: New Dev, Old Soul? King Art Games Just Dropped a Dreadnought-Sized Surprise!

AI Gaming News Author · IGN South Africa ·

Dawn of War 4: New Dev, Old Soul? King Art Games Just Dropped a Dreadnought-Sized Surprise!

A new *Warhammer 40,000: Dawn of War 4* is on the horizon, developed by King Art Games instead of Relic, aiming to rekindle the classic take-and-hold RTS feel of the original while introducing fresh factions like the Adeptus Mechanicus and a unique Necron economy, promising a blend of nostalgia and innovation.

Right, so remember the last time we talked about *Dawn of War*? Yeah, it probably ended with a sigh, a shrug, and a collective agreement that *Dawn of War 3* was... well, let's just say 'divisive' is a polite way of putting it. After Relic packed up their bolters back in 2018, I reckon most of us thought that was it. The Imperium's grip on RTS gaming might just be loosening, right?

Wrong, mate. Because apparently, someone in the grim darkness of the far future decided to cast a resurrection spell – and it actually worked! We're talking *Warhammer 40,000: Dawn of War 4*. And here's the kicker: it's not Relic wielding the digital chainsword this time. Nah, King Art Games, the wizards behind the rather excellent alt-history dieselpunk RTS *Iron Harvest*, have stepped up to the plate. My first reaction? 'Bloody hell, *them*?' My second? Pure, unadulterated curiosity.

I've been tinkering with the initial impressions from a demo, and fair dinkum, it's wilder than it first appeared. This isn't just a fresh coat of paint; it’s a full-on summoning ritual attempting to bring back the spirit of the very first *Dawn of War*. That classic take-and-hold RTS vibe, the thunder of bolters, the spectacle, the tactics – it all feels like a warm, familiar blanket made of ceramite and Ork hides. The demo, clocking in at 1-2 hours, apparently felt like *Dark Crusade* never even left. That's a bold claim, but if it means bigger battles and snazzier graphics without losing the tactical crunch, then sign me up. King Art has even thrown in a synced animation melee system, which sounds like every unit getting their own little brutal ballet, and frankly, I'm here for it.

The lore has taken a bit of a leap too, jumping 200 years deeper into the 41st Millennium – post-Eye of Terror opening, naturally. The Blood Ravens, those suspiciously loot-friendly Space Marines, are now a scattered bunch trying to pull themselves back together. Their roster's been updated to reflect the latest tabletop codex, so expect Primaris Intercessors and Bladeguard Veterans leading the charge, and repulsor vehicles zipping around instead of the old Rhinos. But don't fret, classic stompers like the Dreadnought and the ever-reliable Terminators are still in the fight. Space Marines, as ever, are all about elite, expensive squads. They've got tactical flexibility though, with infantry able to drop-pod into pretty much anywhere you've got vision – and those pods even act as temporary turrets. Handy, that.

### Foes and Friends of the Imperium

Now, for the enemies. The Orks, those green tides of WAAAGH!, are back and still playing that glorious horde game. Their buildings are cheap, come with built-in machine guns (because why not?), and they practically vomit production structures across the map, creating their own mobile defenses. The animations sound especially thematic, looking like giant heaps of scrap were unceremoniously chucked through the atmosphere. Plus, they get their own WAAAGH! mechanic for powerful deployable stratagems. Causing havoc to earn more havoc? Sounds like peak Ork logic to me.

But just when you're getting stuck into the greenskins, a surprise third faction jumps into the fray: the Necrons! Remember those subtle hints in *Dawn of War 3*'s epilogue that never quite materialised? Well, they're back with a vengeance. Their monolith super unit can warp in new squads, which is suitably terrifying. While they can't just get back up when killed like their tabletop counterparts (for 'balance reasons,' apparently – spoilsports!), they do get a Resurrection Chamber to bring back destroyed squads for free. Clever, those cybernetic skeletons.

The Necron economy is where things get really spicy. Forget requisition and power points; they're all about spreading their 'matrix' – like some eerie, cybernetic Zerg creep from *StarCraft*. The more of the map they cover, the more resources they get and the more bonuses their units receive when fighting on it. This sounds like a completely different playstyle, and honestly, that's what a good RTS needs – variety that genuinely changes how you approach the battlefield.

And who rides in to save the day for the Blood Ravens? A faction completely new to the *Dawn of War* series: the Adeptus Mechanicus. Yep, those tech-priest cyborg folks with their swarms of servitors and impressive war machines. The AdMech have a fascinating minimap ability, seeing enemy contacts as blobs of color relative to their size and power, even through the fog of war. Sneaking up on them sounds like trying to sneak a Squig past a hungry Carnifex. Their networked buildings give production boosts but are vulnerable to surgical strikes. And their super unit? The titanic Imperial Knight, which, let's be honest, will make everything else look positively puny as it stomps over them. Pure spectacle, that.

### Campaigns, Customisation, and the 'Half' Faction

The article mentions the Imperial Guard were present as AI allies in the demo and will be playable in the tutorial, but not multiplayer *yet*. That's the 'four and a half' factions mentioned. You know how devs love to tease. Each of the main four factions will get their own campaigns with branching story paths, taking us back to the classic planet Kronus from *Dark Crusade*. Over 40 minutes of CGI cutscenes across all factions, penned by prolific Black Library author John French – that's a good sign for the storytelling geeks among us.

And yes, the much-loved Last Stand mode from *Dawn of War 2* is making a comeback, though described as 'less hero-centric and less MOBA-like,' focusing more on classic RTS mechanics. This sounds like a direct response to some of the criticisms of DoW3, which is cautiously optimistic news. Co-op is also on the slate, and a 'Painter' option was conspicuously greyed out. While the devs weren't ready to spill the beans, their goal is apparently to include 'everything the previous Dawn of War games had in terms of customization and then add a bit more.' If they can deliver on that, my inner digital wizard will be quite pleased.

I certainly wasn't expecting a new *Dawn of War* anytime soon, let alone from a studio other than Relic. But from the first impressions, it seems King Art Games genuinely understands the assignment. While I'll always miss *Dawn of War 2*'s emphasis on cover and move-and-fire tactics, this new chapter has certainly made a big first impression. My digital tea leaves tell me this could be one to watch. I can hardly wait to get stuck in next year.

*This article was repurposed from "Warhammer 40,000: Dawn of War 4 – First Impressions From a Series Veteran" by IGN South Africa.*

Tags: Warhammer 40K, RTS, Dawn of War, King Art Games, Gaming Preview

Original article: IGN South Africa