Space Hulk: Deathwing – Gameplay Trailer!

In case you missed the announcement last week, the first gameplay trailer is out for the Space Hulk: Deathwing video game. I’ve been a fan of the Space Hulk board game since it was released, and getting to write the novel for the latest edition was great fun, so I was really pleased to be able to contribute to the development of Deathwing.






Wow! I consulted on and co-wrote the story for the game – I’ll post more about it as and when I’m allowed. Slightly narcissistic, but I can’t wait to see how the story unfolds on screen.


“Infiltrate and explore the Space Hulk “Olethros”, a derelict collection of space ship and debris filled with hidden dangers and relics. As a Librarian, players can take AI squadmates or have fellow players join them in their investigation into the mystery of Olethros, co-written by renowned Dark Angels writer Gavin Thorpe.


Infesting the Space Hulk are ferocious Genestealers who utilise ambushes, swarming and tactical retreats in order to slowly tear down the player’s Terminator armour. Damage is localised, and taking too many hits in certain areas will cause your armour to malfunction. To stop the horde, you’ll have access to a wide assortment of weapons, skills, and powers taken directly from Warhammer 40,000 lore to customize your squad of Dark Angel Terminators.


Space Hulk: Deathwing will release later in 2016.”


Screenshot from Space Hulk: Deathwing Video Game


You can find out more about the game including more videos, screenshots, wallpapers, and the sign up form for the official newsletter, on all the usual channels:


Official Space Hulk: Deathwing Website

Space Hulk: Deathwing on Twitter

Space Hulk: Deathwing on Facebook


So what does everyone think? Will you be playing it?


Screenshot from Space Hulk: Deathwing Video Game


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Published on May 04, 2016 02:00
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message 1: by 75338 (new)

75338 I'll catch it on sale eventually, so overloaded right now with work and games. At least it looks decent, though a little heavy on the UI and floating indicators and same-y FPS conventions.


message 2: by Gav (new)

Gav Thorpe I would think any UI / HUD design would in part be inspired by the complex sensorium suite that connects together a force of Terminators. Of course, if it was the real deal you'd need Apache pilot levels of training just to play the game ;-)


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