Dawn of War IV is a real-time strategy game from Deep Silver and KING Art Games, and it launches on PC on December 3, 2026. Commander Edition owners deploy three days early, on November 30. It is PC only: the official FAQ lists Steam for Windows and no console version. If you have never played a Dawn of War game, here is the short version before the detail.
- Four armies, four campaigns. Orks, Space Marines, Necrons and Adeptus Mechanicus each get a unique campaign, and all four feed one shared story, according to the official FAQ.
- A long first year of content. The official site advertises 70+ campaign missions, competitive multiplayer, Skirmish and the returning Last Stand mode.
- The first decision is your faction. The four armies play differently enough that Deep Silver gives each one its own “how to play” and “how to play against” advice.
- It costs $53.99, or $80.99 for the Commander Edition, which adds three early days, the AFTERMATH campaign expansion, a new faction and the digital soundtrack. Our editions guide does the full comparison.
What Dawn of War IV actually is
Deep Silver and KING Art Games built it as a return to “classic Dawn of War RTS gameplay, refined for modern strategy fans”, says the official game page. It sits in the Warhammer 40,000 universe on a planet called Kronus, and it plays as a four-way faction RTS: take resource points, build a base, fight for the map.
Two numbers from the developers set expectations for launch week. The closed beta message of November 2 says the five-day playtest was their biggest yet, that participation came in more than double what they expected, and that 80% of testers returned for more than one session. The same message says the team has spent almost six years on the game.
The four factions, and what each one wants you to do
| Faction | Their plan | The system to know | Campaign |
|---|---|---|---|
| Orks | Aggression and numbers. Spread your bases, build strongholds, put up Waaagh banners | Stratagems are free for Orks; their individual units, especially ranged ones, are weak, and their buildings are armed but easy to destroy | Orks |
| Space Marines (Blood Ravens and Dark Angels) | Hold resource points, then spend them | On-field reinforcements, Reserves and the Thunderhawk Relay to move troops where they are needed; their units are expensive and burn Power | Space Marines |
| Necrons | Outlast the enemy in a long fight | The Power Matrix grants bonuses if you fight inside it, Resurrection Galleries recover losses, and their units are slow | Necrons |
| Adeptus Mechanicus | Research, then out-produce the enemy | Build the Noosphere Network early and expand it to key resource points; the Noosphere Level unlocks research and upgrades | Adeptus Mechanicus |
Stratagems are a faction’s special abilities, and the official advice for Orks is to use them whenever you can, because for Orks they are free. Every line in that table comes from the site’s per-faction advice.
One detail is worth knowing before you pick. Dark Angels are a playable sub-faction, and the Space Marines campaign puts you in command of both the Blood Ravens and the Dark Angels.
The six things that happen in every battle
Deep Silver lists several modes, such as competitive multiplayer, Last Stand and Skirmish, and says many of them support co-op play in addition to single-player. The official game page breaks the core loop into six beats, and they are the fastest way to understand what you will be doing:
- Build. Construct your base and expand your forces.
- Upgrade. Specialize your squad with weaponry and abilities.
- Control. Capture, control and upgrade resource points to dominate the map.
- Survive. Seek cover and garrison buildings to keep your troops alive.
- Sync kills. The new Combat Director system makes each clash of units land differently.
- Level up. The Unit Veterancy System lets units that survive grow stronger.
Campaign, Skirmish, multiplayer and Last Stand
- Campaign. Four campaigns with branching choices and co-op play. The October preview roundup post says the preview build carried the Astra Militarum and Space Marine prologues, the full Ork and Adeptus Mechanicus campaigns with over 30 missions across branching storylines, and 1v1 Skirmish.
- Skirmish. 1v1 against the computer, and it was in the preview build.
- Multiplayer. Thirty maps for playing with or against other people, per the official site.
- Last Stand. This is the mode where three players together survive 20 increasingly difficult waves. Each player commands a Commander with a customizable selection of weapons, armor and abilities, and each Commander can bring a strike force of up to four companion units, the Battlefield Report of November 5 explains. Deployment points are limited, so your Commander’s loadout is the build. You are scored on how fast you clear waves, how long your Commanders stay standing, and how well you hold strategic locations, which drop supplies used to heal damaged squads. Every run also unlocks new wargear abilities and units.
- Army Painter. The official Game Overview Trailer shows the Army Painter tool, so painting your army is part of the launch feature set, not an add-on.
Which faction should you start with?
Most first-time players should start with the Space Marines. The official advice is that their elite units win one-on-one fights, and their reinforcements let you recover from a mistake instead of losing a squad. Pick the Orks if you would rather spend the game attacking, and the Necrons if you like a longer fight.
- You want noise and numbers. Orks. Their Stratagems are free, their buildings crumble fast, and the plan is to keep the pressure on.
- You want tech and production. Adeptus Mechanicus. Your Noosphere Network decides how good your army gets, and the official advice is that you cannot outproduce an opponent who fields both cheap units and powerful late-game units.
- You want to grind a fight out. Necrons. Resilience and Resurrection Galleries reward long engagements, and the Power Matrix rewards fighting on your terms.
- You want the strongest individual soldiers. Space Marines. Elite units win one-on-one fights, and reinforcements let you disengage and come back.
If you are playing the story, pick by campaign and let the shared narrative decide the rest. If you are playing with friends, both the co-op campaign and three-player Last Stand are built for it.
Before launch: price, early access, and what is still missing
The Steam page lists the Standard Edition at $53.99 and the Commander Edition at $80.99, with a 10% pre-order discount on both. The Commander Edition deploys on November 30, three days before everyone else, per the official FAQ.
Two things are not published yet. Steam’s requirement block still reads “Requires a 64-bit processor and operating system”, with the operating system line marked “Coming soon”, so there is no full specification to check your PC against. And no console version has been announced.
Audio is in English, with the interface and subtitles in English, French, Italian, German, Spanish, Japanese, Traditional and simplified Chinese, Polish, Korean, Russian and Brazilian Portuguese.
Where to go next
- Our Dawn of War IV editions guide breaks down what the Commander Edition adds.
- The Dawn of War IV game page collects every story we run on the game.
- The release calendar lists it for December 3, 2026.
We analyzed the four faction write-ups on Deep Silver’s own game page and compared them with the mode list in the November 5 Battlefield Report, then priced both editions against our editions guide. The result narrows the case for upgrading more than the $27 price gap suggests. The FAQ describes four campaigns, competitive multiplayer, Last Stand and Skirmish as base-game content, and the Battlefield Report puts the spotlight on three-player survival with four companion units per Commander, all of it inside the base game. What Commander adds is AFTERMATH, a campaign expansion with a new faction, three days of early access and the soundtrack. A player who only ever touches Last Stand gets nothing extra from the $27, while a campaign player gets a new faction to fight with on day one.
Edited by Kerwin Stewart, Editor-in-Chief · How we report
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Join the discussion Which faction would you take into the campaign first: the Orks' numbers, the Necrons' grind, or the Space Marines' elite units?
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