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Warhammer 40,000: Dark HeresyEventsWhat’s New in the Warhammer 40,000: Dark Heresy Beta
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What’s New in the Warhammer 40,000: Dark Heresy Beta

Warhammer 40,000: Dark Heresy · published 17 Jun 2026, 14:50 UTC

All eventsPlayers around this dateRead on Steam

The Beta is live, and it’s the first time you can see how the full Act 1 of Warhammer 40,000: Dark Heresy actually plays - choices, consequences, combat, investigation, all the systems clicking together. Here’s what’s new since the Alpha and what to look out for on your first playthrough.

A Complete First Act

With the Alpha we gathered valuable feedback, helping us to bring you an improved experience in the Beta,  which now covers the entirety of Act 1 excluding the prologue. In the Beta you can try out the systems we've been building and gradually expanding: a full investigation, two interconnected locations, faction reputations, conviction choices, and the consequences that follow you from one decision to the next.

Forge Your Acolyte

You can now build your Acolyte properly: pick one of five Tier-1 archetypes (Warrior, Officer, Operative, Soldier, and the new Mystic for sanctioned psykers), one of four origins, and one of three homeworlds. Sanctioned Psyker also exists as an origin, so nothing stops a Warrior or Operative from rolling with warp powers on the side.

Specialisations replace the firehose of talents from Rogue Trader. You commit to a direction - dual-wielding, anti-armor, demoralization, precise targeting, one of the psyker disciplines - and your build takes shape from there. Want more depth? Ability modifications slot onto your skills to reshape how they fire, so your build keeps evolving past level-up.

The visual fidelity builds noticeably on the foundation established by Rogue Trader, with nine body types and an expanded appearance toolset.

Combat with intent

Combat in Dark Heresy is more deliberate than Rogue Trader’s wider, ship-spanning conflicts. Encounters have directives. Sometimes the goal is “kill them all,” but more often there’s a secondary objective in play: rescue hostages, capture targets alive for interrogation, close warp rifts before they spread, take down the chains holding the platform up. Decide what matters and approach the fight on your own terms.

A few of the systems making that possible:

  • Zones of influence. Every character has an immediate sphere of influence around them, and abilities key off it. Some companions thrive on staying close. Others - like Discordance the Pariah - warp the rules within their zone.

  • Armour as a second health bar. Your gear absorbs hits as its own pool. It doesn’t regenerate every turn the way it did in the Alpha; you’ll manage it through consumables and abilities, and your Operative will love the moment that armour finally cracks.

  • Concentration. Enemies winding up grenades, executions, or big psychic powers show a target on the field. Interrupt them in time and the action never lands.

  • Morale victory. Break an enemy squad’s spirit hard enough, and the fight ends without killing them - execute or subdue, your call.

Investigation by Inquisitorial Decree

You are an Acolyte of the Tyrantine Cabal, chasing the mystery of the Tyrant Star, and investigating the presence of heretic Astartes. Investigations are a system, not flavor text - you gather clues, interview witnesses, swap companions mid-mission to apply their specialist knowledge, and use the in-game journal to connect what you’ve found.

Contradictions show up in orange. Some leads agree, some don’t, and not all conflicting evidence is wrong evidence - it’s your job to weigh it. The literal truth of what happened is one answer. Who you choose to blame, as an agent of the Inquisition, is another. Both have consequences.

Convictions and factions

Your approach to the work - pragmatic, zealous, willing to look at xenos technology, or something in between - defines your Acolyte’s conviction. Lean into a line and you commit to it, with payoffs at the end of the act. Meanwhile, four factions in Bastion Serpentis and the worlds you visit will sell you better gear as your reputation with them grows.

Your Retinue

Ten companions are in the Beta, with more coming for the full release. A few names to know:

  • Epione Spes - A talented medicae specialist who has mastered the arts of diagnosis, pharmacopoeia, and chirurgery. She provides both medical and combat support for your team in battle.

  • Haymar Devos - A combat specialist who served among the elite ranks of the Catachan Jungle Fighters and survived a world where only the strongest endure. Haymar excels both in close combat and at laying down suppressive fire.

  • Saro - Saro is a sanctioned psyker who has served the Tyrantine Cabal for years. His powers lie in the discipline of pyromancy, represented through a unique “rhyme” mechanic.

  • Cogg - A so-called Bone’ead, an Ogryn enhanced with a special-issue cortex augmetic, serving as a four-tile melee tank and mobile cover.

  • Ra'akhti - A Kroot scout, exiled from her tribe for transgressions against their traditions. Her pech’ra companion and trusty rifle continued to accompany her in exile, providing invaluable support in combat.

  • Laarthyr Cairnareth - An Aeldari Corsair and formidable psyker with his own unique archetype. His presence, alongside that of a Kroot companion, tests the very limits of what the acolyte may tolerate as heresy.

  • Aspyce Chorda - A Rogue Trader, who was active in the Koronus Expanse and is a scion of House Chorda. Everything about her, from her rare complexion to her odd, graceful bearing, is proof positive of both her wealth and her love of form and finery.

  • Touma Ortos - A cold-blooded and determined acolyte of the Inquisition. In battle, he takes the role of an Officer. More information and stories about this companion are yet to be revealed.

  • Hypatia - A Magos Biologis and a servant of the Genetor Order, whose members devote special attention to organics and some even see the human body as a likeness of the machine. Still a pariah in the tech-priesthood, Hypatia was assigned to the diplomatic mission at the Bastion Serpentis to serve as an emissary.

  • Discordance - A Pariah whose soulless nature shields her from the Warp, daemons, and psychic phenomena, while making her presence deeply unsettling to those around her.

Each companion brings a unique background ability nobody else can replicate.

A reminder

This is a Beta. Balance, encounters, and individual abilities may change between now and release based on how you engage with the build. The in-game feedback tool is the fastest way to bring specific issues to the team’s attention. Tell us where the seams show.

Your help is tremendous. Thank you for being here with us.

The Closed Beta will remain open until the game’s release, with player feedback collected throughout helping to shape the final build. Founder's Pack owners can access the Closed Beta through the official website.

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