
Games Workshop has handed the reins from Relic to King Art Games. Al and Joe break down why Relic’s decline and Dawn of War 3’s failure opened the door, and why Iron Harvest’s success gave King Art the credibility to take over. They discuss the risks of stepping into Relic’s legacy and the rewards if King Art can deliver the return fans have demanded.

Four campaigns. Seventy missions. One hundred and ten units at launch. Al and Joe analyse the biggest Dawn of War package ever: Blood Ravens with Primaris Marines, Orks, Necrons, and the first-ever playable Adeptus Mechanicus. They look at John French’s role in writing the story, and why a heavy single-player focus is the smartest way to rebuild trust with RTS fans.

Set after the Great Rift, Dawn of War 4 syncs tightly with the current 40K model line. Al and Joe explore how Primaris Marines, Repulsor tanks, and Adeptus Mechanicus tech are being integrated, and what the absence of Chaos at launch might mean for expansions.

King Art is bringing back capture points, requisition, and full base construction. The hosts explain why this was the heart of Dawn of War’s identity, and why the RTS community has been waiting for a studio to embrace these mechanics again.

Early footage raised eyebrows over art style, animations, and map design. Al and Joe weigh up what’s legitimate, what’s just pre-alpha roughness, and how much the long 2026 timeline gives King Art space to get it right.

This is the most ambitious RTS announcement in years. The hosts’ verdict is cautious optimism: King Art has the tools and intent, but the fanbase is unforgiving. If they pull it off, Dawn of War 4 could prove that classic RTS design is still commercially and creatively viable.
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