Dedicated servers
Server-authoritative networking with movement prediction, reconciliation and lag-compensated hits. Tested under simulated latency and packet loss.

Rebuilding Space Marine (2011) multiplayer with server-authoritative dedicated servers. The original already has multiplayer; this replaces its P2P networking so the host no longer has a latency advantage. No animation cancels or “glitches” as commonly labeled. Just pure gameplay and skill. Come share your opinion in the Discord so you can help decide how the game will be developed beyond the SM1 simulation.
Open source. Requires your own PC copy of the 2011 game. No game files included.
A new engine built to use Space Marine (2011) assets and recreate its original multiplayer experience. Once that recreation is sufficiently complete, we’ll build on it with new features.
The engine is server-authoritative: dedicated servers decide movement, hits, damage and scoring, removing the P2P host advantage. Client prediction keeps movement responsive. Maps, models, animations and gameplay values come from your own game install, which stays unchanged.
C# / .NET 10 simulation and server, with a Godot 4 client. Original gameplay is the target; uncertain values and behaviour are documented.
Changelog through M43 · Manufactorum · Space Marines vs Chaos.
Server-authoritative networking with movement prediction, reconciliation and lag-compensated hits. Tested under simulated latency and packet loss.
Annihilation and three-point Seize Ground on Manufactorum. Teams up to 8 per side, scoring, kill feed, scoreboard and match restart.
Tactical, Assault and Devastator; Chaos Tactical, Raptor and Havoc. Class loadouts and weapon choices.
Bolters, plasma, lascannon, melta, grenade launcher, frag and blind grenades, plus knife and chainsword combos. Weapon values come from your install.
Jump-pack flight, ground pound and landing blasts. Tactical rolls; Devastator and Havoc hop. Timings use the game’s data.
Aim mode, crosshair convergence, hit markers and a redrawn HUD based on the original layout.
Original Space Marine and Chaos multiplayer armour, rigs and animations. Ultramarines blue and gold; Chaos red and gold.
Original weapon effects and sound from your install, with reloads, damage feedback and ground-pound impact effects. The M26 trailer below captures an earlier build.
Your game install stays unchanged. Code and docs are GPL-3.0; gameplay values record their source and confidence.
Changelog checkpoint: M43. Read the latest published changes below, including M42 lighting and M43 perks. The build is still pre-alpha.
The trailer and promo gallery below remain M26 footage captured at b4000c8 with scripted test bots. The changelog has newer screenshots and notes; no public builds or release date yet.
The feed publishes milestone notes from M31 onward; there is no indexed M40 entry. Numbering follows the source rather than implying every milestone has a published note.
The latest published development notes, newest first. Pre-alpha; no public builds or release date.
Original assets, provisional behavior and deliberate changes are identified in each entry. Dates use Papua New Guinea time (UTC+10). Older M26 promo footage below shows an earlier build.
Soft god rays, sun shadows, ambient shading, sunlit smog and deep darks on Manufactorum.



Manufactorum is lit properly now, and the god rays blend into the air instead of looking like flat slabs.
What changed
Settings
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
34 of the 48 multiplayer perks now work from the game's own data; the rest are clearly labelled.
Perks now do what they did in the original, using the game's own numbers.
What changed
Not yet
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. No game files are distributed; you need your own copy of Warhammer 40,000: Space Marine (2011).
The jump-pack ground pound now leaves the original crater, dust and sound, a dark ring showing its reach, and flying chunks of floor.


The Assault and Raptor ground pound now lands with a real impact.
What changed
What is ours
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
The green ammo crates on Manufactorum are solid cover; only the lascannon and stalker bolter (and the bolter with Kraken Bolts) shoot through them and through players.
The green ammo crates scattered around Manufactorum are now solid cover, as in the original.
What changed
What is provisional
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Your screen edges flash yellow (shield) or red (health) when you are hit, armour and flesh hit sounds play together, each weapon leaves its own wall marks, and the map is silent by default.



Hit feedback from the owner's playtest: you now see and hear when you are hurt, weapons leave their own marks on walls, and the map is silent.
What changed
screen_dmg_* bloom keys; the colours, opacity and shape are our own, and the flash is hidden while you are dead.
--map-sounds brings them back. This is a deliberate change from the original, decided by the owner. The ringing heard earlier was most likely the spawn-room shield hum.
What is provisional
Whether a hit is shown as armour or flesh uses real knowledge only (your own shield state, for now); anything unknown is shown as armour, and the network bit for others' shield state comes later. Nobody has listened to the new hit sounds yet, and the flash direction was not re-checked in a live fight after the review fixes.
The flash screenshots are test captures on Manufactorum (shield damage yellow, health damage red; placeholder HUD). The decal image is a test wall; the marks are original textures, the placement is ours.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Clients no longer freeze on a busy machine (effect loading moved off the main thread), and every class now plays the same multiplayer sprint loop.
Two fixes after the M31-M37 round.
Clients froze on a busy machine
Test bots, and on a busy PC any client, could freeze for seconds and then be dropped by the server. The cause was reading effect entries from the game's effects archive on the main thread: the archive is one compressed stream, so each read unpacks everything before the entry, and under CPU load one frame could take 5 s or more. Effects, decal textures and the shell casing are now loaded in the background, the effects player only does lookups, and startup loads effects in one pass (about 9 s before, one pass now). A frame watchdog for test bots reports slow frames by phase, and a bot that loses its connection says why. Before the fix two bots froze within 2-40 s under load; after it, a 200 s run under heavier load stayed connected throughout.
One sprint animation for every class
Following the owner's knowledge of the original, all classes now play the same multiplayer sprint loop (the strafe left, forward and strafe right clips of the multiplayer sprint). The per-weapon sprint clips for the heavy bolter and lascannon/plasma cannon are still read but no longer used; --per-weapon-sprint shows them for comparison.
Status
The freeze fix was reviewed independently and measured under load. The sprint change is small and client-only and has not been seen in play by a person yet.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Guns reload with the original animations and sounds, and the weapon model's own magazine drops to the floor.

Every gun that reloads now plays a reload animation with sound, and its own magazine drops to the floor.
What changed
What is provisional
Other players' reloads are inferred from their shots, because ammunition is not sent over the network. That inference is an approximation with known limits.
The screenshot is the bolter reload in the model viewer on a placeholder floor, with the magazine already on the ground beside the boot. A person has not seen it in play yet.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Fixes from the owner's playtest: sprint and backwards animations, smooth own character and camera, and test markers hidden by default.


Fixes from the owner's first playtest: sprinting and backing up now animate, the own character and camera move smoothly, and the test markers are hidden by default.
What changed
--no-view-smoothing shows the old drawing. Collision and shooting still use the simulation position.
--show-markers. The HUD point markers stay.
What is not verified
It has been measured headless on a flat map and on Manufactorum, but not yet felt on a windowed, vsynced client by a person.
The screenshots show the same Seize Ground view with the placeholder spawn-room shield visible (--show-markers) and hidden (default). The HUD is a placeholder drawing.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Master bus, low-pass filters, fades, distance and speed controls, weapon sound switches and class voice barks, all from the game's audio data. The mix is provisional.
The remaining sound gaps from the first sound milestone, all read from the game's own audio data.
What changed
--sound-gain lets you compare).
What is provisional
Filter cutoffs, slopes and steps, the one-line-at-a-time voice rule and how the bus volumes are summed are our choices. Test bots ran with no unsupported audio actions, but nobody has listened to the new mix yet, so treat the balance as provisional.
No sound plays on this page. The audio comes from the player's own game install.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
The files' krak grenade is a blind grenade: no damage, it blinds everyone with a line to the blast. Ground-pound values were checked against the data and needed no change.
The files' "krak" grenade turns out to be a blind grenade, and now behaves like one.
What changed
ammunition_type = blind_grenade, shown in the game's UI as "Blind Grenades"). Measuring the line of sight to the eye is our interpretation. The HUD and kill feed say "blind grenade"; --equipment blind (and the old name krak) pick it.
Evidence
Test bot runs blinded players at 26.8 m and 29.5 m, the thrower included, with zero damage, and ground-pound impacts matched the data. The network protocol stays at version 21.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Stuns are ignored for the first part of a charge, the weapon stays up for 10 s after a shot (unverified), and the raise rules are pinned by tests.
More of the owner's answers about how the original plays, applied to the charge and to weapon readiness.
What changed
What is provisional
"Roughly halfway" through the attack part of the rush is the owner's description. The 0.333 s figure is our reading of it, because the game's animation data marks the whole clip rather than half of it. Whether the armour should end at first contact (it does now) is an open question for the owner.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Test markers can be hidden with --no-markers, the movie recorder takes a frame size, and a new --spectate inspect orbits your weapon.


Tools for recording clean footage of the game, so promo videos no longer need a private copy of the code.
What changed
--no-markers hides every test overlay and placeholder marker: side rings, name tags, charge glow, ground-pound and landing rings, blast shapes, the melta cone flash, spawn-room shield planes, Seize Ground point columns and debug text. The HUD stays (--no-hud hides it). Gameplay is unchanged, and without the flag nothing looks different.
movie.cmd --movie-size WxH --write-movie file.avi records at a chosen frame size (for example 1080x1920 or 1080x1080) without touching the project itself. It refuses to write inside the repository or the game install.
--spectate inspect slowly orbits the player's own weapon.
What it looks like
The two screenshots are the same spot on Manufactorum with and without the marker overlay (the yellow ring is the side marker, a placeholder).
What is not covered
The rings, blasts and melta flash under --no-markers are switched off in code but were not captured on screen.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
The charge needs a sprint, the first hip-fire shot waits for the weapon raise, charged weapons are tap/hold, spawn rooms cannot be flown over, and tracers land with their impacts.


The project owner's rules for how the original plays went in, plus faster-looking tracers. "Owner's knowledge" below means the owner's memory of the original game; where the game's files are silent we say so.
What changed
What is provisional
The charge speed margin, the 1 s ready hold, the 25 m barrier height and how tracer timing is compressed are our own choices, not values from the game's data. Every deliberate change and every guess is now listed in docs/changes-from-original.md in the code repository.
The screenshots are from a flat test arena, so the floor is a placeholder; the weapon effects are the original ones.
Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.
Real engine footage · Promo kit 3
Painted Ultramarines meet Chaos on Manufactorum: plasma, chainswords, a jump-pack ground pound and a Seize Ground capture, with the game's own sound.
The actual client and a local dedicated server, played by scripted test bots. Two trailer shots slow the effects 4× and are marked on screen; players move at real speed.
Pre-alpha. The HUD drawing, capture discs, swing arcs and blast rings are placeholders; lighting and fog are provisional. Player rings and P1 tags are test overlays. No human match footage.
Open full trailer · Sound is the game's gunfire, impacts and footsteps; no added music.
Unofficial fan project. Not affiliated with Games Workshop, Relic, THQ or Activision. No game files are shared; you need your own copy of the game.
Join the Discord15 frames from the actual engine: painted armour, original effects and Manufactorum.
Scripted test bots, provisional lighting and placeholder overlays. Shots with slowed effects are labelled below. Select any image to open its full-size version.

Original map meshes and textures. Lighting, fog and light shafts are provisional.

Original map assets, seen from another fixed camera. Lighting is provisional.

Original map assets. The small figures are scripted test bots; lighting is provisional.

Original Chaos armour and weapons with red and gold paint. Smoke effects are slowed; the ring at the feet is a test overlay. Lighting is provisional.

Original camera, bolter and weapon effects. The HUD is redrawn by us.

Original plasma effects, slowed 4×. Players move at real speed.

Original blast effect, slowed 4×. Players move at real speed.

Original armour and animations. Orange swing arcs are placeholders; player rings are test overlays.

Original Chaos armour. The orange capture disc is a placeholder; its position comes from the original map data.

The HUD drawing and capture disc are placeholders. Capture and neutralise times use original game values.

The HUD drawing and capture disc are placeholders.

Original jump-pack movement and animations. The yellow blast ring and redrawn HUD are placeholders.

Original plasma effects, slowed 4×. The P1 name tag is a test overlay.

Original Ultramarines armour, muzzle effects and weapons. The capture disc is a placeholder; lighting is provisional. Effects are slowed in this capture.

Original armour and animations. Player rings are test overlays.
Your own PC copy of Space Marine (2011). The engine reads its files without modifying them.
You can run the client and dedicated server from source on Windows. There are no public builds yet.
To replace P2P host networking with server-authoritative dedicated servers and remove the host's latency advantage.
No. The focus is PvP, with Exterminatus co-op possible later.
The 2011 PC original (Steam app 55150), rather than Space Marine 2 or the Master Crafted Edition.
No. It runs as a separate engine with its own dedicated servers and reads your install without modifying it.
No. You supply your own game install. The GPL-3.0 license covers the new code and documentation only.