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Unofficial fan project · Pre-alpha

Space Marine multiplayer.
Without the host advantage.

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.

The project

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.

What works today

Changelog through M43 · Manufactorum · Space Marines vs Chaos.

Dedicated servers

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

Two game modes

Annihilation and three-point Seize Ground on Manufactorum. Teams up to 8 per side, scoring, kill feed, scoreboard and match restart.

Six classes

Tactical, Assault and Devastator; Chaos Tactical, Raptor and Havoc. Class loadouts and weapon choices.

Original arsenal

Bolters, plasma, lascannon, melta, grenade launcher, frag and blind grenades, plus knife and chainsword combos. Weapon values come from your install.

Jump packs and evades

Jump-pack flight, ground pound and landing blasts. Tactical rolls; Devastator and Havoc hop. Timings use the game’s data.

Camera and aiming

Aim mode, crosshair convergence, hit markers and a redrawn HUD based on the original layout.

Armour and animations

Original Space Marine and Chaos multiplayer armour, rigs and animations. Ultramarines blue and gold; Chaos red and gold.

Original effects and sound

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.

Read-only and open source

Your game install stays unchanged. Code and docs are GPL-3.0; gameplay values record their source and confidence.

Original data & unfinished work

From your install

  • Map meshes, textures, collision, spawns and capture points.
  • Multiplayer armour, rigs and animations.
  • Movement, health, shields, weapons and class values.
  • Camera settings, hit volumes, jump-pack, roll and melee timings.

Still provisional

  • Redrawn HUD and placeholder capture discs and swing arcs. The ground-pound crater and landing effects now use original assets; the dark reach ring and extra dust are ours.
  • Our lighting and shading over original map assets; see M42 for god rays and quality settings. Some test overlays remain; placeholder markers are hidden by default.
  • Score limits, match time, respawn timing and some animation mappings.
  • Other maps, Exterminatus and progression remain unfinished. M43 implements 34 of 48 perks, four only in part; 14 remain inactive.

Milestone tracker

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.

  1. M1Game archives open and decompress.
  2. M2Original map model and textures.
  3. M3Space Marine armour and animations.
  4. M4Dedicated server, prediction and latency tests.
  5. M5Game values imported; networked client joins.
  6. M6Bolter, health, shields and lag-compensated hits.
  7. M7Original collision and player spawns.
  8. M8Maps rendered with original meshes and textures.
  9. M9Knife and chainsword combos.
  10. M10All six classes and loadouts.
  11. M11Weapon heat, overheating and selection.
  12. M12Charged shots, projectiles and splash damage.
  13. M13Frag and krak grenades; melta cone.
  14. M14Jump packs and ground pound.
  15. M15Teams, Annihilation, scoring and match restart.
  16. M16Seize Ground on Manufactorum.
  17. M17Original Chaos multiplayer armour.
  18. M18Arena boundaries, pit kill zone and provisional lighting.
  19. M19Playtest fixes: camera collision and better bots.
  20. M20Aim mode, crosshair convergence, hit markers and HUD.
  21. M21Class evades and weapon aim poses.
  22. M22Aim animation and playtest fixes.
  23. M23Death screen and physics ragdolls.
  24. M24Original weapon models and mounts.
  25. M25Original weapon effects.
  26. M26Original sound; chapter and legion paint also shown in the promo footage.
  27. M31the owner's rules - charge from sprint, hip-fire raise, charged shots
  28. M32the charger's hyper armour and a 10 s ready hold
  29. M33sound follow-ups
  30. M34capture aids for clean footage
  31. M35reload animations and dropping magazines
  32. M36sprint and backpedal animations, smoother movement
  33. M37the blind grenade only blinds
  34. M38hit feedback, per-weapon wall decals, silent map
  35. M39solid crates you can only shoot through with the lascannon and stalker
  36. M41a ground pound that hits like one
  37. M42Lighting and god rays
  38. M43Perks work like the original

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.

Still being verified

  • Human playtesting and feedback on movement, sound balance and combat reactions.
  • Four partly working perks and 14 inactive perks; some systems and original behavior still need verification.
  • More maps, Exterminatus and progression remain future work.

Changelog through M43

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.

M42 ·

Lighting and god rays

Soft god rays, sun shadows, ambient shading, sunlit smog and deep darks on Manufactorum.

Read full change notes

Manufactorum is lit properly now, and the god rays blend into the air instead of looking like flat slabs.

What changed

  • God rays and smoke no longer end in hard lines where they meet floors and walls. They fade out when the camera gets close, and when seen side-on.
  • Real-time shadows from the sun, with soft edges.
  • Shading in corners and crevices, and some light bouncing between surfaces.
  • A thin sunlit smog over the factory that shows light shafts and makes distant buildings fade into haze. It uses the fog colour from the map's own data.
  • Darks are deep again: an earlier mistake had brightened the fog and lifted every shadow.
  • A small stutter when walking between lighting areas of the map is gone.
  • Anti-aliasing (MSAA 4x + SMAA) smooths jagged edges.

Settings

  • Lighting has four quality levels. The default is medium, which runs well on mid-range graphics cards. High adds softer shadows and reflections for stronger cards.

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.

Original changelog text

M43 ·

Perks work like the original

34 of the 48 multiplayer perks now work from the game's own data; the rest are clearly labelled.

Read full change notes

Perks now do what they did in the original, using the game's own numbers.

What changed

  • 34 of the 48 multiplayer perks work, read straight from the game's data. A few examples:
    • Iron Halo raises the shield from 100 to 150.
    • Larraman's Blessing heals 50 health per second after 3.5 s, instead of 5 per second after 5 s.
    • Final Vengeance sets off a blast where you died, 2.5 s later.
    • Kraken Bolts makes bolter rounds pierce armour, crates and up to two players.
    • Burst Fire fires two rounds per trigger pull.
    • Death From Above triples the ground pound's damage.
  • 4 of these work only in part, because the systems they touch (grenade stims, weapon scatter, lascannon handling) are not in the game yet.
  • Each class's default perk now actually works: Devastators and Havocs shrug off melee and explosions, and Assault Marines and Raptors hit harder with the charge.
  • Perk kills show the perk's name in the kill feed.

Not yet

  • 14 perks are labelled "NOT ACTIVE YET" in the class creator. They need systems we don't simulate yet, or details the game files don't record.

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).

Original changelog text

M41 ·

M41: a ground pound that hits like one

The jump-pack ground pound now leaves the original crater, dust and sound, a dark ring showing its reach, and flying chunks of floor.

Read full change notes

The Assault and Raptor ground pound now lands with a real impact.

What changed

  • The original game's own heavy-landing effect plays where the pound hits: a crater and cracks in the floor, a flash, dust clouds, debris and shockwaves.
  • The original ground-pound sound now plays at the moment of impact (it used to come a beat late).
  • Normal jump-pack landings play the original's lighter landing effects.

What is ours

  • A thin, dark scorched ring marks how far the pound reaches (7 m); the original has no such texture, so we made a subtle one.
  • Extra dust and a handful of ground chunks thrown up with physics, plus a small camera shake.

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.

Original changelog text

M39 ·

M39: solid crates you can only shoot through with the lascannon and stalker

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.

Read full change notes

The green ammo crates scattered around Manufactorum are now solid cover, as in the original.

What changed

  • The 49 green crates block players on both sides, including jump-pack flight, and they stop bullets, flames, projectiles and grenades (grenades bounce off them).
  • Only the lascannon and the stalker bolter shoot through them, as the original's weapon data says. Behind a crate a shot loses its full damage: only a short, weakened blast continues (lascannon 50 damage up to 15 m, stalker 20 up to 10 m).
  • Shots also go through players now: the lascannon passes up to 10 players and the stalker bolter 2, each taking the shot's damage.
  • With the Kraken Bolts perk the bolter pierces crates and 2 players too.

What is provisional

  • Crates never move (in the original they are heavy physics objects; the owner remembers them staying put).
  • How the damage behind a crate is read from the data is our interpretation, and some fine details of the crate shapes come from a file format we decoded ourselves.

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.

Original changelog text

M38 ·

M38: hit feedback, per-weapon wall decals, silent map

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.

Read full change notes

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

  • Damage flashes. Your screen edges flash yellow when your shield takes damage and red when your health does, pointing towards the shooter. The timing follows the game's screen_dmg_* bloom keys; the colours, opacity and shape are our own, and the flash is hidden while you are dead.
  • Hit sounds: armour and flesh together. On the owner's direction, a bullet hitting a player plays the crunchy armour layers and the wet flesh layer together, once per hit (checked against the structure of the game's sound events). Impacts on walls and detonations set the armour state explicitly so the flesh sound never leaks onto the level.
  • Per-weapon wall decals from the game's data. Bolter stone and metal craters, melta char with a glow, lascannon char, crater and hole, animated glowing plasma gun marks, and plasma cannon craters with hot cracks. Decals no longer project onto players, weapons or ragdolls.
  • A silent map. Map emitters, the ambience bed and trigger regions are switched off; --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.

Original changelog text

Fixes ·

Fixes: frozen clients and one sprint animation

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.

Read full change notes

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.

Original changelog text

M35 ·

M35: reload animations and dropping magazines

Guns reload with the original animations and sounds, and the weapon model's own magazine drops to the floor.

Read full change notes

Every gun that reloads now plays a reload animation with sound, and its own magazine drops to the floor.

What changed

  • Animations from the game's data: reload clips, tags, bone masks and blend times for the bolter, bolt pistol, storm bolter, stalker bolter, grenade launcher and lascannon, for both Space Marines and Chaos. The clip plays over exactly the simulation's reload time, layered over movement.
  • Dropping magazines: the weapon model's own magazine part leaves the gun when the hand takes it and falls as a physics object (10 s, at most 24 on screen); a fresh one reappears when the new magazine is loaded. For the Chaos bolter and pistol the magazine is an embedded mesh shell, which is our interpretation. The weight, friction and bounce are our values.
  • Sound: reload sounds go through the existing sound-tag path, for your own weapon and for others.
  • No reload where the data has none: the heavy bolter, plasma gun, plasma cannon and melta use heat, venting or pumping instead, so none is shown.

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.

Original changelog text

M36 ·

M36: sprint and backpedal animations, smoother movement

Fixes from the owner's playtest: sprint and backwards animations, smooth own character and camera, and test markers hidden by default.

Read full change notes

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

  • Sprint and backpedal animations come from the game's navigation and sprint graphs. Relaxed run and walk pick the nearest of 8 directions, backwards included. Sprint shows above a speed threshold with hysteresis, only on the ground and not during rolls, charges, hit reactions or jumps. The clips are original; the thresholds are our interpretation.
  • Smooth own character and camera. Turning is drawn at the per-frame view angle and position is interpolated between predicted ticks, with corrections faded over 0.1 s. In headless measurements, frames without movement while running fell from about 50 % to 3-8 %, and stuttering yaw from 50 % to 0 %. --no-view-smoothing shows the old drawing. Collision and shooting still use the simulation position.
  • Markers hidden by default. Seize Ground zone indicators, ground-pound and landing rings and spawn-room shield planes are off unless you pass --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.

Original changelog text

M33 ·

M33: sound follow-ups

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.

Read full change notes

The remaining sound gaps from the first sound milestone, all read from the game's own audio data.

What changed

  • Master bus: the game's bus volumes are applied up the chain, including the master bus at -7 dB, so the overall mix is about 7 dB quieter than before (--sound-gain lets you compare).
  • Muffling: low-pass filtering now follows the game's data: stun, grenade deafening, sniper zoom and the map's rolloff regions all muffle sound through 20 filter buses.
  • Fades and switches: pitch, volume and mute fades (plasma charge, chainsword glide, jump-pack descent) and the primary/secondary weapon sound switch.
  • Distance and speed now drive volume, pitch and filtering.
  • Voice barks: class voice lines for exertion and actions (melee, charge, ground pound), one line at a time per character. Reload and throw lines have no multiplayer entry in the data, so nothing plays for them.
  • The audio readers were hardened against damaged data.

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.

Original changelog text

M37 ·

M37: the blind grenade only blinds

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.

Read full change notes

The files' "krak" grenade turns out to be a blind grenade, and now behaves like one.

What changed

  • The blind grenade only blinds. No damage, no stun, no knockback. Everyone with a clear line to the blast and within range is blinded, allies and the thrower included: 3.5 s within 8 m, 2 s out to 30 m. The radii and durations come from the game's data (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.
  • Ground pound and landing blasts were checked against the jump-pack data for both sides (25 explosive + 50 shield damage at 7 m with fall-off, landings 15 and 5). Nothing needed changing.

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.

Original changelog text

M32 ·

M32: the charger's hyper armour and a 10 s ready hold

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.

Read full change notes

More of the owner's answers about how the original plays, applied to the charge and to weapon readiness.

What changed

  • The charger's hyper armour. For roughly the first half of the rush (0.333 s here) stuns and other reactions are ignored, so a charge cannot be stopped by being hit at the start. Damage still applies. Later in the rush, or when the charge stops against something, a stun ends it. Charge collisions are now resolved after all contacts in a tick, so head-on charges no longer depend on which player was processed first.
  • The ready hold is 10 s. After a shot the weapon stays up for 10 s before lowering. This is the owner's rough memory of the original and is unverified; it will be checked against the original.
  • Raise rules confirmed. The first shot after a weapon switch waits for the raise; weapons that are always up never wait, also after a sprint or a roll. Tests now pin these rules.
  • The network protocol moved to version 21 for the longer ready timer.

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.

Original changelog text

M34 ·

M34: capture aids for clean footage

Test markers can be hidden with --no-markers, the movie recorder takes a frame size, and a new --spectate inspect orbits your weapon.

Read full change notes

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.

Original changelog text

M31 ·

M31: the owner's rules - charge from sprint, hip-fire raise, charged shots

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.

Read full change notes

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

  • Charge needs a sprint. The charge (W + F while running) only starts from the sprint state. Without a sprint, F is the stun strike. Assault and Raptor charge on the ground only. The exact speed margin for "sprinting" is our choice.
  • Hip fire waits for the weapon to come up. The first shot after raising a weapon waits for the raise (rifle 0.2 s, pistol 0.167 s, both read from the animation graphs). Weapons that are always up never wait. After a shot the weapon stays ready for 1 s (our choice at this point).
  • Charged weapons: tap the left mouse button for a basic shot, hold it for the charged shot. The separate alt-fire button is gone.
  • Spawn rooms can no longer be flown over. The spawn-room barriers now reach 25 m above the level so jump packs cannot skip them. This is a deliberate change from the original, decided by the owner.
  • Tracers and beams feel immediate. Bolt tracer heads now cross the distance in at most 0.1 s and arrive with the impact. The lascannon beam and its impact appear together; before, the Space Marine lascannon impact showed up 0.18 s late because of a texture-scroll speed.

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.

Original changelog text

See it running

Real engine footage · Promo kit 3

No mock-ups. This is the engine.

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.

  • Original assets
  • Placeholders marked
  • Scripted bots

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.

Square cut · 15 seconds · Original game sound.
Vertical cut · 15 seconds · Original game sound.

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 Discord

FAQ

What do I need?

Your own PC copy of Space Marine (2011). The engine reads its files without modifying them.

Can I try it?

You can run the client and dedicated server from source on Windows. There are no public builds yet.

Why rebuild the multiplayer?

To replace P2P host networking with server-authoritative dedicated servers and remove the host's latency advantage.

Is the campaign included?

No. The focus is PvP, with Exterminatus co-op possible later.

Which version of Space Marine?

The 2011 PC original (Steam app 55150), rather than Space Marine 2 or the Master Crafted Edition.

Does this change the original game?

No. It runs as a separate engine with its own dedicated servers and reads your install without modifying it.

Are game files included?

No. You supply your own game install. The GPL-3.0 license covers the new code and documentation only.