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.
M26 media checkpoint · 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 krak 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 (M25) and sound (M26), loaded from your own install. Hear the engine in the new trailer.
Your game install stays unchanged. Code and docs are GPL-3.0; gameplay values record their source and confidence.
M26 media checkpoint · Promo kit 3. Original weapon effects, sound and painted armour; the build is still pre-alpha.
The new media is captured from main at b4000c8 using scripted test bots. It is not human playtest footage. No public builds or release date yet.
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.