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Manufactorum rendered by sm-reimpl
Unofficial fan project · Pre-alpha

Space Marine multiplayer.
Without the host advantage.

I'm building a new engine for Space Marine (2011) assets, with server-authoritative dedicated servers. The goal is to recreate the original multiplayer experience first, then add new features once that foundation is sufficiently complete.

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

M26 media checkpoint · 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 krak 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 (M25) and sound (M26), loaded from your own install. Hear the engine in the new trailer.

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; placeholder capture discs, swing arcs and blast markers.
  • Lighting, fog, normal maps and test overlays (player rings and name tags).
  • Score limits, match time, respawn timing and some animation mappings.
  • Not implemented: other maps, Exterminatus, progression, unlocks, customizer and menus; audio follow-ups remain.

Milestone tracker

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.

  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 this media. Media checkpoint

What’s next

  • Human playtests and fixes from feedback.
  • Manufactorum’s lights and normal maps; armour decals and sound follow-ups.
  • Melee stuns, interrupts and alignment; weapon spread and netcode follow-ups.
  • Later: more maps, Exterminatus, progression, customizer and menus.

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.

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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.