SM-REIMPL
Overhead view of the Manufactorum map rendered by sm-reimpl, with a Seize Ground capture point in the middle
Unofficial fan project · Pre-alpha

Space Marine multiplayer, back on dedicated servers.

sm-reimpl is an open-source reimplementation of the multiplayer of Warhammer 40,000: Space Marine (2011, PC). It reads maps, models, animations and gameplay values from your own copy of the game, and runs matches on server-authoritative dedicated servers.

Not affiliated with Games Workshop, Relic, SEGA, Focus or Saber. Contains no game files. You need your own copy of the 2011 game.

What is this?

The 2011 original had a much-loved multiplayer: six classes, jump packs, chainswords, heavy bolters, Space Marines against Chaos. Its online services are gone or unreliable, and you cannot host your own match.

sm-reimpl is a new engine that brings that multiplayer back with one deliberate change: a dedicated server decides everything (movement, hits, damage, scoring) while clients predict their own movement so play stays responsive. Everything else defaults to the original's behaviour. Where the game's data gives us a value we read it from your install and record its source in a public spec; where we had to guess, we say so.

It is not a mod and not a recompilation. The simulation, networking and server are C# (.NET 10); the client is built with Godot 4. This is the 2011 original, not Space Marine 2 (2024) or the 2025 Master Crafted Edition.

What works today

The current alpha is one map, Manufactorum, with Annihilation and Seize Ground, Space Marines against Chaos.

Dedicated servers

Server-authoritative UDP server with client-side prediction, reconciliation, interpolation and lag-compensated hits. In automated tests prediction stays in sync under 150 ms round trip and 5 % packet loss.

Two game modes

Annihilation, and Seize Ground with three capture points (capture 20 s, neutralise 10 s, from the game's data). Teams up to 8 per side, scoring, kill feed, scoreboard, match restart.

Six classes

Tactical, Assault and Devastator for the Space Marines; Tactical, Raptor and Havoc for Chaos, with their wargear choices.

The original arsenal

Bolter, bolt pistol, heavy bolter and plasma gun with heat and overheating, lascannon and plasma cannon charged shots, grenade launcher, melta, frag and krak grenades, knife and chainsword combos. Numbers read from your install.

Jump packs and evade rolls

Hold for height, ground pound and landing blasts for Assault and Raptor; Tactical rolls, while Devastator and Havoc use a short hop. Timings come from the game's own animation and ability data.

Camera and aiming

Aim mode with the original's field of view, mouse speeds and camera offset, shots that converge on the crosshair, hit markers, and a HUD laid out after the original.

Original armour and animations

Space Marine and Chaos multiplayer armour pieces playing the game's own animations.

Read-only, open source

Your install is opened read-only and never modified. Code and docs are GPL-3.0; every gameplay value is logged with its source and confidence.

Original data vs placeholder

We label everything. Here is the honest split, today.

Loaded or read from your install

  • Manufactorum's meshes, diffuse textures, collision, spawns, kill zone and capture points
  • Space Marine and Chaos multiplayer armour, rig and animations
  • Movement, health, shield, weapon and class values
  • Camera field of view, aim zoom and mouse speeds; camera offset from the original rig
  • Hit volumes from the character's ragdoll shapes
  • Jump pack, roll and melee timings from the game's ability and animation data

Placeholder or provisional

  • HUD: the layout follows the original, but it is redrawn (no original UI art or font)
  • Lighting and fog are an approximation; the map's own lights and normal maps are not loaded yet
  • Projectiles and explosions are simple placeholder shapes
  • Some rules live only in the original executable, so score limit, time limit and respawn time are provisional
  • Chaos legion paint is not reproduced yet
  • Some input-to-animation mappings are our interpretation
  • Not yet: Exterminatus, other maps, progression, unlocks, customizer, menus, audio

Progress

M21 checkpoint · 27 October 2026. Twenty-one milestones so far, from opening the game's archives to the evade roll. Tested with bots and automated tests, plus a first informal human playtest. No public builds or release date; a fresh M20/M21 human playtest is still ahead.

  1. M1Every game archive in the install opens and decompresses with zero errors.
  2. M2An original model from a multiplayer map appears with its original textures.
  3. M3The multiplayer Space Marine in original armour, playing original animations.
  4. M4Dedicated server and client with prediction, reconciliation and interpolation, tested under latency and packet loss.
  5. M5The game's own movement and weapon numbers are read from the install; a networked client joins the server.
  6. M6The original bolter, health and armour shield, with lag-compensated hits.
  7. M7Level collision read from the game's physics data; players spawn at the map's spawn points.
  8. M8Maps drawn with their original meshes and textures.
  9. M9Melee: knife and chainsword combos timed from the game's animation data.
  10. M10All six classes with their loadouts.
  11. M11Weapon heat and overheating; choose your weapons per class.
  12. M12Charged shots, projectiles and splash damage; plasma cannon and grenade launcher.
  13. M13Thrown frag and krak grenades; the melta's cone of fire.
  14. M14The jump pack and the ground pound.
  15. M15Teams and Annihilation: scoring, kill feed, scoreboard, restart.
  16. M16Seize Ground on Manufactorum, which becomes the alpha arena.
  17. M17Chaos players wear the original Chaos multiplayer armour.
  18. M18Manufactorum's edge walls and pit kill zone; provisional lighting.
  19. M19Fixes from the first playtest: the camera stays out of walls and the player's own armour; better test bots.
  20. M20Camera, aiming and HUD after the original: aim mode, shots converge on the crosshair, hit markers.
  21. M21The evade roll and aim-mode poses for rifle, pistol and heavy weapons.

What's next

  • More human playtests of the Manufactorum alpha, and fixes from what they find.
  • Manufactorum's placed lights and normal maps; legion paint for the Chaos armour.
  • Melee stuns and interrupts, followed by melee lunge and attack alignment, weapon spread and netcode follow-ups.
  • Later: more rendering fidelity, then the deferred scope: other maps, Exterminatus co-op, progression, customizer, menus.

The rebuild in motion

Earlier development capture · 27 October 2026. This recording predates the M21 checkpoint shown above.

28-second highlight · No audio. Development build with provisional visuals and behaviour.

FAQ

Do I need the game?

Yes. You need your own legitimate PC copy of Warhammer 40,000: Space Marine (2011, Steam app 55150). The project reads maps, models and values from that install at runtime. The install is opened read-only and never modified.

Is this official?

No. It is an unofficial, non-commercial fan project with no connection to Games Workshop, Relic Entertainment, SEGA or Focus Entertainment / Saber.

Does it include game files?

No. The repository contains only new code and documentation. Nothing extracted or converted from the game is distributed, and the automated tests use synthetic data only.

Can I play it now?

It is an early alpha. You can run a dedicated server and a client from the source code on Windows with your own install. There are no public builds yet and no release date. Expect rough edges.

Which game is this?

The 2011 original, Warhammer 40,000: Space Marine. Not Space Marine 2 (2024) and not the 2025 Master Crafted Edition.

Does it replace the original's online service?

No, and it does not patch or decompile the game's executable. It is a separate engine with its own dedicated servers.

Will the campaign be included?

No. The singleplayer campaign is out of scope. The focus is the multiplayer: PvP first, with Exterminatus co-op possible later.

Which license?

GPL-3.0 for the code and documentation. That license covers only the new code and grants nothing for the game's content.