sm—reimplINDEPENDENT MULTIPLAYER PROJECT
DEVELOPMENT TRANSMISSION 27.10.2026PRE-ALPHA / BOT TEST SESSIONS
UNOFFICIAL · NON-COMMERCIAL · INDEPENDENT

sm—reimpl

MULTIPLAYER. REBUILT.

FROM YOUR COPY. INTO A NEW ENGINE.

An independent reimplementation of multiplayer in Warhammer 40,000: Space Marine (2011).

MANUFACTORUM / SEIZE GROUND

Real engine capture · Two bots. Original assets; provisional lighting and animation selection. Team markers are placeholders.

CAPTURE 001 / ORIGINAL ASSETS LOADED
ABOUT THE PROJECT

A familiar war.
A new foundation.

Original armour. Original environments. An independently written simulation, client and dedicated server that load content from your own installed copy.

The current alpha focuses on one arena, Manufactorum, and two modes: Annihilation and Seize Ground. This is a working prototype tested with bots, with substantial work still ahead.

FOLLOW THE REBUILD

See the rebuild take shape.

Explore the systems and the evidence behind the rebuild. Every frame in this showcase comes from the real running client.

Explore the systems ↓Independent fan project. No official affiliation.
Own copy of the 2011 PC game required for content.
CURRENT ALPHA SCOPEManufactorumAnnihilation+Seize GroundPRE-ALPHA / NOT A RELEASE
IN MOTION / DEVELOPMENT CAPTURE

The rebuild in motion.

A focused combat sequence from the running prototype. Recorded 27 October 2026.

GAMEPLAY RECORDING / PRE-ALPHA

28-second highlight · No audio. This clip shows a development build; visuals and behaviour remain work in progress.

01 / THE SETTING

Manufactorum

Gantries, steel corridors and industrial courtyards. Manufactorum is the focused arena for the current alpha work.

Three objectives. One arena.Fresh capture · Original map meshes and diffuse textures. Warm lighting, fog and objective markers are provisional.
A / B / C

In the fresh run, server logs recorded Chaos capturing A and Space Marines capturing B, followed by objective scoring. Capture and neutralisation durations come from game data; other rule interpretations and match limits remain provisional.

02 / INSIDE THE REBUILD

Built from the evidence.

Characters, movement and combat take shape in the independent engine. These captures show different stages of development—not a single finished build.

ORIGINAL ASSET LOADED / MODEL VIEWER

Original armour.

Original Chaos multiplayer geometry, diffuse textures and an idle animation in the running client. Legion paint and original shaders are incomplete.

Historical capture · No match or map · Diagnostic text retained.
EARLIER BUILD / JUMP-PACK TEST

Above the battlefield.

An airborne Assault Marine with an original jump animation. The earlier test is on mp_dlc2_map4, outside the Manufactorum alpha arena.

Historical capture · HUD, animation selection and landing effects are provisional or placeholders.
03 / THE DEVELOPMENT RECORD

Field recordings.

Earlier test frames make the working systems—and their visual gaps—visible. Open any frame for its full context.

04 / AN HONEST CHECKPOINT

The development record.

The foundation is running. The work ahead is still substantial.

507tests passed

153 parser tests + 354 networking and simulation tests. Client build: zero warnings or errors.

Executed 27 October 2026 on the audited working tree. Source changed concurrently afterward; this does not verify later edits. The test run emitted one xUnit analyzer warning.
.NET 10Godot 4.7.2 .NETProtocol 11

Working foundations

Original asset loading · Six data-defined classes · Dedicated UDP server · Prediction and reconciliation · Weapons, melee and jump-pack simulation · Annihilation and Seize Ground.

Still taking shape

Lighting, materials, HUD, audio and effects. Legion paint and the Raptor jump pack remain incomplete. Older frames use red-tinted Marine stand-ins for Chaos.

Still to verify

Human multiplayer, live neutralisation and larger sessions. Open-edge falls and an earlier 10-client stall remain unresolved here. The fresh run also exposed a departure-related winner issue.

Build provenance and verification limits +

Audited branch: m18/manufactorum-polish; commit f7f8864, with local edits. PR #18 was still at 146285a when checked. Two fresh engine captures and five reused screenshots were visually inspected. Historical capture dates and exact source commits are not authenticated.

Seize Ground: 20-second capture and 10-second neutralisation are data-derived; score interval and score/time limits are provisional. Fresh logs confirmed captures and scoring, not neutralisation or a score-limit win. On departure the server named the lower-scoring team as winner. No gameplay code was changed for this showcase.

All images are unretouched engine outputs. No generated gameplay, composite scenes or original game asset bundles are included. This showcase is shared for friends to review; it is not a release announcement.

FOLLOW THE WORK

A familiar battlefield.
An independent rebuild.

Inspect the evidence and follow the development record.

View development status ↑