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.MULTIPLAYER. REBUILT.
An independent reimplementation of multiplayer in Warhammer 40,000: Space Marine (2011).
Real engine capture · Two bots. Original assets; provisional lighting and animation selection. Team markers are placeholders.
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.
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.A focused combat sequence from the running prototype. Recorded 27 October 2026.
28-second highlight · No audio. This clip shows a development build; visuals and behaviour remain work in progress.
Gantries, steel corridors and industrial courtyards. Manufactorum is the focused arena for the current alpha work.
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.
Characters, movement and combat take shape in the independent engine. These captures show different stages of development—not a single finished build.
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.An airborne Assault Marine with an original jump animation. The earlier test is on mp_dlc2_map4, outside the Manufactorum alpha arena.
Earlier test frames make the working systems—and their visual gaps—visible. Open any frame for its full context.
The foundation is running. The work ahead is still substantial.
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.Original asset loading · Six data-defined classes · Dedicated UDP server · Prediction and reconciliation · Weapons, melee and jump-pack simulation · Annihilation and Seize Ground.
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.
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.
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.
Inspect the evidence and follow the development record.
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