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Warhammer 40,000: Boltgun 2
Obliterate heretics in the name of the Emperor in Warhammer 40,000: Boltgun 2! Play as Ultramarine Malum Caedo or Sister of Battle Nyra Veyrath in this sequel…
When Auroch Digital dropped the new Warhammer 40,000: Boltgun 2 trailer, the thing that grabbed me wasn’t just “more boomer shooter.” It was the switch-up: a playable Sister of Battle alongside the returning Ultramarine. That’s a meaningful pivot for a retro FPS that previously nailed the fantasy of being an unstoppable Astartes. Bringing in Nyra Veyrath, a Celestian from the Adepta Sororitas, hints at a different combat rhythm-less walking tank, more righteous, flame-fueled aggression. If Boltgun 2 leans into that contrast, we’re not just getting a sequel; we’re getting a fresh second playstyle in a genre that often plays it safe.
Big Fan, a new publishing label under Devolver Digital, and developer Auroch Digital unveiled gameplay from Boltgun 2, confirming a 2026 release on current-gen platforms. The headline is Nyra Veyrath, a Celestian Sister of Battle who trades Space Marine-level bulk for battlefield agility and, of course, lots of holy promethium. You can pick between Nyra and Ultramarine Malum Caedo in a branching single-player campaign that sticks to the retro-FPS DNA—fast movement, crunchy pixel gore, and that ‘90s energy Boltgun fans signed up for.
On the enemy front, the trailer calls out familiar chaos fodder like Nurglings and Cultists, with Khorne’s Bloodletters and their Juggernauts stepping in as heavier threats. The wording teases “greater terrors,” which is 40K-speak for “we’ve got bigger demons or chaos toys waiting.” The question is how far the bestiary expands and whether encounter design pushes you to play Nyra and Malum differently.
Sisters of Battle aren’t Space Marines—and that’s the point. On tabletop and in lore, Celestians are elite, disciplined, and absolutely lethal with flamers, meltas, and bolters. Translating that to an FPS can mean higher mobility, deliberate positioning, and close-range bursts that reward aggressive, risk-reward play. If Malum is about chunky bolter impact and chainsword brutality, Nyra should be about tempo control—burn rooms fast, reposition, purge again.

That difference matters in a field crowded with “protagonist, but faster” sequels. The boomer shooter renaissance has given us fantastic entries like DUSK and Prodeus, but most don’t fully commit to dual protagonists with distinct kits. If Auroch makes Nyra more than a reskin—unique weapons, bespoke traversal, encounter tweaks—that’s a legit reason to replay levels instead of just chasing a higher difficulty.
“Branching campaign” is a loaded phrase. In retro shooters, it can mean anything from a couple of alternative exits to meaningful mission routes that change enemy mixes, weapon timing, and story beats. I’m hopeful here: Boltgun’s first outing understood pacing, secrets, and that dopamine of momentum. If branches alter objective order, boss matchups, or even which character-specific arenas you see, it could add staying power without padding. If it’s just one extra door with the same room at the end, that’ll be a letdown.

Splitting focus between Malum and Nyra could dilute depth—or be the sequel’s trump card. The safe play would be mirrored campaigns with light tweaks. The bold play is asymmetric design: shared hubs, diverging routes, character-gated challenges, and weapon economies that make your pick matter. I want to see kit-defining tools (think: Nyra’s flames or meltas vs. Malum’s heavy bolter brutality) that reframe combat puzzles, not just TTK differences.
Auroch Digital is back at the helm, but this time the publisher is Big Fan, a Devolver Digital label. That’s intriguing. Devolver’s taste for stylish, mechanically tight games fits Boltgun’s energy, and a label built to champion licensed projects could give 40K the indie edge it deserves. The wider 40K scene has quietly leveled up: strong showings from the first Boltgun, the long-awaited AAA push with Space Marine 2, Owlcat’s crunchy CRPG Rogue Trader, and Darktide’s redemption arc signal that licensed doesn’t have to mean mid.

That said, 2026 is a long runway. By then, the boomer shooter boom will either have evolved or plateaued. Boltgun 2 needs more than “more levels” to stand out: smarter AI packs, sly encounter variety, and a soundtrack that slaps as hard as a chainsword crit. Current-gen-only also raises the bar—bigger arenas, denser hordes, and crisp performance should be table stakes, not stretch goals.
Boltgun 2 isn’t just “more bolter.” Adding a playable Sister of Battle and a branching campaign could meaningfully change how it plays—if Auroch commits to real asymmetry and real choice. With a 2026 target, the team has time to sharpen the edges. Now they need to prove those flames burn as bright as the hype.
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