Space Marine 2 review: 60 co-op hours later, is it worth it in 2026?
Sixty hours of co-op PvE, twenty of them modded, and the campaign twice. Two years of free updates later, is Space Marine 2 worth it in 2026? Score 7.5/10.
Sixty hours of co-op PvE — twenty of them modded — the campaign finished twice, and not a single match of PvP.
Space Marine 2 is a third-person action shooter set in the Warhammer 40,000 universe, and it splits into three things: a single player campaign, a co-op PvE mode called Operations, and a competitive multiplayer mode called Eternal War. This Space Marine 2 review covers the first two, because those are the ones I actually played — twelve of those missions and the story campaign, and none of the competitive multiplayer.
That last part matters, so it goes up front rather than buried in a footnote. Eternal War, the competitive mode, is not scored here, because I have not touched it. If PvP is the reason you are considering the game, this is not the review that answers you.
What this review does answer is the question people are actually typing right now: the game came to Xbox Game Pass in January 2026 and to the PlayStation Plus Game Catalog in March, and a lot of people suddenly have it sitting in a library without having chosen it. Two years after release, is it worth the sixty hours?
Mostly yes. With one reservation that this review keeps coming back to, and that gets louder the longer you play.
The case: Warhammer 40,000: Space Marine 2 is not the game that launched in 2024
Warhammer 40,000: Space Marine 2 came out on 9 September 2024 with six Operations, four difficulty levels, six classes and three multiplayer maps. If you read a review from that week — and the search results are still full of those launch reviews — you read about a different game. Every review of this game on the first page of Google was written in September 2024.
As of August 2026 it has thirteen Operations, six difficulty levels, seven classes and seven PvP maps, plus three modes that did not exist at launch: Siege, a three-player mode against endless Tyranid hordes added in June 2025; Stratagems, added in September 2025; and Helbrute Onslaught on the PvP side. Fourteen numbered patches have shipped. The most recent, Confrontation, landed on 28 July 2026 and closed out the game's second year.
Here is the part that should decide whether you take this seriously: all of it was free.
Not "free with a battle pass". Not "free if you own the deluxe edition". Every Operation, both new difficulties, the Techmarine class, every weapon, every enemy, Siege, Stratagems, every PvP map — free to everyone who owns the game, on every platform. Focus Entertainment's own announcement for the Confrontation update says it plainly: available now for free for all PlayStation 5, Xbox Series and PC players. Saber Interactive committed to this before launch, in a support FAQ that reads, verbatim, that all gameplay content and features will be free to all players and any paid DLCs will be cosmetic only.
Two years later they have kept it. There are two season passes and a pile of cosmetic packs, and that is the entire paid surface. There has never been a paid expansion.

I want to be careful not to let that turn into a free pass. A generous update policy is not the same thing as a great game, and plenty of live-service titles have bought goodwill with free content that nobody wanted to play. But it does mean something specific here: the seven Operations added after launch are the ones I liked most, and I did not pay for any of them.
Every post launch update since release, and what each one actually added
Two years is a lot of post launch updates, so here is the shape of it rather than the whole thing.
Year one was about filling gaps. Patch 3.0 in September 2024 added private Operations lobbies and a sparring arena. Termination in October added the seventh Operation, the Lethal difficulty and Photo Mode — and then patch 4.1 a week later rolled back the enemy spawn rates it had raised, because the community reaction was severe. Obelisk in December brought an eighth Operation, the Tzaangor Enlightened, and the first serious melee rework in Perfect Block and Adrenaline Surge. Datavault in February 2025 added the Datavault progression hub on the Battle Barge, the Tomb PvP map, the Biovore and the Absolute difficulty, which is still the hardest tier in the game.
The middle stretch is where the game stopped being only Operations. Trygon in April 2025 added Exfiltration and a boss to go with it. Siege in June 2025 added an entirely new three-player mode built around surviving hordes. Patch 9.0 in July 2025 added no content at all and instead spent itself on anti-stunlock work and rebalancing, which is a more encouraging patch than it sounds.
The Anniversary update in September 2025 was the biggest single drop: the Vortex Operation, the Mutalith Vortex Beast, the Bridge PvP map, two new modes in Stratagems and Helbrute Onslaught, three weapons and the Chaos Spawn. Reclamation followed in November 2025 with a mission set on a derelict cruiser, the Tyranid Prime, and the first Heroic weapon variants.
Year two is the one that matters most if you last played at launch. Techmarine in February 2026 added the seventh class — the first new class in the game's history — along with the Disruption mission and deployable Tarantula sentry guns. Purgation in May 2026 added another mission plus three gameplay systems: the Battle Simulator, a Siege overhaul, and Wargear 2.0, which finally let gear move across classes. Confrontation in July 2026 closed the year with two PvP maps, a Scarab Occult Terminator Sorcerer dropped into every Chaos mission, and the removal of the PvP progression wall so every weapon is available from level one.
Then the Steam Workshop opened on 30 July 2026, and hotfix 14.1 on 11 August is where the game stands today.
Year three is confirmed: five updates, patches 15 through 19, starting September 2026, with another new class already announced.
The brutal combat is why you come back
The fighting is the best thing in this game and it is not close.
The gameplay loop is melee and ranged together, built around parries, gun strikes and executions, and it takes a while to click. Your guns matter as much as the chainsword, switching between them under pressure is the whole skill, and your team feels it when you get it wrong. This is worth saying clearly because it is the single most common reason people bounce off in the first hour: the controls are not intuitive at the start. You will spend your first Operation dodging when you should have parried, and there is a real gap between understanding what the game wants and being able to do it under pressure.
It also does not stick. Come back after a month away and you will need a mission to find the rhythm again. That is not a complaint exactly — it is a system with enough depth to have a skill floor — but it is a thing to know before you install it for a single evening.

Once it clicks, it is genuinely excellent, and it is the most straightforward fun the game offers. The weight is right. A Space Marine in this game moves like something that weighs four hundred kilos and does not care, and the animation sells every hit. Getting surrounded by Tyranid hordes and cutting your way out with a chainsword, parrying the one attack that matters while the Swarm Engine throws hundreds of bodies at the screen, is a moment very few games in any genre deliver. It is the most exciting thing the game does, and it does it constantly.
Saber has also kept working on it. The melee system was rebalanced in the Termination patch in October 2024, reworked more substantially in Obelisk that December with Perfect Block and Adrenaline Surge, and adjusted repeatedly since — including a hotfix a week later that walked back a parry window change the community hated. Patch 13.0 in May 2026 finally added a Battle Simulator, a customisable practice arena, which is exactly the tool the game needed two years earlier for precisely the reason above.
Is Space Marine 2 worth it for solo players?
Partly, and this is where the score comes from.
The campaign works solo. It is designed for it, your two squadmates are AI when nobody else is there, and playing it alone is a perfectly good experience. Operations also work solo with bots, and at lower difficulties that is fine.
But Operations mode is the reason to stay, and its missions are built for three humans. You want co op partners, not bots, and the multiplayer is where the game opens up. The squad rule — only one of each class per team — exists because the classes are meant to cover each other's gaps. A Bulwark holding a banner while the Heavy grinds down a Carnifex and a Sniper deletes the ranged threats is a different game from doing it with bots that do not prioritise the way a person does. On the higher difficulties the bots are a handicap you have to play around.
So: if you are buying this for a solo campaign, you are buying ten to twelve hours and then you are done. If you have two friends, you are buying something you and those friends will still be opening in six months. The difference between those two purchases is enormous, and most reviews of this game do not draw the line clearly enough.
One practical note that people ask about constantly: co-op is online only, for both the campaign and Operations. There is no split screen and no LAN. There is also no friendly fire in any mode, which is a mercy given how much of the screen is on fire at any given moment.
How long is the single player campaign, and is it worth playing twice?
Saber says ten to twelve hours. HowLongToBeat's main-story median sits at 9 hours 15 minutes across roughly a thousand entries. Both are roughly right; where you land depends on difficulty.
It is a direct sequel to the original Space Marine, the first game in the series, released in 2011. You play Lieutenant Demetrian Titus, reinstated to the Ultramarines, and that is the thread the story hangs on — Saber's own store description frames it as proving your loyalty once again.
I played it twice, and I would do it again.

This is the part of the game that is unambiguously very good, and the part that sells the grim darkness of the Warhammer setting. It is a proper linear single player campaign — set pieces that earn the name, a real script, missions that escalate instead of repeating — and it is shot like a film. The story is thin in places, but the set pieces carry it. The Tyranid invasion sequences in particular, the war at its biggest, do something the tabletop has been promising for forty years and games have mostly failed to deliver: scale that actually looks like scale. Not a big room with a lot of enemies. An army at war.
Playing it a second time was better than expected, for a reason that says something about the combat: on the first run I was learning the controls, and on the second I could actually fight. Fights that had been survival became fights I was directing. If you finish the campaign and feel like you never quite got good at it, that is a real thing, and a second run at a higher difficulty is the fix.
Three-player co-op works in the campaign too, which is unusual for a story mode this tightly authored.
Is Space Marine 2 too hard?
No, and this is one of the game's quiet strengths.
There are six difficulty levels in Operations now, up from four at launch. Minimal, Average, Substantial and Ruthless shipped with the game. Lethal arrived with the Termination patch in October 2024 and Absolute with Datavault in February 2025.
That spread is wider than it sounds. Minimal is genuinely relaxed and quietly fun — you can play it to enjoy the spectacle and the armour customisation, hold off the hordes without much trouble, and never be seriously threatened. Absolute is a wall that expects a coordinated squad running the right perks with the right guns and near-perfect parry discipline, and it will punish a bad moment hard. Both of those are the same game, and both have people playing them.
I moved up gradually across sixty hours and never hit a point where the next tier felt closed off. The difficulty curve is doing its job. If you have heard this game is punishing, that reputation comes from Lethal and Absolute, and nothing forces you anywhere near them.
The catch: PvE Operations reuse the same maps, and there are only two enemy factions
Here is the reservation, and it is the reason this is a 7.5 and not a 9.
There are thirteen Operations, which is to say thirteen missions. That sounds like a lot, and for the first thirty or forty hours it is. The new ones are good — I liked them as much as the launch six, which is not a given for post-launch content — and every one of them adds something.
But you play the same maps. Over and over. The layouts do not change, the objectives do not change much, and the AI Director varies the pressure rather than the shape of the mission. Around hour fifty I noticed I could describe the next corridor of a mission a bit before I turned into it. That is a real ceiling, and no amount of new cosmetics moves it. It is the point at which the score stops climbing.

Enemy variety is the other half of the same problem. After two years, Space Marine 2 still has exactly two enemy factions: Tyranids and the Thousand Sons. Both were there on day one. Nothing has been added since — no Necrons, no Orks, no third army. Necrons show up as scenery, in the Obelisk Operation and on the Tomb PvP map, but you do not fight them.
What has been added is new units inside those two factions, and Saber has been steady about it: the Tzaangor Enlightened in December 2024, the Biovore in February 2025, the Trygon in April 2025, Chaos Spawn and the Mutalith Vortex Beast in September 2025, the Tyranid Prime in November 2025, and a Scarab Occult Terminator Sorcerer in July 2026. Each one changes how a fight plays. None of them changes who you are fighting.
So enemy variety is fine. It is not bad and it is not exciting — it is fine, and after sixty hours "fine" is what starts to show. The combat is good enough to carry a lot of repetition. It is not good enough to carry it forever.
The twenty hours that answered the repetition problem
About twenty of my sixty hours were played with Astartes Overhaul, and it is the reason the last section is a ceiling rather than a wall.
It is a large community overhaul by the Astartes Team, first uploaded in October 2024 and still tracking the game patch for patch — the current build is numbered 14.1, the same as the game's own hotfix, and it was last updated on 12 August 2026. That maintenance record is the thing worth noticing. Most overhaul mods of this size are abandoned within a year.

What it does is widen everything the base game keeps narrow. Three extra classes — Terminator, Chaplain, Apothecary. Every primary, secondary and melee weapon opened up to every class instead of the fixed loadout lists. New weapon variants, cross-class customisation, capes and hoods and decals, rebalanced enemy health and resistances, AI allies that actually carry a range of weapons, and Dreadnoughts and Imperial Guard fighting alongside you. There are mid-operation checkpoints, which on the higher difficulties changes the emotional shape of a run more than any of the combat changes do.
The same thirteen missions, in other words, but you are a different thing walking through them. It changes the gameplay more than a bit. Twenty hours in I was still finding combinations I had not tried.
I recommend it without hesitation, and there is exactly one condition attached — but it is a real one, and it comes from Focus rather than from the mod. Running any mod disconnects you from public matchmaking and drops you into a private lobby. You bring your own squad, by invite or by code. A watermark sits in the top right corner of the screen, and your modded progression is kept separate from your official progression. Nothing you unlock while modded exists in your vanilla account.
So this is not a recommendation for someone playing with strangers. It is a recommendation for exactly the situation the rest of this review describes: a fixed group, a standing evening, and a game whose maps you have started to know too well. If that is you, it is the single best thing you can do with this game. If you queue solo into public lobbies, it is not available to you in any practical sense.
Mod support became official on PC when the Steam Workshop opened on 30 July 2026, and console mod support has been announced for the game's third year.
What I did not test: Eternal War
I have not played the PvP mode, so it is not part of this review's score.
For completeness, and clearly labelled as something I am reporting rather than judging: the PvP mode now has seven multiplayer maps, two of which arrived in the Confrontation update in July 2026, and that same patch removed the progression wall so that every weapon is available from level one. That last change was aimed squarely at the complaint that new players got flattened by people with unlocked loadouts. Whether it worked, I cannot tell you.
Who Space Marine 2 is worth it for
Worth it for
The version of this game that earns its score and then some.
- Two friends and a standing evening
- Anyone who wants a ten-hour Warhammer campaign that looks like the box art
- Players who bounce off a game and come back months later
- Anyone who already has it on Game Pass or PS Plus
Not worth it for
Where the ceiling arrives early enough to matter.
- Solo players expecting Operations to hold them
- Anyone who needs variety in their shooters
- Players who queue into public lobbies and want the mod scene
- Anyone buying it primarily for PvP on this review's word
Buy it if you have two friends and a standing evening. That is a co-op shooter with combat worth learning, thirteen missions of it, six difficulty tiers, a developer that has spent two years adding to it for free, and, once the maps start repeating, a modding scene that hands you three more classes and every weapon on every class. It is a very good game to keep coming back to, and it stays fun across a whole evening, which is not the same as a game you finish.
Think harder if you are playing single player and expecting the Operations missions to hold you. The bots will get you through the lower tiers and then the ceiling arrives early. And if repetition is the thing that ends games for you, it will end this one somewhere around hour fifty.
If it is already sitting in your Game Pass or PlayStation Plus library: install it, play the campaign, and then decide. That is a ten-hour commitment to find out whether the combat clicks for you, and the combat clicking is the whole question.
If it is the setting you are here for rather than this particular game, the other Warhammer 40,000 projects we track are Dawn of War 4, Total War: Warhammer 40,000 and Dark Heresy — all three still unreleased, each with an everything-we-know page we keep current.
The game is not finished, either. Year three was confirmed in April 2026 — five more updates, patches 15 through 19, starting in September 2026, including another new class and a Chaos-flavoured spin on Siege. A Switch 2 version of Warhammer 40,000: Space Marine 2 was announced in June for the holidays. Two years in, this is still a game being actively built, which is the strongest argument for the reservation being a ceiling rather than a verdict.
Questions
Is Space Marine 2 worth it in 2026?
Yes, with a condition, and it is the condition this review is built around. Warhammer 40,000: Space Marine 2 has thirteen Operations, seven classes and six difficulty levels now, against six, six and four at launch, and every bit of it was added free. The condition is co-op: with two friends this is easily worth it, solo it runs out earlier than you would like.
Is Space Marine 2 worth it for solo play?
The ten-to-twelve-hour campaign is fully worth playing alone and works with AI squadmates. Operations are the long tail, and they are built for three humans — bots handle the lower difficulties but become a handicap on Lethal and Absolute. Played solo, treat it as a campaign purchase with a bonus, not a hundred-hour game.
Is Space Marine 2 repetitive?
Eventually, yes. Thirteen Operations sounds generous but the missions run on fixed maps, and by around hour fifty you will recognise every corridor. The fighting stays fun long after the maps stop surprising you, and the AI Director varies pressure rather than layout. It is still the single biggest thing holding the game back.
How long is the Space Marine 2 campaign?
Saber Interactive says ten to twelve hours. HowLongToBeat's main-story median is 9 hours 15 minutes, with main-plus-extras around 14 hours 40 minutes. Difficulty moves it more than anything else. It also supports three-player online co-op, which is unusual for a campaign this scripted.
Is Space Marine 2 too hard?
Not unless you choose it to be. Operations run across six tiers — Minimal, Average, Substantial, Ruthless, Lethal and Absolute — and the last two are where the game's punishing reputation comes from. Minimal is genuinely relaxed. The combat does have a learning curve regardless of difficulty, and it fades if you take a break.
Is all the Space Marine 2 DLC cosmetic?
Yes, and it has stayed that way for two years. Every Operation, class, weapon, enemy, difficulty and mode added since launch has been free on all platforms. The two season passes and the standalone packs contain cosmetics only. There has never been a paid expansion; Space Marine 3 is a separate game, announced in March 2025.
Do mods work in Space Marine 2, and do they disable anything?
Yes, officially on PC since the Steam Workshop opened on 30 July 2026. Running any mod disconnects you from public matchmaking and puts you in a private lobby you fill by invite or code, shows a watermark on screen, and keeps your modded progression separate from your official progression. Console mod support is announced for year three.
Does anyone still play Space Marine 2?
Yes. The game joined Xbox Game Pass in January 2026 and the PlayStation Plus Game Catalog in March, and Focus announced 12 million players in April 2026, up from 7 million the previous June — note that the official figure is players, not copies sold. A third year of free updates was confirmed for September 2026.