I played Boltgun 2 and it's sick

boltgun 2
(Image credit: Auroch Digital)

I'll keep this brief: I played some Boltgun 2 and I'm still buzzing about it. It's extremely similar to the first Warhammer 40,000: Boltgun, but more and different. It could be a perfect sequel.

I already consider the original Boltgun a nearly perfect throwback FPS (or boomer shooter if you prefer) for the way it walks a fine line between modern convenience and '90s sensibilities, so developer Auroch Digital is starting from a great place. Boltgun 2 is more escalation than reinvention: more weapons, more biomes, and double the protagonists.

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New to the party is Nyra Veyrath, an Adepta Sororitas battle sister with two signature weapons I got to play with: a crossbow and a flamethrower. Nyra has a springy slide ability on cooldown that she can chain into a big jump that triggers bullet time. Returning space marine Malum Caedo is the more aggressive of the pair—his charge ability lets you plow clean through soft mobs, plus he wields a crowd clearing plasma gun and shotgun.

Auroch is angling its dual protags as a great excuse to replay Boltgun 2 at least once, and I think it'll work as intended. I'll play first as Nyra to test drive the more agile playstyle, but honestly, I just want to use that crossbow more. Bolts fling out of the bow with a heavy, intimidating "thwip", cleaving through every being in its path. A single shot can easily decimate six poxwalkers (a new enemy type for Boltgun) before finding a wall—its long range capability is so great that I hardly missed the comfort of Malum's shotgun.

Her other unique gun in the demo, the flamer, immediately joins the videogame flamethrower hall of fame. When a flamethrower has more in common with a fireman's hose, you've got something special on your hands. Observe:

Playing as Malum is like stepping back into comfortable shoes. His boltgun, shotgun, plasma gun, and heavy bolter are right where I left them (even assigned to the same hotkeys), but with noticeable tweaks—I haven't confirmed this yet, but I swear the shotgun cycles a bit slower while the plasma shoots faster. While I'll happily slay 40,000 more chaos knights with these ol' reliables, I hope the rest of his weapon wheel holds some surprises.

My demo covered two missions that lasted around 30 mins—one in a swampy jungle infested with poxwalker zombies, and another in a frozen industrial complex hiding a bloody demon den. Auroch chose to show off these missions to send a message: We heard that players wanted more environmental variety in Boltgun. That's not a complaint I ever held of the original—the first game wasn't exclusively hallways and steel girders, but Malum sure didn't get out much—but Boltgun 2 should be better for it.

The other theme of the demo was simplifications: Auroch has simplified grenades into a single type for both characters and the toughness system that made some enemies resistant to certain weapons is largely gone. I also noticed both missions were more linear (and less Doom-y) than Boltgun 1. There was no backtracking and only a single red key across the demo. I asked Auroch if this represents the whole of Boltgun 2's campaign and they said levels do get more complex.

If that holds up, we're in business. Boltgun 2 is out sometime in 2026.

Morgan Park
Staff Writer

Morgan has been writing for PC Gamer since 2018, first as a freelancer and currently as a staff writer. He has also appeared on Polygon, Kotaku, Fanbyte, and PCGamesN. Before freelancing, he spent most of high school and all of college writing at small gaming sites that didn't pay him. He's very happy to have a real job now. Morgan is a beat writer following the latest and greatest shooters and the communities that play them. He also writes general news, reviews, features, the occasional guide, and bad jokes in Slack. Twist his arm, and he'll even write about a boring strategy game. Please don't, though.

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