Warhammer 40,000: Boltgun 2 is a sequel that understands the value of sticking to its guns, quite literally. Developed by Auroch Digital and published by Big Fan Games and Devolver Digital, this follow-up to 2023’s retro-inspired first-person shooter returns players to the grim darkness of the far future, where the forces of Chaos are once again in need of a thorough purging. Picking up after the original, the campaign follows Ultramarine veteran Malum Caedo and the newly introduced Sister of Battle Nyra Veyrath as they attempt to thwart the plans of Vashtorr the Arkifane. The narrative provides enough context to establish the stakes, but storytelling is clearly secondary to the business of putting as many heretics as possible in the ground. Brief narrative sequences and character exchanges add some personality, yet the plot rarely develops beyond a straightforward excuse to travel between locations and eliminate increasingly dangerous opposition. That approach fits the old-school shooter formula, although the Warhammer 40,000 universe offers enough lore to make the relatively superficial treatment of its characters and conflict feel like a missed opportunity.
Fortunately, the shooting itself provides more than enough incentive to keep moving forward. Boltgun 2 retains the original’s combination of chunky movement, fast encounters and exaggerated pixelated violence, with weapons that deliver a satisfying sense of weight and impact. Switching between firearms, judging when to use explosives and deciding whether to engage enemies at range or close the distance with a melee attack give the combat a welcome rhythm. Shotguns turn nearby opponents into bloody fragments, heavier weapons make short work of tougher targets, and the chainsword remains an appropriately brutal way to finish the job. The arsenal encourages experimentation without burying the action under complicated systems, making encounters easy to understand but consistently enjoyable to execute. There is a familiar, almost nostalgic simplicity to the experience, yet the responsive movement and modern conveniences prevent it from feeling like an outdated shooter wearing a fresh coat of paint. Not every encounter encourages the same degree of aggression, however. Some enemies can punish a headlong charge so severely that keeping distance and circling around a safer position becomes the sensible option. This occasional tension between the game’s emphasis on relentless forward momentum and its more defensive encounters takes some of the spontaneity out of the action.
The introduction of Nyra is one of the sequel’s most substantial additions because she changes how the combat feels rather than simply offering another character model. Malum is the more heavily armored combatant, built around brute force, a chainsword and an ability that lets him charge through enemies. Nyra is more agile, using her Fervent Slide to cover ground quickly before following up with her power sword or a barrage of fire-based weapons. Her ability to jump into the air and briefly slow the action also opens up opportunities to attack from different angles. The distinction gives players a meaningful reason to revisit missions, especially when the two characters approach the same group of enemies with different tools and movement options. Nyra’s sword can feel less forgiving when trying to chain attacks against multiple opponents, while Malum’s near-death health regeneration can be unreliable when a fight becomes overwhelming. Neither character is without limitations, but Nyra’s mobility and defensive options can make her the more comfortable choice for players who prefer a nimble approach. The character selection adds welcome replay value, even if it does not fundamentally change the campaign’s story.
A more noticeable improvement over the original lies in the level design. Boltgun 2 offers a broader selection of environments, from oppressive industrial facilities and sprawling cities to corrupted swamps and grotesque landscapes that feel perfectly at home in Warhammer 40,000. Rather than relying solely on corridors and arenas filled with enemies, many levels introduce environmental hazards, unusual traversal sequences or set pieces that change the pace of an otherwise familiar mission. Navigating a factory filled with dangerous gas or escaping a corrupted mine gives individual stages their own identity, while interconnected corridors and shortcuts make exploration more satisfying. Searching for colored keys and hidden supplies remains part of the formula, but missions generally feel more focused and less repetitive than those in the first game. The campaign also introduces branching mission choices and optional assignments, allowing players to explore different routes on subsequent playthroughs. These decisions do not substantially alter the narrative outcome, so the branching structure is more about discovering additional levels than shaping the story. Still, combined with the two playable characters and the secrets tucked away in each environment, it gives the campaign a compelling reason to be revisited.
The improvements to navigation are equally welcome. The original could occasionally make it difficult to distinguish where to go next, particularly when several corridors and rooms began to look alike. Here, an automap and an optional route indicator make it easier to regain one’s bearings without removing the pleasure of exploring a level independently. Players can still search for hidden areas and useful bonuses, but they are less likely to spend an irritating amount of time retracing their steps simply because the route forward is unclear. The controls also benefit from small quality-of-life improvements, including the ability to pull oneself up onto ledges. On PlayStation 5, the controller-based movement and combat are important to the experience, and the game’s broader control scheme supports the constant movement, weapon switching and melee attacks that define its encounters. Holding a grenade input to preview its trajectory while briefly slowing time is another useful touch, adding a little extra control to the otherwise frantic action. Nyra can even detonate her explosives in mid-air, creating opportunities for more elaborate attacks. These additions do not reinvent the genre, but they make the action easier to manage without compromising its old-school character.
Enemy variety has also improved, with the addition of more Chaos factions and opponents associated with Khorne and Slaanesh alongside the familiar forces of Nurgle and Tzeentch. Different enemy types bring different threats to the battlefield, from aggressive melee attackers that rush the player to tougher foes capable of making retreat a dangerous proposition. Encounters are generally more interesting when these enemies appear together, forcing players to prioritise targets and choose their weapons carefully. Certain sequences also place Imperial soldiers alongside the protagonists, lending larger battles a stronger sense of scale. These allies are often fragile and can disappear quickly under enemy fire, but their presence helps communicate that the conflict extends beyond the player’s immediate surroundings. Unfortunately, the opposition is not always as capable as its appearance suggests. Enemy behavior can be sluggish, with some foes standing idle or getting stuck in the environment, while certain ambushes rely more on surprise than genuinely sophisticated tactics. The resulting battles can still be entertaining through sheer numbers and the combination of enemy abilities, but smarter and more consistent artificial intelligence would have made the encounters more demanding for the right reasons.
Visually, Boltgun 2 continues to make excellent use of its retro-inspired presentation. Two-dimensional pixelated character sprites move through three-dimensional environments, creating a distinctive look that recalls classic shooters without sacrificing the oppressive atmosphere of the Warhammer 40,000 setting. The enlarged silhouettes of Chaos Marines, grotesque demonic creatures and imposing industrial structures all translate well into this style, while the expanded range of environments keeps the campaign from becoming visually monotonous. There is a satisfying contrast between the deliberately chunky character designs and the more elaborate scenery surrounding them, with towering machinery, corrupted architecture and mountains of skulls reinforcing the setting’s excesses. The visual direction is arguably one of the game’s strongest qualities, demonstrating how a recognisably retro aesthetic can remain expressive rather than merely nostalgic. There is a drawback, though: some encounters become difficult to read when the screen fills with enemies, projectiles and particularly the green effects associated with plague-themed opponents. In a shooter that depends on quick reactions and clear visual information, this clutter can obscure incoming attacks and undermine the otherwise effective presentation.
The audio generally complements the violence, with weighty gunfire, distinctive weapon effects and suitably gruesome sounds giving each encounter an immediate sense of impact. The hiss of the plasma weapon, in particular, provides useful feedback as it approaches overheating, while the constant barrage of shots and explosions helps maintain the intensity of larger battles. The soundtrack is less consistently impressive. Mick Gordon contributes a track for the final confrontation, bringing a welcome burst of heavy-metal energy to a climactic moment, but his involvement is limited rather than representative of the entire score. Much of the remaining music provides functional accompaniment without establishing a particularly memorable identity of its own. This is a shame, because the combination of frantic combat and the game’s distinctive visual style could have benefited from a more consistently forceful soundtrack. Nevertheless, the sound effects do much of the heavy lifting, ensuring that even routine encounters remain satisfying. A generous selection of optional accessibility and gameplay modifiers also deserves recognition, allowing players to adjust aspects of the challenge, ammunition availability and survivability to suit their preferences. These options make the experience more flexible without changing the core appeal of its shooting.
Ultimately, Warhammer 40,000: Boltgun 2 is a confident sequel that improves on its predecessor in several meaningful ways without losing sight of what made the original enjoyable. The expanded enemy roster, more varied environments, better navigation and addition of Nyra give the experience greater depth, while the familiar arsenal and satisfying combat ensure that the central gameplay loop remains compelling. Its shortcomings are difficult to ignore entirely: the story does little with its setting, enemy intelligence can be underwhelming, visual clutter occasionally interferes with combat, and the soundtrack rarely reaches the intensity of its best moments. Nor does the branching campaign fundamentally transform the experience, since its choices primarily determine which missions players encounter rather than how the story unfolds. Even so, these weaknesses rarely overshadow the pleasure of blasting through another horde of Chaos forces. For fans of the first game, this is a worthwhile return to the battlefield, while newcomers looking for a straightforward, brutal first-person shooter will find plenty to enjoy. Boltgun 2 may not reinvent the boomer shooter, but it demonstrates how much can be achieved by refining a strong foundation rather than abandoning it.
Score: 8.1/10

