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Patch Notes 13.0

Warhammer 40,000: Space Marine 2 · Community Announcements · May 21, 2026

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​Patch Notes 13.0

The Patch 13.0 - Purgation Update is now live! You can find the complete patch notes below, with comments from our Game Director, Dmitry Grigorenko.

NEW FEATURES

The Combat Squad Veridian must reclaim a Mechanicus facility in the Kadaku swamps. Communication is lost, and Nozick's Research is still inside the laboratory.

A new customisable battle arena in which you can practice, fighting various enemies and their combinations, as well as trying different weapons, equipment and loadouts.

Players can now switch perk loadouts alongside weapons during a session. Perks loadouts are tied to your Weapon loadouts, so prepare accordingly.

​Expanded customisation options allow each class to wear multiple wargear at once, such as capes, iron halos and sensor antennas.

We are going to continue to expand the customization system. With the next update we are also going to add robes and tabards to the shared wargear pool. But as in this update, players will have to earn their wargear. Also, more unique wargear items are coming.

[p align="start"]​Known issues that will be fixed in an upcoming hotfix:

A massive update for Siege Mode. New items to buy in the Siege shop, fresh bosses, additional objectives, and a brand-new Blessings and Atonements system. Learn more in the dedicated part below.

New challenging Ordeals with unique rewards.

New secondary weapon for Assault and Bulwark.

Something more interesting than another sidearm is actually on the horizon 😜

A piece of equipment that functions like an incendiary grenade and requires to be shot to explode.

Added 3 Heroic Weapons to unlock with Accolades:  

Iron Hands Chapter Pack: 

GAMEPLAY & BALANCING TWEAKS

Firearms in PvE

As we have discussed before, we want to close the gap between body and headshot damage for ranged weapons. The issue is that headshot damage calculation was very complex, because there were 2 sources of it: enemy damage zone sensitivity and weapon itself. Which results in weird multiplicative stacking that was very hard to manage and track. With this update we are doing massive rework and cleanup where we went through each enemy and adjusted its internal damage region sensitivity.

In short, as a result: headshot TTK (Time To Kill) of all enemies should be the same, while non headshot TTK will be lower by 30%.

PS. We haven't forgotten about contested health rework. It is still coming. The change is very big, very complicated from the technical side as well and needs to be playtested a lot. Since the Patch 13 didn't have PTS we were not comfortable to release it in the wilds.

Neo Volkite Pistol

Plasma Pistol 

Plasma Incinerator 

Burning Status Effect

Melee in PvE

Power Axe

Power Sword

Heroic Weapons

PvE Perks 

With this patch we are not doing much with perk balance. Let me explain our current vision and our next steps:

There aren't many perks left (~15 total across all classes) that have less than 20% relative pick rate in their column on hardest difficulty. Which sounds good in theory, but that doesn't mean that we are happy. 

We need to add more "toys" for our sandbox gameplay before we start replacing perks, just like burning status effect or shock effect. They can be used in multiple ways, weapons, perks etc.We are working on many more of these that can help with perk reworks. After that, we can start the rework process, because I feel like changing numbers or conditions on perks isn't going to be effective anymore. We need more interesting stuff, and afterwards we will start big overhauls.

Our first priority is going to be Tactical class. While it's super strong in both ranged and melee combat, I think it lacks more defined "melee" build options.

Second priority is going to be Vanguard class. I think its biggest problem is that his ability is too one dimensional, especially when compared to Assault.

Third priority is going to be the Heavy class. Again, super strong and effective class. Lots of build variety, but it comes solely from his weapon loadout. His perks don't do enough to promote different playstyles.

While we are working on these big changes, you can expect continued minor adjustments and improvements.

Techmarine

Heavy

SIEGE MODE

Added more items to the Requisition Terminal:

Added Blessings and Atonements system:

Adjusted difficulty of the Siege mode

The intention is to make Siege mode sessions quicker and more intense. In addition to that, we are giving players more options for "build crafting" to make each run different. Since Siege mode rules have changed that much, we've reset max completed waves counter in players save files.

Siege timer reworked

Added 2 new random side objectives

Added weekly Accolade rewards:

The total number of Accolades that you can get per week (without Dailies) is higher than in Patch 12 and went up from 350 to 450.

Added more Siege mode weapon skins rewards

LEVELS

GAMEPLAY QoL

CUSTOMISATION

More interesting stuff is coming soon :)

Added more customization options for Tech Marine:

Added a lot of free decals for missing successor chapters and warbands (some of them have to be unlocked via the new Ordeals).

Lots of minor customisation fixes for both Loyalists and Chaos.

ENEMIES

Scarab Occult Terminator Ranged

Neurothrope

GENERAL FIXES

Fixed a bug where the Techmarine’s servo-gun gunstrike range would depend on the equipped secondary weapon.

Fixed a bug where the Plasma Pistol stopped working after the player self-revives using a Guardian Relic.

Fixed a bug where the Thermal Boost Heavy Class perk would deactivate when switching weapons, even if the magazine is half empty.

Fixed: On The Clock battlefield condition timer no longer keeps running during the outro sequence.

Fixed: Butcher's Gift battlefield condition now correctly disables contested health recovery.

Lots of minor fixes for Battlefield Conditions.

Lots of minor bug fixes.

Lots of minor localisation bug fixes.

Lots of minor UI and sound fixes.

TECH

Crash fixes and general stability improvements.

Memory optimisations.

Minor performance improvements.

Minor loading times improvements.

General connectivity improvements.

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