

Warhammer 40,000: Boltgun
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Warhammer 40,000: Boltgun
As Space Marine Malum Caedo, fight through Graia, a Forge World under attack by Chaos, in a fast-paced retro first-person shooter. Search for a fragment of a mysterious power source using guns, a chainsword and grenades, amid pixel-art battlefields. A horde mode adds endless enemy waves. Steam player reviews: 90% positive from 15,864 reviews. English interface text and subtitles are available.
Credits
Lowest recorded in 36 months
$2.192025-11-25 · GOGBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
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| Language | Interface | Subtitles | Audio |
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| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-16
02Before you buy
Play style
The Steam PC version has single-player gameplay and full controller support.
Language
Interface text and subtitles include English; full audio is in English.
03Frequently asked questions
What is the game about?
You play Space Marine Malum Caedo on Graia, a Forge World, seeking a fragment of a mysterious power source.
Is there a horde mode?
Yes. A horde mode centers on endless waves of enemies.
What weapons can you use?
Combat features guns, a chainsword and grenades; weapons to unlock include a shotgun, Meltagun and Heavy Bolter.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I wish TotalBiscuit was alive to see thisShow moreShow less
This game is an excellent example of why Steam reviews are useless half of the time. Take a look at the Steam achievements; only 30 percent of players have finished the first chapter (one of three acts basically), and only 8% have even finished the game. So many reviews are based on booting up the game for a few hours at most, having a good time, jumping out, and never playing it again. Boltgun makes a great first impression with its impressive art style, punchy shooting, and adherence to 40K's awesome world but continue to play, and you will see the cracks. The AI is utterly braindead, and enemies repeat over and over throughout the campaign; even the final fight is a retread of three fights you have already done multiple times combined into one massive slog. The purge sequences are awful, locking you in rooms with hordes of enemies randomly spawning en mass; mobs will constantly spawn literally on top of you. The level design is also bad, with repetitive art, confusing layouts, and downright baffling key placement. Sometimes keys are within feet of the doors they open, negating the point of them altogether. You spend as much time getting lost in the levels as you do shooting the same enemies for hours. This is all bad, but one of the worst parts is how big the enemies' health pools are (idgaf if it is "lore accurate"). Fights slow to a crawl as you constantly have to fight enemies with comically large health bars, and it feels more like sprinting around in circles fighting a Destiny 2 strike boss than a retro shooter. On top of that, their designs are incredibly shallow, with their massive health bars being the most interesting part about them. It is incredibly disappointing because I was very excited for Boltgun as a huge fan of retro shooters (Amid Evil is a particular favorite) and someone who loves 40K and has been a fan for over twenty years. There are some bright spots, but this game is only worth it on a steep sale and to enjoy the novelty of the first few hours. Finishing this game on hard was much more of a chore than a challenge.Show moreShow less
Gameplay : Blessing. Soundtrack : Glorious. Sound design : Holy. Heretics : Purged Emperor : Protect. Verdict : 40,000 / 10Show moreShow less
The store page is full of positive reviews, but how many people have finished the first chapter of the game? Only 32% at the time of writing this review. Only 14,8% of the people have finished chapter II. And just 10,3% of players have finished the game. That sends a powerful message: the game is attractive enough to make you interested in buying it, but not interesting enough to keep you playing it. The game itself is not that bad, but it has some features (or the lack of them) that make it repetitive and boring to play. It doesn't have a minimap. It doesn't have a navigation system. It doesn't have a feature to highlight your path to the exit. It doesn't even have arrows or signs marking the way. And the servoskull that floats by your side is completely useless at giving directions, mapping the area or leading the way. That's not wrong by itself. But the game, despite being relatively linear, makes you backtrack a lot to open gates after finding their keys. The color palette makes hard to spot certain corridors and passages at first glance. And, the most important thing, the designers have used the exact same patterns and layouts over and over again on the same level, and even across different levels. It's often very hard to get oriented on such layouts. The combat isn't the hardest part. It's even funny, despite I didn't expect so many "combat arenas" on a "boomer shooter" game. The hardest part is often finding the path towards the exit. And wandering alone on a desert level trying to find the path over and over again is exhausting and not funny at all.Show moreShow less
AVGN once said: "What's the most important aspect of a video game? Well, being able to f@cking play it!" Gosh, this game is godlike. How do we really got in such situation, when a new game just comes out in 2023, it does not cost full price, it just works, it brings unbridled fun and pleasure as should. Why major publishers can't do like this?Show moreShow less
I can only tolerate Boltgun in about 20 minute increments. It is repetitive, tedious, and ultimately underwhelming. You probably already know that this is Warhammer 40k's take on a "boomer shooter." To that end, the first level is fun. It's a homage to the original DOOM and keeps things light. You'll mow down Chaos cultists and rip and tear your way through the level with a bolter and chainsword that **feel** powerful. However, the farther I go the less fun I find myself having. I find it really telling that 5 months after release only 1/3 of players stuck it out to the first boss. Things start to grind down almost immediately. You notice the music isn't satisfying or reactive. The trailer and main menu set the tone for a rocking shooter in the style of DOOM 2016, but what you get is a lot of chanting and quiet moments even as you're blowing enemies to bits. It is tonally mismatched for both a 40k game and a boomer shooter. Tonally, there's nothing to push you forward. This is especially disappointing because the arena-style PURGE areas... don't have any big musical cue to announce them or get you excited for a big fight. Just a babbling servoskull. It's really embarrassing. There's a weapon "strength" system where certain weapons work better against certain enemies. So a lot of enemies end up as bullet sponges if you don't use the right weapon against them or just in general (looking at you Plague Toads). So uhh... good job taking the worst ideas from Doom Eternal's Ancient Gods DLC and basing the entire game around it, I guess? Also, weapon swap animations are long enough to prevent most quickswap combos which... for a boomer shooter is just really embarrassing. There are a lot of minor things, but they start to stack up. The damage feedback is really weak, so a lot of times you won't realize you're being hurt at all unless you take massive damage in a single hit. Space Marine 2011 and also DOOM (the games this is based on) gave you health for meleeing enemies. Here melee is basically part single-target stun and part lunge attack. Health pickups are usually static in the world (though some enemies might drop 2 HP pickups and ammo). There's also a lot of minor quality of life stuff. You can only restart from checkpoint if you die, if you restart a level at all you only start with the boltgun (if you play the levels sequentially you keep your weapons, but not any upgrades), the game is awful about telling you what the powerups do (there's a token in every level that upgrades each weapon in a unique way, for example). And the list goes on. The bigger issue, I think, is the level design and encounter design. The first level is 1-2 minutes. The second level is 6-8 minutes. Third level 10-12 minutes. Fourth level 18-20 minutes. And so on. Levels often reuse assets, as well as shape sometimes making you play the same piece of scenery from the opposite direction. The fifth level has you play the same section of bridge and battlements TWICE. On top of this, there aren't enough assets to make areas within the same level look unique. Everything blends together, sometimes because you're walking over the same assets in the same layout twice or even three times. That, combined with extensive level times it feels boring and undeserved.It's really embarrassing level design. There's also the problems of PURGE areas which reveal a lack of combat momentum. A lot of them are absolutely gigantic compared to the number of enemies that spawn to the point where you're actively trying to find enemies in a moment where you should be overwhelmed --and that's on the hardest difficulty where *more* enemies spawn; on standard difficulty the empty feeling is much worse. Add onto this a weak draw distance or deliberate fog effects and purge moments are less high intensity trials (like DOOM 2016) and more walking around a big empty area waiting for things to happen. It's really embarrassing. Within these levels, the encounter design is really bad, again lacking momentum. It's rooms full of enemies, mostly guys with guns or daemons with slow-moving projectiles, usually on the same axis. How does Boltgun make rooms more difficult? They add more enemies. There's not a flow or synergy between how enemies are placed or what encounters contain what kinds of enemies. It is a zerg rush approach to encounter design and it's another part of what makes boltgun so unengaging. It's not just that every room looks the same, but the encounters feel the same. So we have kind of a trifecta of serious, unavoidable issues. Boring tedious level design, boring tedious music, and boring tedious bullet sponge enemies. Between these issues we have a ton of quality of life issues that get worse as the weapons and enemy roster expand. I wanted to love it, but I can't.Show moreShow less
A 20 Bucks game that isnt a live service and completly done at launch? Gives a cohesive campaign and fits nicely in the lore of 40k? And all of that in 2023?!? the biggest problem this game has i cant decide with which weapon to kill, maim and purge the hereticShow moreShow less
Why does this solo game want to install kernel level software to check what I'm doing on my own computer?Show moreShow less
For once, in the last decade of video games, I have been shown something I wanted, purchased something I wanted, and got something it promised to deliver and it doesn't even need a day one patch or microtransaction to support it. I can't wait for more.Show moreShow less
I've been playing a lot of Doom 2 recently and love WH40K, so I was very excited for this game. At the point of this review I've just beat the Lord Of Change and I'm playing on Hard. For a game that has an end timer, it really does not want you to play fast. It's hard to pick one issue to start on because everything is just interwoven, so I'll start with the one thing I really enjoyed. You feel heavy like I imagine a space marine would. You run relatively fast and can make insane leaps, but you hit the ground like a boulder and can crush enemies. The arenas and level design overall are horrid. Doom can have overwhelming amounts of enemies at times, but the layouts of rooms, monster infighting, and consistent monster placement makes it not feel as bad. The arenas in Boltgun are way too large too the point where I can't find the enemies to move on. The arenas are also very open in the center and you're encouraged to stick to the outer perimeter and occasionally run in through the webway of paths that line the middle to try find actually useful health packs and not the little ones enemies drop. The health enemies drop is not enough to try and run and gun your way through the arena. Especially when enemies will just appear directly on top of you and while all of the enemies are loading in, your frames take a huge hit. So you soak up all this damage but its hard to tell how much you're getting hit for unless you're constantly watching your health. A lot of the demons stand out, but the smaller cultist kind of blend in to a lot of the map. So a new wave happens, cultist spawn in, you might lag, and you just eat damage but you're too focused fighting the 6 screamers flying at you to even notice. Finally you beat the arena and spend 5 minutes looking for the exit that was formerly glowing, but the whole map looks the same and you move on to the next area and its another arena. Lvl 1 has no arena and takes a few minutes to get through, then arenas inflate lvl time to ~20 minutes. The arenas feel incredibly repetitive and not planned out. In Doom you get to play the angles, in Bolter you open yourself up to every angle to find some enemies or just play a corner and retake space. With Boltgun the map is just a bunch of identical corridors and it's easy to get lost. You'll beat the arenas but now you have this blue key and in this sea of grey corridors, identical crates, chaos iconography, and dead bodies, you can't find the door. This is easily remedied with a map or if the servo skull could give better indicators of where you're supposed to go. The combat is fun at times. The bolter and heavy bolter are very satisfying. Most of the game I've stayed on the bolter and swap to heavy bolter when I need to mow down something like a termie or don't feel like dealing with this wave of horrors. Shotgun and Plasmagun feel horrendous. Shotgun just feels weak. Plasmagun is strong but the stronger enemies don't feel very affected by it and you can't fire off that many shots before it overheats, so just stick to the bolter. The chainsaw is fun for movement as it slows down time and dashes you at the enemy you highlight. For combat the chainsaw is just kinda sad, you can tear through the lowest level enemies with ease but you get caught at the chaos stubber. It's fun to throw in a charge and then chainsaw a stronger enemy, but a lot of the time I use the chainsaw more like a grappling hook. Grenades are super cheese. I know the Omnisiahs upgrade makes some of the weapons more fun, but I'm not scouring the whole map for something with unknown effects on a gun I think is bad, and will disappear on the next level. Fighting outside of arenas is not bad and often I feel like a space marine powering through traitors and taking fights on fight when I want to. As stated above, the arenas make me feel like I have to cower in a corner and slowly fight back or take shots from behind. A lot of the enemies feel like they have too much health, unless you have a powerup. The biggest offender is the lesser plague toad. It has so much health, a multi shot that will melt you, and a very high range fast tongue attack that I'm not sure if I dodged or it just missed. The Lord Of Change fight was incredibly boring. Loads of health, fired simple projectiles, and just got stuck on stuff, but would teleport away, only to get stuck again. I just killed the other enemies and mowed down this boss with little resistance. Don't conflate needless difficulty with challenging. A challenge is tough, but with strong use of gameplay mechanics, the map, or enough trial and error you can overcome it. A lot of the enemies in this game are easy to dodge and not very clever. The issue lies in the fact that they have way too much health, appear out of nowhere, and there is just way too many of them at times with not enough health around. The enemies are "difficult" by sheer force. When I die it don't get that feeling of, "I see the pattern of X and will work around that." I instead get the feeling of, "oh man where did all my health go? I guess I'll just play it safe, clear this small area, and mow down the main enemy." I don't feel like knowledge is gained on how to handle specific maps or fights. I can systemically fight my way through tough levels in Doom with the knowledge I've gained and the powerups I've picked up throughout my run with said knowledge. It feels great to speed through a level in Doom because that's your reward for having a strong grasp on the level and the game in general. You can speed through Boltgun, until it gut checks you with an inconsistent horde style arena. I love roguelites, which have a degree of randomness and horde style fighting. In a game like Isaac, it is a controlled randomness though, and oncemore you are rewarded for your knowledge. I think Boltgun would be better on multiple playthroughs, however the arenas take such a bulk of your time. The game has a timer and the levels are honestly very short, but it doesn't feel like it wants you to go fast. If I wasn't locked into an arena 3 times a level and could complete the level in a few minutes, I wouldn't mind playing through repeatedly to see what I'm missing out on. Right now I feel like I'm running through a low contrast map, fighting a lot of low contrast enemies, with very little rhyme or reason. Other little complaints. Music isn't very intriguing. Besides when I first opened the game, I cannot describe the score to you. I'd hope for something more Guilty Gear in soundtrack. I want heavy rock and metal, that amps up on big fights. I want more cutscenes. When the first Termie teleports in, I want it to be cinematic. To feel like OH ITS HAPPENING THIS IS A FIGHT. Instead he appears, no fanfare and I throw two grenades and mow him down. I want to run and tear through enemies my enemies. Where's any semblance of actual dialogue? Enemies should be screaming at me, insulting me, challenging my allegiance to the imperium. Enemies lack any character for a series all about character, ideology, and classic quotes. I'll keep harping on this, but I want to go fast, I'm not reading whatever the servo skull has to say when I enter the level. When I do read what it has to say, it's just "I sense heretical anomalies in the area" or to tell you you've entered an arena fight, or that you've completed it. I also don't need the dumb text in the corner for that because the whole screen changes color, which also doesn't help all the visibility issues related to enemies and taking damage. This game is stylistically very interesting, but everything falls slightly below par. If it was just one or two things, it would be fine, but all of the issues compound onto each other. I will try and complete the game because I want to like it. It theoretically combines two things I very much enjoy. WH40K itself is inspired by some of my favorite pieces of Sci-Fi literature. I wasn't expecting a 10/10, but it doesn't feel like its inspo.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.