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SMITE 2 News

LIVE NOW: Closed Alpha 3 Update

The SMITE 2 Closed Alpha 3 Update is LIVE NOW!

Check out some of the highlights below before hopping on the Battleground.

[h2]New Ported Gods[/h2]


  • Baron Samedi and Yemoja have officially joined the SMITE 2 roster!


[h2]Conquest[/h2]

  • NEW - The Totem of Ku is back as a new objective on the Solo Lane side of the map
  • NEW - Behind the Phoenix walls are new base teleporters that players can interact with to teleport to the furthest tower in that lane
  • Ancient Fury’s effect has changed from “All enemy structures are disabled for 120 seconds” to “The enemy’s front-most structures are weakened. Their damage is reduced by 25% less damage and attack speed is reduced by 50%.”
  • Removed the protections reward from the Fire Giant buff
  • Players can turn on pathing assistance to see signposts within the map that point to various points of interest and important objectives


[h2]New Player Experience[/h2]

  • New Videos detailing a brief overview on how to play Arena and Conquest.
  • New Conquest Tutorial
  • Arena Tutorial Fixes and Updates
  • “Great for New Players” tag has been added to Gods that are fun and easy to pick up.
  • Replaced targeting brackets with a treatment on enemies nameplates to show they are in the area of an attack or ability.
  • God Short Descriptions and God Gameplay Tags added to the frontend UI



[h2]Quality of Life Updates and Features[/h2]

  • Updated Damage Numbers Animation and Style to be more like SMITE 1
  • Pause functionality has been added
  • End of Match Lobby Stats - You can now navigate to an additional tab after matches to see each player’s individual stats.
  • Gameplay Accolades have been adjusted to be more like SMITE 1
  • SMITE 1 god mastery badges will now be awarded in S2
  • Custom Games now have the option for Conquest Pick and Bans as a map
  • Interact - Jump action will now be briefly blocked after touching any interact area
  • Updated Card Art for Ares, Athena, Baron Samedi, Bellona, Fenrir, Hades, Hecate, Kukulkan, Mordred, Neith, Odin, Thanatos, and Zeus
  • Updated Item Icons for Heartseeker, Gauntlet of Thebes, Demonic Grip, Fatalis, Shield of the Phoenix, Titan’s Bane, Transcendence
  • Updated Voodoo Pantheon Icon
  • Item Store - Added a grid for consumables, starters, and relics
  • Item Store - Now supports right clicking to purchase and sell items


Check out the full Update Notes at smite2.com for all the details!

LIVE NOW: The Closed Alpha 2 Update

Hello Divine Deities, and welcome to SMITE 2's second Closed Alpha Update!

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The team has been hard at work for the past 3 weeks, and we are excited to get everybody into Closed Alpha 2! We have fixed bugs, made Quality of Life improvements, added 2 new Gods, and much more. For a list of the full changes, head over to the Closed Alpha 2 Update Notes on the SMITE 2 Website.

For a basic overview, here are some of the highlights!

[h2]General Fixes[/h2]
  • Fixed an issue where the Arena mode was not granting the correct amount of worshipers
  • Fixed an issue where players could get deserter when other players exited a Ranked match
  • Fixed an issue where the Mastery Level 9 required more worshipers to attain than Mastery Level 10
  • Arrows for those sensitivity settings allow you now to click and hold to cycle fast
  • Dashes, Leaps, and other movement abilities have been improved to allow you to end the tween moving at max speed in any direction you want

[h2]Art Updates[/h2]
  • Sol and Ymir Card Arts reworked to show more of the artwork
  • Jing Wei card art has been adjusted due to player feedback
  • Hades’ staff has been reworked to a 2 pronged bident
  • Updated CC buff bar icon art to a new consistent set of symbols that match those used in ability tooltips

[h2]UI Updates[/h2]
  • Fixed a variety of issues where Settings would reset at unintended times
  • Gods Page now has arrows in the top left to allow cycling between gods without backing up to the full list
  • Items in your inventory that are ready to be upgraded will now display a gold coin icon on them
  • Fixed an issue where the Profile Page level bar was not matching the players actual level

[h2]New Player Tutorial[/h2]
  • A basic combat tutorial can now be played through a unique queue
  • This is intended to convey the most basic concepts of the game, and more features will be implemented in the future to help players grow their skills over time as they learn the nuances of SMITE 2.

[h2]Role Preference System[/h2]
  • The role preference system has been reworked for SMITE 2.
  • Before queueing for a Conquest match, players will now order their preferred roles from 1 (most preferred) to 5 (least preferred), and roles for a team will be assigned based on these preferences
  • If a player does not receive one of their top 2 roles, they will be granted priority on role assignment for their next match. The amount of priority granted scales from “Priority” to “High Priority” based on a few factors.


Beyond the above, we have made changes to the Ranked Queues and Matchmaking System, fixed over 30 known bugs.

As always, we are excited to hear your feedback on these changes! We plan to continue working side-by-side with the Community to make the SMITE 2 experience the best it has ever been.

[h3]See you in the Battleground Deities![/h3]

SMITE 2 - What's Next?


As we launch into 24/7 Closed Alpha, I thought it would be a good time to share a general roadmap of where we are taking SMITE 2 as we march towards our free-to-play launch in early 2025.

We are intending to drop a new release every 3 weeks during the 24/7 Closed Alpha period.  During this time, we are committed to advancing the following pillars.

We are making the game with the community, for the community. These are the things we believe we should be prioritizing based on the feedback we have received so far. But we very likely will continue to change this list based on player feedback.

You’ll also note that we don’t have a specific order of what we’re releasing, when. That’s because we want to listen to you. If there’s something we need to prioritize, we will. If there’s something that’s less important to you, it will come later.

Keep in mind – There’s only so much we can do in three weeks. Some of these tasks will take a lot longer than that to accomplish. But we wanted to keep our update cycle short, so that we can deliver more frequent updates and improvements.

[h3]Gameplay Content [/h3]
More Gods
  • Our intentions are to release 2 Gods every 3 weeks.  Some releases will be 2 Classic Gods, others will be 1 Classic God and 1 all-new God.

New Modes
  • We are working to bring Joust to SMITE 2 as the next game mode.  We know there are passionate Joust – and Duel – players who are eager to play their favorite mode.
  • We expect Assault to follow Joust and Duel


[h3]New Player Experience[/h3]
Improving Onboarding of New Players
  • The game right now is very unfriendly to all-new players, and we’re well aware that’s a major issue. Our focus so far has been entirely on the core gameplay experience. 
  • We have a lot of things we want to add over time. The following list is just a small sample of the things we have planned.
    • Welcome videos, explaining Arena and Conquest
    • Arena and Conquest Tutorials
    • New Player Quests
    • New Player Level Up Rewards
    • New Player Daily Login Rewards

Improving In-Game Experience for New Players
  • Right now, we’re close to SMITE 1 parity on the in-game experience. But there are things that are missing that are helpful for new players, and a whole lot more we have planned. It will take a while to get through the whole list, but here are some of the things we are working towards.
    • New player-focused item store improvements
    • Item builder
    • Notifications when an Item can be upgraded
    • Better indications for what you are targeting, and if that target is last-hittable
    • Improved messaging feedback about in-game events
    • Indications of your initial pathing from base, into lane, based on role
    • Jungle wayfinding signposts
    • Tower indicator for minions still alive
    • Console screen space setting
    • … and a lot more


[h3]Competitive Improvements[/h3]
End of Match Stats
  • To begin, we want to expose the match details that players are accustomed to seeing in SMITE 1 – damage done, damage taken, wards placed, etc.
  • Beyond that, we are capturing more data than we had in SMITE 1 and we are working on the right way to expose it – like damage done by specific abilities.
  • Note that you can currently see post match stats on tracker.gg, but we want to get that in-game as well

Ranked Leaderboards

Role Priority Queuing

Spectator


[h3]More Progression Systems[/h3]
  • Even more ways for players to engage with the game and feel like you’re always making progress.
  • This is somewhat intentionally vague. But we are excited for some new systems that we just aren’t ready to share more about yet.


[h3]Toxicity[/h3]
  • Improvements to existing systems
    • Deserter
    • AFK
  • Empowering our customer support team with improved tools
  • A lot of hidden, behind-the-scenes work to address toxicity that we can’t fully talk about yet


[h3]Feedback[/h3]
As noted above, we have big plans over the next several months, but we are ready to pivot.
  • Entering 24/7 is an opportunity for you to tell us what you want, what you feel is missing, and what you want addressed
  • Please join our Discord, fill out the surveys linked from in-game, and tell us what you think. We’re reading and reacting to it all, and you really are shaping the direction of SMITE 2. 

We are very excited to enter the 24/7 Closed Alpha phase with you.

We still have a lot of work ahead of us, but I couldn’t be more excited to take this journey with you, our players. Thank you for being a part of our community, and I can’t wait to see where the future takes SMITE 2. 

 - Travis Brown, Executive Producer

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RELATED LINKS:

Smite 2 release date estimate, beta, and latest news

2024's most promising new MOBA sets alpha playtest, and it's very soon

Smite 2 dev "would love to bring" all 130 Gods over to the new MOBA

LIVE NOW: 24/7 Closed Alpha

Welcome to SMITE 2's 24/7 Closed Alpha 1


It has been a wild ride so far! It feels like yesterday that we officially announced SMITE 2 at Worlds, and so much has happened. Alpha Weekends, Flash Tests, and more fun than we could have ever imagined. So today, we would like to officially welcome you all to SMITE 2's launch into 24/7 with Closed Alpha 1!

Community Feedback Action Items


This is a list of the specific features, fixes, and changes implemented in this update as a direct result of community feedback during the Alpha Weekends. Each of the things listed here is expanded upon in more detail further into the official Update Notes: Here!

To all players who participated and left your feedback: Thank You!

[h2]Illustrated "Card Art" Returns![/h2]

We are bringing back Card Art for the Gods in SMITE 2, enhanced with touch-ups for accuracy to SMITE 2 models, and better art practices.

[h2]Environment Overhaul for Style and Fantasy[/h2]

We have adjusted core engine settings to remove "Default Unreal Engine" visuals, leading to sharper, crisper visuals. The adjustments include:
  • Adjusted environments, character models, and lighting to add more vibrant colors and stylized visuals.
  • New lighting, engine settings, colors
  • Many new assets, and individual asset reworks
  • Reworked the Conquest floor game wide to better fit SMITE style and color goals, and improve readability, especially in Gold Fury and Fire Giant areas
  • Chaos side jungle now has a more unique and complete art style


[h2]Game-Wide Performance Updates[/h2]

The team has spent dedicated time working to improve game performance across several parts of the game. We have put significant efforts in order to improve FPS and Connectivity. As well, Players should notice significant improved performance compared to Alpha Weekends, and larger impacts on their performance from changing Video Settings

[h2]K Screen / Ability Screen Added[/h2]

The famous K Screen (Also known as the Ability Screen) has finally made its way into SMITE 2! It makes its first appearance with a variety of new quality of life features.
  • Short description updates
  • Level up amounts and scalings shown
  • you can now use shortcuts to level up skills from the new screen (On PC, Control + the skill button; on Console D-Pad Up + the skill button)
  • Changing cast mode per ability is now done in the Settings screen, and not on the “K Screen”


[h2]HUD Art / Layout Adjustments[/h2]

We have reorganized the HUD to be more user-friendly, and for better clarity. This includes:
  • Relocated allied god view for better clarity
  • Adjusted HUD element art for more appealing contrast with the gameplay art
  • Added new slots for Starter Items, Adjusted Active Item ability placements, and more!


[h2]20+ Popular SMITE 1 Items Added to SMITE 2[/h2]

We have ported the top 20 most used / popular items from SMITE 1 into SMITE 2! To name a few, we have:
  • Gauntlet of Thebes
  • Book of Thoth
  • Heartseeker
  • The Crusher


[h2]Minion Knockback, AI, Grouping Matched to SMITE 1[/h2]

We have done a major pass on minion behavior to ensure that minions are acting / reacting more like they did in SMITE 1. We have made changes to hit reactions, knockback, being pushed out of their squad, etc. All minions went to a mandatory "Minion Bootcamp" and should be much better trained.

[h2]Itemization System Changes and UI Updates[/h2]

We have changed the way that building items works, and updated many of the UI elements related to this process. Some examples are:
  • Short Description Mode in Store UI
  • Wards and Consumable slots and function like SMITE 1
  • Starter items return
  • Active item system changes and better HUD support
  • Revised Component Building


[h2]Revised God Damage Typing and Scaling Systems[/h2]

We have also revised God Damage Types & the Scaling Systems related to this. At a glance, that involves the following changes:
  • All gods will only deal one Damage Type
  • All gods can still buy all items
  • Gods will be split into three groups: 100% Strength Scaling, 100% Intelligence scaling, or Hybrid (scaling off both Strength and Intelligence)
  • Tank now have unique protection scalings on their abilities
  • Magical/Physical Penetration is removed. Replaced with “Penetration” so all gods are more easily able to access the stat combos they need.


[h2]Reworked Existing God Mechanics[/h2]

We have reworked many existing God's mechanics to address "Feels Issues" and functionality inconsistencies with SMITE 1.

[h2]Reworked Existing God Visual FX[/h2]

We have reworked many existing God's visual FX for better clarity, performance, and impact. We have also added a LOD system that throttles the FX emitters based on visual quality settings. Finally, we also took our first major pass of bounding box configuration to reduce CPU usage calculating dynamic bounds on Niagara FX emitters.

[h2]Reworked Existing God Audio SFX[/h2]

We also reworked many existing God's SFX for improved clarity, performance, impact, and to bring familiar sounds from SMITE 1 back.

[h2]And so much more![/h2]

This is only a portion of the changes made for Closed Alpha 1, but these were directly inspired by the feedback we got from the Community. As we continue forward with SMITE 2, we are hoping that we can continue working together with the people that love SMITE as much as us, to make the best version of SMITE 2 ever.

So once again; thank you all for participating, for sharing your feedback and opinions, and welcome to 24/7 SMITE 2!