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Splitgate 2 Beta News

November Playtest: Sandbox Evolution

[p][/p][previewyoutube][/previewyoutube][p]Bottom line: Our biggest playtest yet arrives November 8-9 with three new weapons, portal wall overcharging, power-ups, EMPs, equipment changes, and playlist selection. This is a massive sandbox evolution that takes Splitgate to the next level.[/p][h3]Playtest Details[/h3][p]Saturday, November 8: 10am-1pm PT
Sunday, November 9: 10am-1pm PT
Platforms: Steam
Application: Splitgate 2 Beta
Branch: nov-playtest[/p][p]This is our first Saturday-Sunday playtest, making it easier for players who couldn’t join previous Friday sessions to participate and provide feedback.[/p][p]To access the branch on Steam, please follow these instructions:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Find Splitgate 2 Beta in your game list.[/p]
  3. [p]Right-click the game → select Properties.[/p]
  4. [p]In the left menu, click Betas.[/p]
  5. [p]In the dropdown “Select the beta you would like to opt into”, choose nov-playtest.[/p]
  6. [p]Close the window. Steam will automatically download/update the game.[/p]
  7. [p]Once finished, click Play to launch the beta branch.[/p]
[p]_Reminder: The build won’t be available until later this week.[/p][h2]Playlist Selection Is Here[/h2][p]One of the most requested features is finally coming to the playtest. You’ll be able to choose which modes you want to play with multi-select functionality.[/p][h3]Two modes available for this test:[/h3][p]Arena (Loadouts): The mode you’ve been testing with customizable loadouts and all the flexibility we introduced when removing factions.[/p][p]Arena Classic (Even Starts): Everyone starts with the same weapons (Carbine and Assault Rifle) plus an EMP grenade for that true Splitgate classic experience.[/p][p]You can select one mode or both. On full relaunch, there will be significantly more playlist and mode options to choose from.[/p][h2]Power-Ups Return to the Arena[/h2][p]After removing factions, one of the biggest community requests was reimagining abilities as power-ups. We’ve created three power-ups that are map pickups, bringing Splitgate closer to its arena shooter roots.[/p][p]Overshield: Classic health boost that changes the dynamic of any fight.[/p][p]Rush: The same functionality as Aeros’ adrenaline rush ability, but now as a contested map pickup. Fight for the power position to gain this advantage.[/p][p]Hypersight: Similar to Meridian’s ability but reimagined. This is an individual power-up that lets you see enemies through walls temporarily. It does not reveal enemies to your teammates.[/p][p]These aren’t exact replications of faction abilities, but they capture similar strategic elements while making them contested resources on the map rather than pre-selected loadout options.[/p][h2]Portal Wall Overcharging[/h2][p]The last time we tested portal changes with the charge system, the feedback was clear. You want counterplay to portals, not limits on portal usage. Portal wall overcharging is our answer.[/p][p]How it works: If one player places both portals on the same portal wall, that wall becomes overcharged and blocked for everyone until those portals are removed.[/p][p]This creates several interesting dynamics. First, it provides genuine counterplay without nerfing portals. You can block a critical wall on the hill, similar to what was possible in Splitgate 1. Second, there’s a meaningful tradeoff. If you dedicate both portals to blocking a wall, you can’t use them for flanking or repositioning until you remove them. Third, it forces adaptation. If your preferred route gets blocked, you need to pivot and find new angles.[/p][p]We’ve done extensive internal testing and the system has been well received, but portal mechanics are critical to get right. We need your feedback on how this feels in practice.[/p][h2]EMPs Are Back[/h2][p]EMPs are back as equipment, and they work slightly differently than before. In the standard Arena mode, EMPs are selectable loadout equipment. In Classic Arena, everyone gets one just like original Splitgate.[/p][p]New functionality: When you EMP a portal wall, it destroys all portals and controls that wall for your team for approximately 7 seconds. Only your team can use that wall during this window.[/p][p]This adds significant utility beyond just clearing portals. It works particularly well with portal wall overcharging. If an enemy blocks a critical wall, you can EMP it to prevent them from overcharging it and open access for your team to infiltrate contested areas.[/p][h2]Equipment Changes for Combat Clarity[/h2][p]Splitgate 2 made progress in sandbox variety and combat depth, but we took a step back in one area: combat clarity. Right now we have equipment providing limited utility or occupying overlapping roles, all while making fights harder to read visually.[/p][p]For this test, we’re testing removing the following equipment from loadouts:[/p]
  • [p]Proximity Mine[/p]
  • [p]Recon Radar[/p]
  • [p]Regen Cloud[/p]
  • [p]Sand Grenade[/p]
  • [p]Time Dome[/p]
[p]This is a test, not a final decision. In our internal playtesting, removing these options significantly improved combat clarity. You’ll be able to see what’s happening in fights more clearly without overlapping visual effects. It also removes redundancy. For example, Heal Grenade and Stim Shot served similar purposes, which became apparent once factions were removed.[/p][p]We’ll be surveying specifically about equipment. Which removals felt good? Which equipment did you miss most? Some may return in future tests based on your feedback.[/p][h2]Three New LMGs[/h2][p]We’re introducing three new weapons, all LMG archetypes but with very different playstyles.[/p][p]Velocity LMG: Your standard LMG. Low damage, high fire rate, massive ammo capacity. Unload on enemies and suppress positions.[/p][p]Barrage LMG: Fires three bullets simultaneously in an automatic triple-shot pattern. Slightly slower fire rate means less range and precision than other LMGs, but it packs a heavy punch up close.[/p][p]Strata LMG: Energy-based weapon that fires in automatic four-round bursts. More precise than the Barrage with mid-range damage output, playing almost like an automatic burst rifle.[/p][p]We’re confident these weapons are fun to use, but we need your feedback on how they fit into the overall sandbox balance. Some will likely be overpowered, others underpowered. That’s exactly why we’re testing.[/p][h2]Controller Feel Improvements[/h2][p]We’ve heard feedback that playing on a controller didn’t quite feel right. We’ve spent significant time improving acceleration and responsiveness to get closer to that original feel from the first Splitgate. If you’re a controller player, we especially want your feedback on whether these adjustments hit the mark.[/p][h2]Additional Improvements and Fixes[/h2][p]Portal Trails: We’re testing visual trails when players exit portals to help you understand where portals lead. It’s subtle but addresses the disorientation of going through portals you can’t see through.[/p][p]Combat Audio Updates: Continued refinement of audio cues for gunshots and portals. Distinct sounds help you identify where bullets and portals are coming from, improving combat clarity.[/p][p]Portal Shooting Bug Fixed: We’ve fixed a significant networking bug where players were getting shot through portals even when clearly out of the line of fire. This should feel substantially better now.[/p][p]Numerous other optimizations, polish passes, and bug fixes are happening behind the scenes, but these are the major highlights.[/p][h2]This Is Our Biggest Test Yet[/h2][p]This playtest represents a genuine sandbox evolution. Portal wall overcharging changes how you control space. Power-ups create new contested objectives. EMPs provide counterplay. Equipment streamlining improves clarity. New weapons expand tactical options.[/p][p]If you’ve been considering joining a playtest, this is the one. We need your feedback on these interconnected systems to understand what’s working and what needs adjustment as we move toward relaunch.
Come prepared to try new strategies, adapt your playstyle, and give honest feedback about what feels right and what doesn’t. Join our Discord, follow us on X/Twitter, and participate in the post-playtest surveys. Your input directly shapes these decisions.[/p][p][/p][p]See you in the arena this weekend.[/p]

October Playtest: Abyss is Back!

[p][/p][previewyoutube][/previewyoutube][p]In this upcoming playtest, we've removed portal charges, and are excited to announce that we have brought back Abyss and are also ready to test our newly developed ‘Classic Arena Mode’ (this will run alongside our existing loadout-based Arena mode). This Friday and Saturday (October 10th-11th), we want your feedback on how this new system affects the core Splitgate experience.[/p][h3]Playtest Details[/h3][p]Friday, October 10: 3pm-6pm PT
Saturday, October 11: 10am-1pm PT
Platforms: Steam
Application: Splitgate 2 Beta Branch: oct-playtest[/p][p]We are actively looking into ways to host playtests on console, but, for now, Steam is the only platform that easily allows for real-time limited tests on beta branches. We still encourage console players to please still give feedback as we value your input; feel free to read playtest notes and tune into live streams that coincide with October Playtest. We will continue to keep you updated on any progress we make regarding playtest availability on console.[/p][p]The oct-playtest branch will be available to download later this week. To access the oct-playtest branch on Steam, please follow these instructions:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Find Splitgate 2 Beta in your game list.[/p]
  3. [p]Right-click the game → select Properties.[/p]
  4. [p]In the left menu, click Betas.[/p]
  5. [p]In the dropdown “Select the beta you would like to opt into”, choose oct-playtest.[/p]
  6. [p]Close the window. Steam will automatically download/update the game.[/p]
  7. [p]Once finished, click Play to launch the beta branch.[/p]
[p]Reminder: The build will be available to download before the playtest, so please check our socials to make sure you can update in advance and get to portaling quicker!.[/p][h2]What We Tested (Last Playtest)[/h2][p]The primary focus of our previous playtest was to evaluate a portal recharge system where players had four portals that regenerated after about eight seconds. On larger maps, this led to slower gameplay and discouraged combat engagements, while on smaller maps it felt slightly better but still failed to meet expectations. In short, it limited map diversity, added stress to portal usage, and made the game harder to pick up for new players. The decision was ultimately made to abandon this system and instead focus on combat clarity as well as tools and cues that make portal play easier to counter.[/p][h2]Focus Areas Going Forward[/h2][p]The team is now prioritizing better readability and counterplay for the future. Specifically, we are planning visual and audio cue enhancements that are aimed at helping players more easily track enemy portal placement and gunfire. In addition, a new EMP grenade is being designed. However, unlike in Splitgate 1, this version won’t just clear existing nearby portals but will also shut down the entire portal wall (at which it was thrown) for a short amount of time, giving players a meaningful window of counterplay.[/p][h2]What’s Coming in the Next Playtest[/h2][p]We’ve seen popular demand from the community to reintroduce beloved Splitgate 1 maps. We heard you loud and clear: this upcoming playtest we are bringing back Abyss, a community‑favorite map known for its signature verticality and asymmetry. As mentioned prior, we are also excited to share a new playlist called “Classic Arena”. As its name suggests, this mode is focused around delivering a vintage arena experience through even starts, meaning all players will spawn in with a Carbine and an Assault Rifle. This mode will also feature fully kitted legendary pickups (such as the Burst Rifle and SMG) that will regularly spawn on specific parts of the map on a timer. Don’t worry, standard power weapons will still be available too. After reviewing community feedback, we have also adjusted time‑to‑kill to sit in between the last test’s slower pace and the current beta’s pace. Please note that the new EMP grenade is planned for this mode but won’t appear in this playtest just yet as we continue working on it.[/p][h2]We Want Your Feedback[/h2][p]Though the features being tested are all requests from the community directly, we still want to know how you feel about everything and how it can be improved![/p][p]We’ll have surveys ready at the end of the playtest, and we’re monitoring all our social channels. Your feedback on Twitter, Reddit, and Discord directly shapes these decisions.[/p][h2]FAQ[/h2]
  • [p]Does Classic Arena replace loadouts? No, it will run alongside the existing loadout‑based Arena playlists as an additional option.[/p]
  • [p]Will there be more legacy maps? Possibly. The team is reviewing more classic maps to bring back and is open to community suggestions![/p]
  • [p]Will the EMP grenade be in this week’s playtest? No, while we are committed to finishing and testing the EMP grenade, it will not be available in this test.[/p]
  • [p]How does the new EMP grenade differ from Splitgate 1? Instead of only clearing portals, it will shut down the portal wall temporarily, making counterplay more reliable.[/p]
[p]Thanks for testing, your feedback directly shapes the relaunch experience.[/p]

September Playtest: Testing Portal Charges

[p][/p][previewyoutube][/previewyoutube][p]We’re testing a major change to portals with a charge-based system in our next playtest. No final decisions have been made, and your participation will be invaluable in shaping where this goes. This Friday and Saturday (September 26–27), we want your feedback on how this new system affects the core Splitgate experience.[/p][h3]Playtest Details[/h3][p]Friday, September 26: 3pm-6pm PT
Saturday, September 27: 10am-1pm PT
Platforms: Steam
Application: Splitgate 2 Beta Branch: sept-playtest[/p][p]We are actively looking into ways to run playtests on certain console platforms, but for now Steam is the only platform that allows for real-time limited tests on beta branches. We encourage console players to still give feedback, read the playtests notes, and check out some of the streams during the playtests. We will keep you updated on any progress we make regarding playtest availability on console.[/p][p]The sept-playtest branch will be available to download later this week. To access the sept-playtest branch on Steam, please follow these instructions:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Find Splitgate 2 Beta in your game list.[/p]
  3. [p]Right-click the game → select Properties.[/p]
  4. [p]In the left menu, click Betas.[/p]
  5. [p]In the dropdown “Select the beta you would like to opt into”, choose sept-playtest.[/p]
  6. [p]Close the window. Steam will automatically download/update the game.[/p]
  7. [p]Once finished, click Play to launch the beta branch.[/p]
[p]Reminder: The build won’t be available until Thursday.[/p][h2]What We Learned from the Last Playtest[/h2][p]Our previous playtest gave us valuable insights into three major changes: time-to-kill adjustments, recoil improvements, and the removal of factions and abilities. The community response was overwhelmingly positive on faction removal, and the time-to-kill changes moved us in the right direction (though we needed some fine tuning)g. You will see some of the tuning in the September playtest.[/p][p]Assault rifles in particular felt too weak compared to other weapons, so we’ve made several adjustments to get the weapon sandbox feeling more consistent. Your feedback helped us understand we were on the right track but not quite there yet.[/p][h2]The Portal Charge System[/h2][p]This playtest focuses entirely on one experimental change: portal charges. We understand this will spark strong opinions, so we want to be completely transparent about our reasoning and emphasize that no final decisions have been made around whether to move forward with this system.[/p][h3]Why We’re Testing This[/h3][p]Portals are the heart of Splitgate. They elevate movement and strategy, reward creative thinking, and enable outplays you can only find in Splitgate.[/p][p]The challenge comes when portals become the optimal answer to every situation. If the best way to win a gunfight is always to flank, if the fastest way to reach a power position is always to portal, and if the easiest escape from bad positioning is always just another portal, then the fundamentals of arena combat begin to erode. When portaling replaces traversal and gunfights boil down to constant flanking, the core pillars of the genre such as map control, positioning, and straight-up shooting skill lose their weight.[/p][p]That leaves players with fewer meaningful ways to engage one another, and matches start to feel more chaotic than strategic. Our goal is to strike a balance that keeps portals central to the Splitgate identity while still preserving the foundations that make arena combat so rewarding.[/p][h3]How Portal Charges Work[/h3][p]Default System:[/p]
  • [p]Every player starts with 4 portal charges to use when they see fit[/p]
  • [p]After placing any portal, all charges refresh together after 8 seconds[/p]
[p]This means triple portaling and explosive plays remain possible within each charge window, but introduces pacing and tradeoffs that make portal use more strategic.[/p][p]New Perks to Support Portal Mastery:[/p][p]We have also added two new perks which portal-focused players add to their loadout. These perks are designed to give players more flexibility to match their preferred playstyle… Do you want to lean into portal gameplay even more, or choose perks that support other aspects of Splitgate?[/p][p]These perks are being actively tested, so their UI in the loadout system is placeholder; but this what you can expect to see:[/p]
  • [p]One More Portal: Adds an extra charge[/p]
  • [p]Portal Refresh: Reduces recharge timer by 2 seconds on every kill[/p]
[p]The goal of this test isn’t to kill high skill expression or undermine advanced techniques like triple portaling. We want to preserve those skills while ensuring portals remain extremely powerful without being the only answer to every situation.[/p][p]We want to reiterate that nothing is final. The goal of these playtests is to gather feedback, and work towards a direction that works for the community as well as the long-term health of the game.[/p][h2]Our Internal Experience[/h2][p]We’ve been cautious about introducing limitations to portals. Before bringing this to the wider community, we playtested the system internally and ran a few small external playtests. The feedback from those early sessions helped us see both the potential and the challenges, make adjustments, and now we’re ready to open it up for broader feedback.[/p][p]We know it may feel strange at first. It takes a few games to adjust your playstyle and understand the new strategic considerations, but the pacing changes and the decision-making around perk loadouts create interesting new layers of strategy.[/p][h2]This Is Just the Beginning[/h2][p]The September playtest is highlighting the portal recharge system only and your feedback will be crucial in determining whether this direction positively serves Splitgate’s future.[/p][p]But this isn’t our only upcoming test. We’re working on delivering the full experience we’ve promised, including new modes and potentially returning classic maps. Expect another playtest within two weeks of this one, where you’ll get hands-on with more of what we’re building.[/p][h2]We Want Your Feedback[/h2][p]While it is understandable to initially react with some skepticism, we would encourage you to jump into this test with an open mind; consider playing multiple games and really assessing how these changes impact your gameplay experience, strategy, and enjoyment.[/p][p]We’ll have surveys ready at the end of the playtest, and we’re monitoring all our social channels. Your feedback on Twitter, Reddit, and Discord directly shapes these decisions.[/p][p]This experimental system represents one of our biggest potential changes, and we’re not taking it lightly. That’s exactly why we need your honest thoughts after experiencing it firsthand. We are excited to hear your thoughts. See you in the Arena![/p]

Our First Relaunch Playtest This Weekend!

[p][/p][previewyoutube][/previewyoutube][p]We're excited to announce our first public playtest since returning back to beta and back to our roots. During the August playtest, you'll get hands-on access to experience some changes we've been working on based on your feedback. 

Playtest Details 
[/p][p]The August playtest will take place on Steam only, but will be fully streamable for all players to watch and provide feedback. The August playtest introduces brand new overhauls to gameplay systems and work-in-progress changes to UI/UX, so players may encounter bugs and unfinished UI screens. We want to make sure to get feedback early into the exploration of these changes.

Dates:
Friday, August 29 from 3-6PM Pacific Time[/p][p]Saturday, August 30 from 10-1PM Pacific Time
Platforms: Steam [/p][p]Application: Splitgate 2 Beta[/p][p]Branch: aug-playtest
[/p][p]The aug-playtest branch will be available to download later this week. To access the aug-playtest branch on Steam, please follow these instructions: [/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Find Splitgate 2 Beta in your game list.[/p]
  3. [p]Right-click the game → select Properties.[/p]
  4. [p]In the left menu, click Betas.[/p]
  5. [p]In the dropdown “Select the beta you would like to opt into”, choose aug-playtest.[/p]
  6. [p]Close the window. Steam will automatically download/update the game.[/p]
  7. [p]Once finished, click Play to launch the beta branch.[/p]
[p]Reminder: The build won’t be available until Thursday.

The Splitgate Way, Back to our Roots[/p][p]We're returning to the approach that made Splitgate 1 successful: constant iteration with community feedback. We launched the original Splitgate in 2019 with a small but strong community, and spent two years iterating based on input until it became the breakout hit we all love. Community feedback and support is what guided the development of the original Splitgate, and this is how we want to relaunch Splitgate 2. [/p][p]These playtests are about getting your feedback, ensuring our changes align with what our community wants, and keeping us on the right track. We are headed back to our feedback-driven and community-first roots, and are excited to invite you to join us in this first public playtest.[/p][h2]Major Changes Coming to the Playtest[/h2][h3]Rethinking Factions[/h3][p]Factions were originally designed to create variety in how players approached combat. Each one offered unique tools, perks, and abilities that were meant to keep every match feeling fresh and give players a chance to find their preferred style.[/p][p]As we got this system into your hands, we realized that these restrictions were creating more rigidity than freedom. Players have found themselves locked out of the weapons, equipment and perks they enjoyed most because they belonged to different factions. The result was more frustration and less flexibility in playstyles.[/p][p]For this playtest, factions have been removed while we test a new approach to loadouts.[/p][p]Here is what you’ll will see during the playtest on this weekend:[/p]
  • [p]Weapon and equipment restrictions have been lifted. You can now mix and match freely between weapons and equipment.[/p]
  • [p]Perks have been reworked. Redundant options have been removed so that each remaining perk has a stronger identity.[/p]
  • [p]Additionally, a third perk slot has been added. With each slot containing unique perks, you will have more ways to shape your loadout around the way you want to play.[/p]
[p]We believe this direction is a big step toward giving players more freedom, and this test will give us the chance to validate that belief with your help.[/p][h3]Removing Abilities[/h3][p]Faction Abilities (Hypersight, Rush, and Smart Wall) have been a point of debate since the beginning of Splitgate 2. They were intended to add flavor and tactical variety to fights. Sometimes they succeed in that goal, but more often they cause frustration. They also tend to shift focus away from what makes Splitgate unique: precision gunplay, creative portal movement, and strong map control.[/p][p]In this playtest, abilities have been removed so we can refocus on the foundation of the game. Our goal is to test the sandbox without them and learn whether leaning into gunplay and portals creates the experience that feels most true to Splitgate.[/p][h3]Expanded Portal Opportunities[/h3][p]We've gone through five of our arenas and added new portal walls to change how these maps play. During the test, you will get your first look at changes to: Academy, Core, Eden, Frontier, and Grit.

These updates are not massive visual overhauls. They are targeted adjustments that aim to improve flow, open up sightlines, and create more opportunities for portal creativity. We will be watching closely to see how these changes play out in live matches and whether they move us closer to the type of dynamic portal play we want the game to deliver.[/p][h3]Big Changes Coming to Splitball[/h3][p]For this playtest, we're testing the removal of portaling while carrying the Splitball. Previously, portaling with the Splitball allowed scoring within seconds on maps like Stadium and Zenith, which was a frustrating experience for many players.[/p][p]In our internal testing, preventing portaling with the ball has created a much more team-based experience focused on protecting the runner, rather than incentivizing solo heroics, so now we're putting it in your hands to let us know what you think.[/p][h3]Adjusting Time-to-Kill for Better Engagements[/h3][p]Splitgate's portal mechanics allow for changing battle fronts and flanking from virtually any direction, but with a fast TTK it was very difficult to react to surprise flanks. This often results in the feeling that whoever landed the first shot wins the engagement.[/p][p]We're testing an approximately 20% longer time-to-kill to address the "first shot wins" problem.[/p][p]This may sound like a lot, but in our testing it gives combatants just slightly more time to react and turn the tide of battle through better accuracy and positioning, creating more meaningful gunfights.[/p][h3]We’ve Reworked Weapon Recoil[/h3]
  • [p]Automatic weapons now feature upward-only recoil patterns (no more erratic up-down bouncing)[/p]
  • [p]Slightly reduced recoil across all weapons[/p]
  • [p]Every weapon received individual tuning passes for better feel[/p]
[p]The old recoil system was notoriously jumpy. We didn't fully realize how annoying it was until we fixed it. There are a lot of little things we will be testing and optimizing in the upcoming playtests, and we feel like this change is an amazing start.

Return of Fan-Favorite Arena Modes[/p][p]Based on overwhelming feedback requesting a more traditional Splitgate arena experience, we're refocusing around fan-favorite modes like King of the Hill, Domination, and Team Deathmatch. [/p][p]Round-based modes like Splitball will remain a part of the Splitgate 2’s offerings, but our core experience will push toward these faster, no-rounds arena modes that resonate most with our players.

With that, we are excited to announce that coming with the full relaunch (not in this playtest) is the highly requested playlist selection filter. Which will allow you to choose exactly which modes you want to play! [/p][h2]We Want Your Feedback[/h2][p]The best place to leave feedback is Splitgate’s BetaHub. BetaHub is a consolidated feedback platform where our developers and QA teams are most active. To stay up-to-date on all things Splitgate-related, please follow our Discord, or share thoughts on Reddit or X/Twitter. We'll be sending out surveys after the playtest to help us refine these changes as we work toward relaunch.[/p][p]We're committed to transparency throughout this process, and August’s playtest represents a major step toward the Splitgate experience you've been asking for.

We’re so excited to hear your thoughts. See you in the arena![/p][p]
[/p]

Splitgate fans, rejoice: Peer-to-peer multiplayer is coming next week, so you can keep on playing after the servers shut down




Finally, some good news for Splitgate fans: Developer 1047 Games says the original Splitgate will be moving to peer-to-peer multiplayer on August 29, meaning the game will continue to be playable online even though the servers are being taken down...
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