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Splitgate 2 Beta News

1.3 Patch Notes | Season 1, Chapter 3

[h2]New Battle Pass: Season 1, Chapter 3[/h2]
  • [p]Unlock new rewards in the third Season 1 mini Battle Pass, including: -- 3 exclusive character skins -- 10 exclusive weapon skins -- An exclusive portal skin -- Multiple emotes, sprays, charms, player card banners, and player card titles -- 500 Splitcoin + 60 Proelium[/p]
  • [p]The Premium Battle Pass will cost 500 Splitcoin (roughly $4.99 USD).[/p]
  • [p]As a reminder, your Battle Pass tokens are not reset between Chapters. If you didn’t complete the Chapter 1 or 2 Battle Passes yet, you’ll still be able to unlock that content over the rest of the season.[/p]
[h2]The Lab[/h2]
  • [p]New customizable lights: Point Light and Spotlight[/p][p]Dev Note: More to come with skylight options soon.[/p]
  • [p]New gamepad transform scheme for rotation, location and scale.[/p]
  • [p]New customization options for weapon pads [/p][p]Dev Note: The tech developed for this will serve as a foundation for other map creator features down the line.[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed a bug where marquee selection wouldn't consider object groups[/p]
  • [p]Fixed a bug where scaling an object wouldn't preserve the expected ratio if scaled from an axis[/p]
  • [p]Fixed a bug where groups, prefabs and multi-selections would break a part on rotation/translation[/p]
  • [p]Fixed a bug where the catalog text prompt would reset focus after searching an object[/p]
[h2]Known Issues[/h2]
  • [p]Marquee selection is too sensitive.[/p]
  • [p]Spectator mode doesn't currently work in map creator.[/p]
  • [p]Players are sometimes not able to open their creations.[/p]
  • [p]Desync issue where objects disappear present when players edit a map in multiplayer.[/p]
  • [p]There are some focus issues present when using a gamepad.
    [/p]
[previewyoutube][/previewyoutube]

Splitgate 2 Hotfix - 7/23/2025

[p]Servers will be unavailable from 10AM PT to 12PM PT on July 23 while we deploy our latest hotfix.[/p][p]Follow @SplitgateStatus or check the Server Status channel of our Discord for live updates.
[/p][p]Challenge System[/p]
  • [p]The Challenge system has been completely rewritten and now should consistently track progress[/p]
[p]Dev Note: We will be auto-completing Weekly Challenges for Weeks 1-7 for all players to ensure that those who encountered issues can complete their Battle Pass as expected. Additionally, we are granting a bonus 500 Battle Pass Tokens to all players for your continued patience as we resolve the issues.[/p][p]Bug Fixes[/p]
  • [p]Ranked matches will be cancelled if a player fails to connect by the end of the first loadout selection[/p]
  • [p]Improvements to bot backfill behavior[/p]
  • [p]Fixed an issue where old shader caches would become corrupted and result in a large amount of stuttering[/p]
  • [p]Fixed persistent stuttering in Battle Royale caused by new players being selected as the top player of the match[/p]
  • [p]Fixed Firecracker detonations playing when joining (or re-joining) a game in progress[/p]
[p] [/p][p]Map Updates[/p]
  • [p]Bypass: updated Firecracker plant locations[/p]
  • [p]Minor collision fixes across the Battle Royale map[/p]
[p] [/p][p]Balance Updates[/p][p]Holster Animation Times[/p]
  • [p]0.2s->0.25s[/p]
    • [p]All Weapons (except Heavy Pistols and Shotguns)[/p]
  • [p]0.2->.3s[/p]
    • [p]Heavy Pistols and Shotguns[/p]
[p]Burst Pistols[/p]
  • [p]Aeros: [/p]
    • [p]Refire rate: 0.4->0.36, [/p]
    • [p]Time between firing: 0.05->0.055[/p]
    • [p]Base damage: 15->14[/p]
  • [p]Meridian: [/p]
    • [p]Time between firing: 0.04->0.045[/p]
  • [p]Sabrask: [/p]
    • [p]Refire rate: 0.38->0.26, [/p]
    • [p]Time between firing: 0.07->0.065[/p]
    • [p]Base damage changed: 17.5->16[/p]
    • [p]Headshot damage changed: 22.5->22[/p]
[p]Burst Rifles[/p]
  • [p]Aeros: [/p]
    • [p]Time between bursts: 0.39->0.36[/p]
  • [p]Sabrask: [/p]
    • [p]Time between bursts:: 0.27->0.26[/p]
[p]Carbines[/p]
  • [p]Aeros: [/p]
    • [p]Time between shots: 0.32->0.3[/p]
  • [p]Meridian: [/p]
    • [p]Time between shots: 0.22->0.215[/p]
  • [p]Sabrask: [/p]
    • [p]Time between shots: .46 -> .455[/p]
[p]SMGs[/p]
  • [p]All[/p]
    • [p]Damage dropoff rate decreased[/p]
      • [p]Before: 0, 1500, 2250, 3000, 3750, 4500[/p]
      • [p]After: 0, 1250, 1875, 2500, 3125, 3750[/p]
  • [p]Sabrask[/p]
    • [p]Base damage changed: 10.5->9.7[/p]
    • [p]Headshot damage changed: 16->12.7[/p]
[p]Shotguns[/p]
  • [p]Aeros[/p]
    • [p]Headshot damage changed: 7->6[/p]
  • [p]Sabrask[/p]
    • [p]Base damage changed: 17 -> 14[/p]
    • [p]Headshot damage changed: 22->19[/p]
[p]Heavy Pistols[/p]
  • [p]Sabrask[/p]
    • [p]Base damage changed: 30 -> 25[/p]
    • [p]Headshot damage changed: 40->37.5[/p]
[p]Attachment Updates[/p]
  • [p]Extended Barrel on Shotguns distance decreased from .9->.95[/p]
  • [p]Laser Sight spread on Shotguns increased from .75->.9[/p]
[p]Equipment Updates[/p]
  • [p]Sabrask Proximity Mine effect duration decreased: 2.5s->2s[/p]
  • [p]Sabrask Smoke Grenade smoke time decreased: 10s->8s[/p]
  • [p]Sabrask Smoke Grenade explode radius increased from 400cm->500cm when using Tuff Gear perk[/p]
[p]Perks[/p]
  • [p]Sabrask Tuff Gear Perk changed from increasing smoke time to smoke radius[/p]
[p]Ability Updates[/p]
  • [p]Sabrask Barrier Wall decay damage doubled[/p]
  • [p]Sabrask Barrier Wall cooldown duration increased by 50%[/p]
[p] [/p][p]The Lab[/p]
  • [p]Enabled Marquee Selection feature on Keyboard & Mouse[/p]
  • [p]Added new VFX assets to the Effects folder in the Catalog[/p]
  • [p]Allow rebinding of the "Test" mode input for The Lab in the Settings > Input > Binds customization menu[/p]
  • [p]Added various Lab specific input options in the Settings > The Lab menu, including:[/p]
    • [p]Keyboard & Mouse:[/p]
      • [p]Sensitivity[/p]
      • [p]Look Inversion[/p]
    • [p]Controller[/p]
      • [p]Sensitivity[/p]
      • [p]Look Inversion[/p]
      • [p]Select/Deselect swappable with Fly Up/Fly Down[/p]
      • [p]Camera Speed Up swappable with Camera Speed Down[/p]
    • [p]Video[/p]
      • [p]Field of View[/p]
  • [p]Fixed portal wall frames becoming out of sync when scaled[/p]
  • [p]Fixed collision issues on the Simulation Ledge content[/p]
  • [p]Fixed some rare crashing caused by reaching object limits on controller[/p]
  • [p]Fixed underwater spatial audio from triggering when shooting the water plane on the WetOcean Canvas[/p]
  • [p]Fixed a number of shader issues/artifacts on some of the biome content blending[/p]
  • [p]Fixed an issue where an object would not be scalable with the gizmo if it was previously scaled to zero.[/p]
  • [p]Fixed single object snap scaling for Keyboard & Mouse. Mutli-object snap scaling fixes still in progress.[/p]
  • [p]Fixed other minor text issues[/p]
[p][/p][p]Report a Bug Share Feedback[/p]

Splitgate 2 is going back into beta: 1047 will keep the floundering FPS online and lay off more staff as it goes back to the drawing board




I think this sufficiently checks all the boxes for a complete disaster: 1047 Games has announced that it will revert portal FPS Splitgate 2 back to beta, lay off an unspecified number of employees, and will shut down the Splitgate 1 servers next month. The sequel launched not even two months ago on June 6, 2025...
Read more.

Splitgate 2 is "going back to beta" with the original shutting down as 1047 Games have layoffs

1047 Games have announced that Splitgate 2 is going to be reworked, and they're shutting down the original Splitgate.

Read the full article here: https://www.gamingonlinux.com/2025/07/splitgate-2-is-going-back-to-beta-with-the-original-shutting-down-as-1047-games-have-layoffs/

Building the Splitgate you deserve

[p]To the Splitgate community,[/p][p]
[/p][p]We believe in Splitgate 2. This game means everything to us – it's been our life for almost 10 years, starting in our dorm room, and we're more committed than ever to delivering the incredible experience you deserve.[/p][p]
[/p][p]We’ve heard your feedback and we agree with you: we launched too early. We had ambitious goals with Splitgate 2, and in our excitement to share it with you, we bit off more than we could chew. We rushed certain features, made some boneheaded mistakes, and most importantly – we didn't give you the polished, portal-filled mayhem you fell in love with.[/p][p]
[/p][p]So we're going back to beta. We'll be heads down until early next year, rebuilding major parts of the game to capture the spirit of what made Splitgate special. That means reworking progression from the ground up, adding more portals to our maps, simplifying monetization, refocusing on classic game modes you've been asking for, and more, which we’ll share soon.[/p][p]
[/p][p]Now more than ever, we need your help. We're returning not just to our roots in what we build, but in how we build it – with you. That means more playtests, more surveys, more listening, and truly being community first. Our goal is to combine the DNA of the first game with the best improvements from the second.[/p][p]
[/p][p]Rebuilding the core experience isn't a quick fix; it's a long-term commitment. To give ourselves the time to build the Splitgate you deserve, we’ve made the incredibly difficult decision to reduce certain roles and shift our resources to focus on this rework. This is heartbreaking. These are our teammates and our friends, and they helped build what we have today. They're receiving severance and job placement support, and we're committed to doing everything we can to help them through this transition. We hope to bring them back when we can.[/p][p]
[/p][p]In an effort to retain as many team members as possible, we're also going to be shutting down OG Splitgate servers in a month. While we'd love to keep servers online indefinitely, it's cost us hundreds of thousands of dollars over the past couple of years, and we have to prioritize our team. Like us, we know this game means a lot to so many of you, so we are exploring the possibility of supporting offline or peer-to-peer matches. And when we return, we plan to have a dedicated experience in Splitgate 2 that delivers on the promise of the original.[/p][p]
[/p][p]In the meantime, Splitgate 2 will remain playable, and we’ll still be shipping Chapter 3, as well as fixes and high-priority changes. We hope you will continue to play and support the game. As always, please keep the feedback coming.[/p][p]
[/p][p]We've faced a lot of dark days and have made many mistakes, but we've learned a lot and are as determined as ever to make Splitgate as great as possible. Splitgate has been our life for 10 years, and we wouldn't have it any other way. We've got work to do, but we aren't giving up.[/p][p]
[/p][p]We love this game and we love this community too much to ever quit. So we won't.[/p][p][/p][p]See you in the arena,[/p][p]Ian and Nicholas[/p][p][/p][p]
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