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SPLITGATE: Arena Reloaded News

Performance Improvements in Splitgate: Arena Reloaded

[p]Hey everyone,[/p][p]Today we’re talking all about the performance improvements you can expect in SPLITGATE: Arena Reloaded. We’ve gathered several members of the team to talk about the performance optimizations we’ve made across the game since the beta release. Spoiler alert: Arena Reloaded has had a major performance overhaul. The stuff you feel moment to moment is better across the board: fewer frame spikes, less stutter, and more consistent framerate in real matches. You’ll see it in the numbers too. PC sees big improvements in hitching and stuttering, and even last gen consoles now run at 60 FPS.[/p][p]We’ve got a lot to discuss, but before getting into specifics, it’s important to set expectations. There was no single change that “fixed” performance. We did not flip a switch or add one magic system. Performance work is cumulative, and it’s the result of many disciplines working together with the singular goal to improve the player experience. It comes from giving engineers and artists the time to find friction, remove it, and repeat that process relentlessly.[/p][p]With that said, let’s meet the team that is going to be talking about some of the biggest changes that got us here:[/p]
  • [p]Ethan – Distinguished Engineer[/p]
  • [p]Sam – Principal Gameplay Engineer[/p]
  • [p]Nadir – Principal Technical Artist[/p]
  • [p]Wojciech – Graphics Engineer[/p]
[h2]Smoothing Heavy Moments With Time Slicing[/h2][p]Sam: Let’s talk about stuttering. Some of the worst stutters in an FPS show up when a lot happens all at once. Multiple players respawn. Weapons and attachments get created. Too much gets received by your game client at a time, all within the same frame.[/p][p]To reduce those spikes, we implemented time slicing across many systems, including our own systems and the engine’s underlying systems. Instead of forcing all work to happen immediately, time slicing spreads it across multiple frames when needed. Each system has a per-frame budget, and work is only deferred if that budget would be exceeded. In other words, it only kicks in if framerate is going to be impacted.[/p][p]A simple example is spawning. When a player spawns, we have to build their visuals, including character skin, weapon skin, and attachments. If a lot of players respawn at once, that can get expensive. With time slicing, those pieces get built across a few frames only when necessary, which keeps the game from dropping frames during those heavy moments.[/p][h2]Weapon Rendering That Scales With Player Count[/h2][p]Ethan: Another area of performance that adds up is weapon rendering. Weapons in Splitgate are made up of a lot of moving parts: the weapon itself, up to five attachments, and multiple components per attachment. Rendering and updating all of that across a full lobby gets expensive, especially on older hardware.[/p][p]To help, we added a system that calculates the most “significant” players in your view to let them show at full quality, while scaling back on what your game needs to calculate for players further away or off-camera. The exact number of players that can be at “high” significance depends on your view distance quality setting on PC.[/p][p]Some of the improvements we made with this system:[/p]
  • [p]Less significant players have their weapons and attachments swapped out with “static” versions that are made up of simpler meshes instead of a fully animated multi-component weapon. At a distance, this swap isn’t noticeable so your game ends up doing less work for minimal impact to visuals.[/p]
  • [p]On lower-end platforms the entire set of weapons and attachments are replaced with a single optimized static representation[/p]
  • [p]Animations update less often for players that are less significant[/p]
  • [p]We now limit how many players can cast dynamic shadows based on their significance[/p]
[p]The result is lower CPU and GPU cost in crowded fights, without sacrificing clarity for the players that matter in the moment.[/p][h2]Reducing Hitching With Improved PSO Precaching[/h2][p]Wojciech: Hitching is one of the most frustrating problems in any FPS. A big cause of hitching on modern hardware is shader compilation. A shader is basically a tiny program your GPU uses to draw a surface correctly. The first time your PC sees a new shader, your graphics driver has to turn it into a Pipeline State Object (PSO) that it can reuse quickly. That “first time” work can cause a noticeable stutter.[/p][p]This is also why stuttering often improves the more you play. Once those PSOs are cached for your specific GPU and driver version, the same content can render smoothly the next time you see it.[/p][p]Unreal has systems to precache PSOs in the background as assets load, so the game can do that work ahead of the moment you need it. We went through the game and found multiple places where that workflow was not happening correctly, both in our custom rendering and in a few engine paths. We fixed those gaps and improved our PSO data generation so more of that caching work happens earlier and more reliably.[/p][p]Precaching can be a little CPU heavy while it runs, but it is predictable and temporary. We opted to take a short, controlled cost up front over random stutters in the middle of a fight. Once everything is cached, that cost disappears, and the match stays smooth, especially for first time players on PC.[/p][h2]Content Optimization Across Every Arena[/h2][p]Nadir: When talking about performance, a lot of the impact comes from content. That includes maps, character and weapon skins, gun attachments, as well as the materials and effects that accompany them. Over the past several months, the tech art team has conducted full audits across our maps and assets and made improvements across the board.[/p][p]Here are some of the biggest areas:[/p]
  • [p]Materials: We reduced shader complexity by simplifying logic, adding primitive data inputs and quality switches so materials do less work, especially on lower settings.[/p]
  • [p]Textures: We standardized texture compression across the board and used lower resolution textures where appropriate on older platforms, which lowers memory pressure and reduces streaming stalls.[/p]
  • [p]Meshes: We optimized mesh density and merged or batched meshes where it made sense, which cuts down on draw calls and reduces how much work the CPU and GPU have to do each frame.[/p]
  • [p]Particles: We improved particle rendering with a LOD and budgeting system and moved complex particle logic from CPU to GPU, which reduces big spikes when effects get heavy.[/p]
  • [p]Lighting and reflections: We tuned light draw distances, shadow-casting behavior, and significantly reduced the number of unnecessary reflection captures across all maps, decreasing the amount of lights, shadows, and reflections the engine needs to evaluate each frame.[/p]
  • [p]Collision and navigation: We lowered the complexity of player and visibility collisions for faster Chaos scene queries and reduced the number of objects that update the navmesh, which lowers CPU cost during movement and combat.[/p]
  • [p]Maps: We calibrated custom map actors, adjusted draw distances, and optimized content for low-end platforms, which lowers worst case load in dense areas and keeps performance more consistent across arenas.[/p]
[p]This work is exactly what it sounds like. Lots of small changes. Lots of testing. Lots of iteration. But when all is said and done, it adds up fast. Below is a comparison of console performance during beta and launch.[/p][p]PC saw major gains as well, though it’s harder to represent cleanly due to the wide range of hardware configurations. If you’re playing on PC, let us know what improvements you’re seeing.[/p][h2]Engine and Rendering Improvements[/h2][p]Wojciech: As we mentioned at the top, performance problems, and performance gains, are the sum of many, many smaller pieces. There has been a massive team effort to ensure that we are optimizing the game across all of its many surfaces. Here are a number of deeper optimizations and platform improvements we’ve made:[/p]
  • [p]We optimized the mesh data format to use about 20% less memory, which reduces VRAM pressure and helps assets stream in faster and more consistently.[/p]
  • [p]We optimized how water surfaces and the sky atmosphere render, which lowers GPU cost in scenes where those effects are visible for large portions of the match.[/p]
  • [p]We improved the occlusion query system so the game can more efficiently skip rendering things you cannot see, which helps unlock higher framerates in complex arenas.[/p]
  • [p]We tuned and optimized Virtual Texturing to smooth out render and streaming time, which reduces texture-related hitches as you move through a map.[/p]
  • [p]We added a 30 FPS lock when the game is unfocused on PC, which cuts unnecessary GPU load and saves power when you are tabbed out.[/p]
  • [p]We made targeted platform improvements to increase visual quality on PS4 Pro and Xbox One X without compromising performance.[/p]
  • [p]We now track performance more closely than ever across builds, including frame time consistency and hitch detection. On PC, you will be able to see some of these additional performance stats by enabling them in settings.[/p]
[p]There is so much more to cover, but in the interest of keeping this rundown short, we’ll leave it there. We hope this gives you a small look into the work we have put into ensuring your experience at launch is smooth.[/p][h2]Looking Ahead[/h2][p]All of these changes make a huge difference in how the game feels. Movement stays responsive. Portal fights stay readable. Matches stay smooth even when everything is happening at once.[/p][p]The truth is, performance work never really ends, but we feel great about where Arena Reloaded is landing. This launch build is the strongest foundation Splitgate has had, and it puts us in a position to keep improving as we add new content and updates.[/p][p]We cannot wait for you to jump in on the 17th and feel the difference.[/p][p]See you in the arena tomorrow![/p][p]– The Team at 1047[/p]

SPLITGATE: Arena Reloaded - Launch Overview

[p]Since our beta launch in May, players have given us clear, honest feedback about what felt right, what drifted too far from the identity of Splitgate, and what was missing from the experience. We took that feedback seriously and have been working tirelessly to meet your expectations for a true sequel to Splitgate.[/p][p]When we went back to the drawing board, we set a few clear priorities based on your feedback and what players expect from a modern FPS. We needed to fix the systems that weren’t meeting expectations, add the features people consider standard today, tighten the core experience around arena shooter fans, and bring back the spirit and personality that made SG1 stand out. We also knew the game needed a stronger identity, something that feels unmistakably like Splitgate.[/p][p]Just as important, we wanted to make sure our time away was justified. That meant delivering far more than balance changes or polish. It meant bringing fresh maps, new modes, reworked systems, and meaningful content that makes this feel like a true launch, not just a patch.[/p][p]The overview below breaks down the major changes in Arena Reloaded. Whether you’re a returning player, someone who joined during beta, or new to Splitgate entirely, we hope this gives you a clear picture of where the game is headed and why we’re so excited to share it with you.[/p][p]Alright, let’s get into it.[/p][h2]Gameplay[/h2]
  • [p]Removed Factions, Abilities, and select equipment to refocus on classic arena combat.[/p]
  • [p]Added map pickups, including Legendary Weapons and Powerups.[/p]
  • [p]Introduced new tools to counter portal play. For a full breakdown, see our Portal blog:[/p]
    • [p]Portal Overloading allows players to place both portals on a single wall to block it from use.[/p]
    • [p]EMP Grenades clear all portals from a wall and temporarily give your team control of it.[/p]
  • [p]Added Portal Trails to make it easier to track enemies and teammates as they move through portals.[/p]
  • [p]Improved controller feel and corrected aim acceleration.[/p]
  • [p]Increased TTK slightly to create more meaningful gunfights and give players more time to react.[/p]
  • [p]Improved combat readability through updated combat audio and VFX.[/p]
  • [p]Reworked visual recoil across all weapons for a smoother firing experience.[/p]
[h2]Performance[/h2]
  • [p]Made extensive performance optimizations across the board both within Unreal Engine itself and all of the tech we have built on top of it, resulting in higher and more consistent framerates, especially in busy fights and heavy respawn moments.[/p]
    • [p]Last gen consoles and lower end PCs see the biggest gains![/p]
  • [p]Substantially reduced hitching and stutters, so matches feel smoother moment to moment.[/p]
  • [p]Maps and content were audited and optimized to cut unnecessary rendering and memory cost.[/p]
  • [p]Shaders and effects are now prepared more reliably to prevent mid match stalls.[/p]
[h2]Modes, Mode Select, and Multi-Queue[/h2]
  • [p]Added a true Classic Arena mode with even starts and fixed loadouts. All players begin with an Assault Rifle and a Carbine, just like the original.[/p]
  • [p]Added the highly requested Mode Select feature so players can fine-tune their preferred modes across Quickplay and select playlists.[/p]
    • [p]Developer Note: Players will be required to select 3 modes minimum at launch to ensure that we see healthy player numbers across available playlists. We will monitor this closely and loosen this restriction as soon as we can ensure players are finding matches quickly.[/p]
  • [p]Added the ability to queue for multiple modes at once.[/p]
  • [p]Added a cumulative XP bonus for players who queue for multiple playlists.[/p]
  • [p]Added several modes to Quickplay mode selection:[/p]
    • [p]FFA Deathmatch[/p]
    • [p]Shotty Snipers[/p]
    • [p]Team SWAT[/p]
    • [p]Gun Game[/p]
    • [p]Team Fiesta[/p]
  • [p]Added the ability to save Custom Game modes for private matches[/p]
[h2]Progression[/h2]
  • [p]Rebuilt progression around new Career Levels.[/p]
    • [p]Rookie Levels span 75 levels and introduce players to the core kit and unlock weapons, equipment, perks, and more.[/p]
    • [p]Challenger Levels span 1000 levels across 10 tiers and allow players to unlock prestige cosmetics once the core kit is complete.[/p]
  • [p]Reworked Proelium into a progression currency you can earn by playing.[/p]
    • [p]Players can now earn it by playing through challenges, the Battle Pass, Career Levels, events, and more.[/p]
    • [p]Use it to unlock cosmetic variants for items you own or spend it in the new Proelium Exchange to unlock new cosmetics.[/p]
  • [p]Added Player Stats so players can view their progress over time.[/p]
  • [p]Added new unlockable weapon cosmetics to all weapon progression tracks.[/p]
  • [p]Added Daily Login Rewards to acknowledge our dedicated players and expand player customization[/p]
[h2]Store[/h2][p]With the removal of factions, we revisited the way bundles are built and adjusted store structure to give players more flexibility in what they purchase. For a full breakdown, see our Store blog.[/p]
  • [p]Reduced bundle prices across nearly the entire store. Aligning bundle prices to better reflect the value of Splitcoin currency packs.[/p]
  • [p]Added the Proelium Exchange to the store, giving players a dedicated place to purchase weapon cosmetics using the newly reworked progression currency.[/p]
  • [p]Added a 100 Splitcoin currency pack so players can top off their balance without overbuying.[/p]
  • [p]Removed the requirement to spend additional Proelium to unlock cosmetic upgrades from store bundles. All bundles now include all variants and upgrades by default.[/p]
    • [p]Any Proelium previously spent to upgrade cosmetics from store bundles will be automatically reimbursed.[/p]
  • [p]Bundles will remain available for purchase after leaving the store rotation for the rest of the season and can also be purchased through the customization menus.[/p]
[h2]Splitcoin Reimbursements[/h2][p]With the changes to the Splitcoin cost of bundles and select items, we will be issuing automatic reimbursements to players’ accounts for the difference in price in Splitcoin. Most purchasers can expect a reimbursement of somewhere between 50-400 Splitcoin per applicable purchase. Below are some tangible examples of these changes:[/p]
  • [p]Harpy Epic Bundle[/p]
    • [p]Prev. 1295 → Now 1100[/p]
  • [p]Wash Epic Bundle[/p]
    • [p]Prev. 1460 → 1300[/p]
  • [p]O.G. Epic Bundle[/p]
    • [p]Prev. 1530 → 1400[/p]
  • [p]Astra Mythic Bundle is now made up of the Yuri Mythic Character Bundle (1850) + Vostok Mythic Weapon Bundle (1750)[/p]
    • [p]Previously 4000 → 3600 collectively[/p]
[h2]Battle Pass[/h2]
  • [p]Streamlined the Battle Pass into a more traditional linear pass featuring over 115 rewards. For a full breakdown, see our Battle Pass blog.[/p]
    • [p]Battle Pass tickets now function like XP and advance your pass automatically as you play.[/p]
    • [p]Players no longer need to claim challenges or manually spend currency to receive rewards.[/p]
    • [p]Added Pass Epilogue to offer additional cosmetics for the most dedicated players[/p]
    • [p]Battle Pass rewards are no longer gated by chapters, allowing players to grind at their own pace.[/p]
    • [p]Added Ultra Pass upgrade option[/p]
  • [p]Increased the variety and quality of both character and weapon skins across the Store and the Battle Pass.[/p]
[h2]Ranked[/h2]
  • [p]Completely overhauled the Ranked system to be easier to understand and to create fairer matches.[/p]
    • [p]Implemented a new skill system built specifically for the updated Ranked experience.[/p]
    • [p]Added 10 placement matches to help the system find your rank more accurately.
      Note: This update includes a soft skill reset, so players may see a bit more volatility in match quality at first while the system hones in on individual skill.[/p]
  • [p]Added Ranked Leaderboards to showcase the best of the best.[/p]
[h2]New Maps and Practice Range[/h2]
  • [p]Added five new arena maps, bringing the relaunch total to 20. For a full breakdown, see our Arena blog.[/p]
    • [p]Hammerhead: A massive Sabrask convoy rolling through the crimson deserts while players fight across the tops and undersides of colossal machines.[/p]
    • [p]Terra-13: Set inside a Sabrask farming complex on Mars, players battle for control around a central irrigation silo that anchors our largest arena map.[/p]
    • [p]Abyss: The classic cavernous arena returns with its signature vertical drops and outer-ring skirmishes, refreshed with visual upgrades and slight layout adjustments.[/p]
    • [p]Karman Station: This fan-favorite space outpost is back. Tight interiors and a wide central lane make it a perfect showcase for portal creativity.[/p]
    • [p]Oasis: The seaside spectacle returns with enhanced visuals. It still delivers long-range mid-fights and now plays even better with the addition of portal overloading.[/p]
  • [p]Reworked beta maps to open up more meaningful portal opportunities.[/p]
  • [p]Added a Practice Range to test weapons and loadouts.[/p]
[h2]New Weapons[/h2]
  • [p]Added a new Power Weapon: the Railgun. Charge it up and fire piercing shots that can take out multiple enemies in a single beam.[/p]
  • [p]Introduced three new primary weapons: Light Machine Guns. Each one reflects the personality of the faction that built it.[/p]
  • [p]Velocity: A classic LMG with a large magazine and strong multikill potential, built with signature Aeros engineering.[/p]
  • [p]Strata: A burst-fire LMG designed by the Meridians, firing a distinct four-round burst that plays unlike anything else in the sandbox.[/p]
  • [p]Barrage: A brutal close-range chaingun that fires multiple projectiles at once in a wide spread, shredding anyone caught in front of it.[/p]
[h2]Audio[/h2]
  • [p]Refreshed all in-game music to better match the high-energy, athletic feel of Splitgate.[/p]
  • [p]Added new music cues for the climactic phase of select modes[/p]
  • [p]Introduced dynamic crowd audio to give arena matches more energy.[/p]
    • [p]Added a crowd volume slider so players can tailor the atmosphere to their liking.[/p]
  • [p]Reworked enemy footstep sounds to make opponent positions easier to track.[/p]
  • [p]Enhanced player and equipment movement sounds to create more immersive weapon and character presence.[/p]
  • [p]Updated jump pad and portal traversal sounds to feel more immersive, including variations based on traversal speed.[/p]
  • [p]Added audio cues for key threat situations to improve player awareness:[/p]
    • [p]Enemies emerging from portals[/p]
    • [p]Gunfire coming through portals[/p]
    • [p]Enemy players flying through the air[/p]
  • [p]Redesigned all menu UI sounds to be clearer, more pleasant, and more purposeful.[/p]
[h2]UI and Visual Overhaul[/h2]
  • [p]Shifted away from the bright, playful UI style and rebuilt everything to feel more focused and aligned with a more classic arena shooter identity.[/p]
  • [p]Added a new post-match flow that highlights rank changes, Career and Weapon progression,[/p]
  • [p]Added an all-new MVP Spotlight to celebrate the top performers in each match.[/p]
  • [p]Added a new Refer-a-Friend feature that provides rewards for linked players who play together.[/p]
  • [p]Updated the Playlist layout to give more prominence to Custom Lobbies and Map Creator, which we believe are core to the Arena experience.[/p]
[h2]Map Creator Improvements[/h2]
  • [p]Added the ability to swap custom materials for greater creative flexibility.[/p]
  • [p]Added new skybox and lighting options.[/p]
  • [p]Added additional props and meshes for expanded customization.[/p]
  • [p]Refreshed gamepad controls per community feedback (now it reacts to how much you're moving your joysticks)[/p]
  • [p]Added new color picker tool[/p]
  • [p]Added new way to copy and paste property groups[/p]
[p]There’s a lot here, and it represents months of rebuilding based on your feedback. Thank you to everyone who helped shape SPLITGATE: Arena Reloaded. We’re excited to finally put this in your hands at launch. And this is only the beginning. We already have a ton lined up for the next six months of post-launch support, and we’ll be sharing more details soon about what we’re building next.[/p]

Portals With a Purpose

[p]Portals are the heart of Splitgate. They make our game play like nothing else, and when they shine, they create the kind of moments only Splitgate can deliver. As we rebuilt the game for SPLITGATE: Arena Reloaded, we took a hard look at how portals actually feel in real matches. We wanted to keep the skill and creativity that make Splitgate special while cutting down on the parts that felt confusing or impossible to counter. That work led us to a clear pillar for Arena Reloaded: portals with a purpose.[/p][p]Portals should feel valuable, rewarding to use, and challenging in a way that encourages players to use them with intention. At the same time, fighting against portals should feel understandable and fair. With your help during the playtests, we tried a lot of different ideas to find the right balance between the fantasy of portal play and the reality of playing against it. Not every iteration landed. Portal cooldowns, for example, were nixed after playtest feedback. But those experiments helped us zero in on what mattered most: clarity and counterplay, instead of directly nerfing portal usage.[/p][p]That work led us here and we are excited for you to experience the systems that came out of those playtests, so let’s jump in.[/p][h2]Portal Overloading[/h2][p]Portal Overloading is a brand new way to shut down portal pressure using tools you always have available. When you commit both of your portals to the same portal wall, that surface becomes overloaded. The wall locks down and no one can use it to spawn new portals. This gives you a way to cut off a threat vector on any wall that supports two portals. If a team keeps abusing a specific flank or sightline, you can overload that surface and remove it entirely. The tradeoff to this powerful new mechanic is that your portals must remain on that wall to keep it overloaded, which means giving up your mobility and portal setups elsewhere on the map. Overloaded walls feature a distinct red effect that clearly signals to all players that the surface is blocked and off-limits.[/p][p][/p][h2]EMP Grenades[/h2][p]EMP Grenades return from the original game, but their functionality has been rebuilt for SPLITGATE: Arena Reloaded. They remain an effective tool to clear portals from a surface. Any portal caught in the EMP’s blast radius collapses instantly, making EMPs the only way to break an overloaded wall without eliminating the player who created it.[/p][p]EMPs also now claim the affected wall for your team for a short window. During that time, only your team can place portals on that surface. This creates powerful openings for aggressive portal players while giving defenders a dependable way to interrupt portal control when things get hectic.[/p][p][/p][h2]Portal Trails[/h2][p]Portal Trails are a new visual effect that reveals portal movement in real time. When a player portals nearby, a subtle tracer shows the direction they traveled. This gives you an early hint when a flank is developing or when someone is repositioning through portals just outside your view. It functions like a weapon tracer, but for portal movement. Clear, subtle, and informative without giving away more than it should.[/p][h2]Portal Audio[/h2][p]We also made several updates to portal audio to improve clarity and help players track danger without getting overwhelmed.[/p]
  • [p]Shot direction through portals is easier to identify. You should have a much better sense of where incoming fire is coming from, even when it originates through a portal behind you.[/p]
  • [p]Enemies exiting portals now have a distinct audio cue. When someone pops out of a portal near you, you will hear it immediately, even if they arrive behind you.[/p]
  • [p]High speed airborne threats now have their own warning. If an enemy launches through the air in your direction from a launch or momentum portal, you’ll hear a tailored audio cue that sounds like something hurling through the air to give you a brief moment to react.[/p]
[h2]Additional Portal Walls[/h2][p]Alongside these system changes, we revisited the Arena map pool to give portals more room to shine. Many maps now feature expanded or entirely new portal walls that create fresh angles, new rotations, and more opportunities for creative portal setups. You will see additional surfaces on floors, ceilings, as well as elevator and launch portals for additional movement opportunities. Movement feels smoother, rotations feel more varied, and portal players have more ways to make meaningful plays across the map.[/p][p]Thanks again for all the feedback and testing that helped shape these systems. We are incredibly excited for you to get your hands on them. See you in the arena this Wednesday, December 17. And if you have not checked out our latest deep-dive into what’s changed, what’s improved, and how we’re blending the best of Splitgate 1 & 2 to bring back the magic of arena shooters, watch our latest video on YouTube:[/p][previewyoutube][/previewyoutube]

Diving Deep on Progression

[p]SPLITGATE: Arena Reloaded brings a full rebuild of Splitgate’s progression systems. Our goals were simple. Progress should be easy to understand. Rewards should feel consistent. Long term goals should feel worth chasing. Most importantly, you should be able to make progress no matter how you choose to play. So let’s jump into the new systems that players will see on December 17.[/p][p]In order to break down progression, we first need to break down some changes to our upgrade currency, Proelium.[/p][h2]Reworked Proelium[/h2][p]Proelium has been fully reworked for SPLITGATE: Arena Reloaded. It is now a true progression currency that you earn simply by playing the game. You will gain Proelium from ranking up your Career Level, completing challenges, and progressing through events and the Battle Pass.[/p][p]You can spend Proelium on a range of cosmetics in the Proelium Exchange. This is a new section of the store where you can spend Proelium directly on weapon cosmetics from a rotating catalog. If you see a look you like in the Proelium Exchange and you have earned enough Proelium, you can pick it up.[/p][p]By unifying cosmetic color variants, weapon progression, and long term goals under a single currency, Proelium now serves as a reliable path for players who want to build out their collection over time and express themselves in the arena through the cosmetics they choose.[/p][h2]Introducing Career Level[/h2][p]Career Level is your new long term account progression in Splitgate, and it increases as you play any mode in the game. Unlike your rank, it is not tied to skill and does not affect matchmaking. It exists to give players a clear, reliable way to show their time invested in Splitgate and to unlock rewards along the way.[/p][h3]Rookie Levels[/h3][p]The first 75 levels are your Rookie Levels. Think of this as the new on-ramp that replaces the old faction tracks. Rookie Levels are where you unlock the core pieces of the game: weapons, equipment, character skins, and other essentials. If you already earned something in the old system, you keep it. Even if that item now unlocks later in the Rookie track, it will still be available to you on day one. For example, the Blitz Shotgun now unlocks at level 53 in the new system, but if you unlocked Blitz through factions, you can use it as soon as you jump into SPLITGATE: Arena Reloaded.[/p][p]In addition, all of the XP you put into that previous system carries over here, and the total XP needed to finish the Rookie track is the same as before, so none of your time is lost. That means if you maxed out your factions, you’ll skip right into Challenger Levels. This is where long term progression really opens up, with a much larger climb and new ways to show how long you have been in the arena.[/p][h3]Challenger Levels[/h3][p]From there, Challenger Levels become your main long term path. This track is built for a steady climb with clear goals along the way. As you level up, you will earn additional Proelium and some of the rarest prestige cosmetics in the game, including badges, new color variants for player card titles, and Proelium Character Skins.[/p][p]Challenger Levels spans 1000 levels and is split into tiers (beginning with Challenger and advancing to Prime III) that highlight how long you have been in the fight. Every 100 levels moves you into a new tier:[/p]
  • [p]Challenger[/p]
  • [p]Veteran I[/p]
  • [p]Veteran II[/p]
  • [p]Veteran III[/p]
  • [p]Elite I[/p]
  • [p]Elite II[/p]
  • [p]Elite III[/p]
  • [p]Prime I[/p]
  • [p]Prime II[/p]
  • [p]Prime III[/p]
[p]Whether you play a few matches a week or grind every day, Challenger Levels give you a clear sense of progress and an easy way to show your history with Splitgate every time you load into a match.[/p][p][/p][h2]Expanded Weapon Levels and Unlockable Camos[/h2][p]Every weapon now has an expanded leveling path. As you use a weapon, you gain XP for it. Leveling up that weapon unlocks attachments and new camos for each weapon. Within the track players will find 3 earnable camos that unlock with continued play with those weapons. Each of those camos will have 3 additional colorways unlocked via Proelium, offering up to 12 new earnable looks per weapon.[/p][p][/p][p][/p][h2]Mastery Camos Across All Weapons[/h2][p]Weapon Mastery was something we added during the beta, but many players never got to experience progressing through these challenges. Every weapon now includes a full suite of Mastery challenges, including our new LMGs.[/p][p]The structure is straightforward. Complete challenges for a weapon as you use it. Finish each tier of camo to unlock the subsequent tier’s challenges. Complete the full set of challenges and you unlock that weapon’s Mastery camo. These camos are designed to be aspirational, obvious in a match, and a clear showcase of your dedication. While each gun will have Carbon, Gold and Proelium camos at launch, we have plans to expand these challenges even further in a coming update.[/p][p]
[/p][h2]Bringing It All Together[/h2][p]All of these changes build toward a progression system that feels clearer, more flexible, and more rewarding the longer you play. Whether you are chasing mastery, leveling weapons, collecting cosmetics, or just jumping in for a few matches, your time always moves you forward.[/p][p]We cannot wait for you to start building your own journey in SPLITGATE: Arena Reloaded. If you have not checked out our latest deep-dive into what’s changed, what’s improved, and how we’re blending the best of Splitgate 1 & 2 to bring back the magic of arena shooters, watch our latest video on YouTube:[/p][previewyoutube][/previewyoutube]

No Heroes. No Abilities. No Limits.

[p]Last week, we announced the launch of SPLITGATE: Arena Reloaded on December 17 with a brand new trailer, and you may have seen this line:[/p][h2]No Heroes. No Abilities. No Limits.[/h2][p]For Arena Reloaded, that is not just a tagline. It is a simple promise about what Splitgate is and what it is not. No hero classes getting between you and the fight. No loadout abilities deciding a duel before it starts. No limits to the way you pick the modes, loadouts, and looks that fit how you want to play.[/p][p]We made several updates that bring the game closer to the arena experience players expect. These changes simplify the sandbox, reduce noise, and open up more ways to play.[/p][p]Here is a look at a few of the changes and how they reflect our new direction.[/p][h2]Factions Removed[/h2][p]Factions were originally built to add variety in playstyle and extra flavor to enemy encounters. Over time, they ended up doing the opposite. They made it harder for players to play the way they wanted and did not support our arena-focused gameplay.[/p][p]In Arena Reloaded, Factions have been removed from the experience.[/p][p]Players can now mix and match weapons and equipment to fit their preferred playstyle or the needs of a specific match. This freedom extends to character cosmetics as well. You are no longer locked to a faction theme and can use the look that best matches your style instead of worrying about which side you are playing for.[/p][p]Your progression and customization now focus on you as a player. Matches are cleaner, menus are simpler, and the game stays centered on the arena. And don’t worry, you will still have all skins that you purchased or unlocked in Splitgate 2.[/p][p][/p][h2]
Abilities Reworked as Power-ups
[/h2][p]Abilities were one of the most divisive additions to the game. They could create big moments, but they were often frustrating to play against and sometimes felt like a get out of jail free card when someone made a mistake. You told us they did not fit the foundation Splitgate was built on, and we agree.[/p][p]In Arena Reloaded, abilities have been removed in favor of power-ups that spawn directly on the map. They are visible, timed, and aligned with one of the core tenets of arena shooters: any spike in power should come from map knowledge and positioning, not from a hidden loadout choice.[/p][p]Here are the power-ups you can expect on December 17:[/p][h3]Rush[/h3][p]Inspired by the Aeros ability, the Rush power-up gives you a burst of speed, faster reloads, and accelerated health regeneration. It is a strong tempo tool that rewards players who can chain movement, portals, and gunfights together.[/p][h3]Hypersight[/h3][p]Based on the Meridian ability of the same name, Hypersight grants temporary enemy tracking through surfaces. Unlike its inspiration, it only affects the player who claims the power-up, and not their whole team. It gives you more information and lets you line up smarter pushes, but its limited duration means you still need to act quickly and commit to your plays.[/p][h3]Overshield[/h3][p]Replacing Sabrask’s Smart Wall, Overshield is a classic arena power-up. It adds a large pool of bonus shielding on top of your health, soaking damage first and giving you more room to take risks, hold positions, or anchor a push for your team.[/p][p]With abilities now living on the map as contestable power-ups, we also wanted a home for players who prefer the purest version of that arena loop. That is where Classic Arena Mode comes in.[/p][p][/p][p][/p][p][/p][h2]Introducing Classic Arena Mode[/h2][p]Classic Arena is a new option for players who prefer the traditional arena shooter experience.[/p][p]Every player starts on equal footing. You spawn with a Tempo Assault Rifle and a Cadence Carbine. From there, the match is all about controlling the map and dominating the enemy. New weapons, power-ups and Power Weapons are all picked up in the arena and require you to fight for the advantage. Power is decided by positioning, timing, and how well you can use portals to outplay the other team.[/p][p]Classic Arena plays across core modes like King of the Hill, Domination, and Team Deathmatch. If you want pure Splitgate with even starts and clear rules, this is where to go.[/p][p]Speaking of modes, we also rebuilt how you choose what to play next.[/p][h2]Mode Select[/h2][p]Mode Select has been added to make it easier to find the type of match you want.[/p][p]Core modes have been updated from Firecracker, Splitball, and Hotzone to the classics: Team Deathmatch, King of the Hill, and Domination. With Mode Select, you also have finer control over the modes you want to see.[/p][p]We have expanded the modes available for players to choose from. The goal is simple. Play what you want instead of hoping you get your preferred mode in a random rotation.[/p][p]On December 17, here are the modes you can expect on day one in quickplay:[/p]
  • [p]Team Deathmatch[/p]
  • [p]King of the Hill[/p]
  • [p]Domination[/p]
  • [p]Classic Arena[/p]
  • [p]Classic Takedown[/p]
  • [p]FFA Deathmatch[/p]
  • [p]Splitball[/p]
  • [p]Arena (No Portals)[/p]
  • [p]Team Fiesta[/p]
  • [p]Team Swat[/p]
  • [p]Shotty Snipers[/p]
  • [p]FFA Gun Game[/p]
  • [p]Ranked Arena[/p]
  • [p]Custom Games[/p]
[p]We will also rotate in new modes, community map playlists and limited time events periodically to keep the offerings fresh. There will be a lot of variety for players to pick and choose the types of game modes they want to play with their friends. And for those wondering, Onslaught and our Battle Royale experience will be returning in the future with some cool new changes and optimizations. More on that to come.[/p][p][/p][p][/p][h2]Looking Ahead[/h2][p]The new structure of SPLITGATE: Arena Reloaded is designed to let players settle into the experiences they enjoy most. Whether you want competitive matches, casual playlists, customs with friends, or a full season grind, the systems support multiple playstyles without forcing you into any specific path. You are free to play the game that feels right to you.[/p][p]All of these changes point toward a cleaner, clearer, and more flexible Splitgate. The arena is the focus. Power comes from what you earn inside the match. The game gives you room to explore the modes you care about.[/p][p]No Heroes. No Abilities. No Limits.[/p][p]We’re looking forward to seeing you in the arena December 17th.[/p][p][/p][p] [/p]