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SPLITGATE: Arena Reloaded News

Splitgate 2 Beta Ending December 4th, with Relaunch Coming Later in December.

[p]Thank you to everyone who participated in the Splitgate 2 Beta! On December 4th, the Beta Season & active Battle Passes will be ending, alongside your seasonal “rank” progress.

We will also be taking the Beta servers offline on the 4th to prepare for relaunch later in December.

We’re excited to share more soon, but until then, you can find the latest information on our blog here: https://www.splitgate.com/news/our-final-beta-playtest[/p][p][/p]

Our Final Beta Playtest

[p][/p][previewyoutube][/previewyoutube][p][/p][p]This is it. Our last playtest of the Splitgate 2 Beta arrives November 22-23, 10am-4pm PT, and it’s packed with fan favorite Karman Station, a new power weapon, and party modes. This is your final chance to shape what Splitgate becomes on relaunch day.[/p][p][/p][h3]Playtest Details[/h3][p][/p][p]Platforms: Steam
Application: Splitgate 2 Beta
Branch: nov-playtest[/p][p][/p][p]We are again hosting a 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][p][/p][h2]What We Learned From Last Playtest[/h2][p]Two weeks ago, we tested portal overloading and EMPs for the first time. The response was overwhelmingly positive! 90% of players enjoyed these mechanics, and that is the kind of validation that tells us we’re on the right track.[/p][p]But we also heard where we could do better. The biggest takeaway was that having different portal states, overloaded versus EMPed, created some confusion. Players weren’t always sure which portal state they were looking at or what it meant for their gameplay. So we’ve spent the last two weeks refining the visual feedback and polish around these systems. You’ll notice the distinction is much clearer now. We want you to instantly understand what’s happening on screen, especially in the heat of combat.[/p][p]We also introduced three new LMGs, and the community loved them. What we heard, though, was that they felt slightly underpowered. The data backed up the feedback so we’ve cranked up their damage just a tad.
On equipment, we tested removing five items: Proximity Mine, Recon Radar, Regen Cloud, Sand Grenade, and Time Dome. The feedback showed that most players appreciated these removals and they took away from the core arena gameplay. So these removals are staying, and these equipments won’t be in the relaunch.[/p][p]Finally, we tested enhanced portal trails. These portal trails are subtle visual effects showing you where portals lead. Most people who noticed them liked them. Though some players didn’t notice them at all. We’ve amplified them a bit for this playtest and we’re aiming for that sweet spot where they’re helpful but not taking away from combat clarity.[/p][p][/p][h2]What’s New This Playtest[/h2][p][/p][h3]Karman Station Is Back[/h3][p][/p][p]A legend returns. Karman Station is the first map we ever made at 1047 Games. For anyone who played the original game, this one hits different. We’ve brought it back with thoughtful adjustments to fit the modern sandbox. There have been a handful of subtle portal wall adjustments to account for portal overloading and EMPs. The map flows differently with sliding and our new movement mechanics. But the soul is the same. Jump in and experience what made this map iconic, reimagined for where Splitgate is today.[/p][p]We’re also testing Ozone Night, a new night variant of Ozone. Same space you know, new atmosphere and lighting. It’s a small thing, but we’re always thinking about variety in our map rotation.[/p][p][/p][h3]The Iconic Rail Gun[/h3][p][/p][p]We’ve been working on this one for a while, and it’s finally time. The Rail Gun is back, and it’s everything you remember. That satisfying feel of locking onto a target and hitting collaterals, that never gets old. Get your hands on it this weekend and remind yourself why this weapon is legendary.[/p][p][/p][h3]Party Mix Playlist[/h3][p][/p][p]We’ve been focused on validating our core modes: King of the Hill, Domination, Team Deathmatch, to make sure they work with all our new systems. That work is paying off. Now we’re ready to add something else you’ve missed, party modes. This playtest introduces a Party Mix playlist featuring updated versions of Team SWAT, Team Fiesta & Shotty Snipers with more to come. You’ll queue for two of three available playlists: Arena (with loadouts), Classic Arena (even starts), or Party Mix. This restriction is just for testing; at launch, you’ll have more flexibility. We’re doing this to make sure everyone gets a chance to try everything and give us honest feedback about what should be in the launch rotation.[/p][p][/p][h3]Enhanced Portal Trails[/h3][p][/p][p]We heard your feedback about portal trails being too subtle. We’ve turned them up a bit. The question now is whether we’ve found the right balance. Are they noticeable enough to help with disorientation, or are we overdoing it? Let us know.[/p][p][/p][h2]Six Months of Evolution[/h2][p][/p][p]Since launching the beta in May, this game has majorly transformed. We started with factions and abilities, and we’ve rebuilt the entire foundation around what makes Splitgate special: portals, movement, and pure gunplay.[/p][p]Here’s what’s changed. We removed factions entirely and reimagined abilities as power-ups. We brought back classic roundless modes like King of the Hill, Domination, and Team Deathmatch. We added Classic Arena, an even-starts mode that captures the spirit of original Splitgate. We’ve introduced new maps, new weapons, reworked the menus, and refined systems constantly based on your feedback.[/p][p]We’ve also added portal overloading and EMPs, fundamentally changing how map control works. We’ve streamlined equipment to improve combat clarity. We’ve tuned our controller feel. We’ve fixed critical bugs and made countless optimizations.[/p][p]None of this happens without you. The past six months have been a journey, and every piece of feedback, every playtest participation, every community discussion has shaped where we are now. Splitgate is in the best place it’s ever been, and that’s because you’ve been here with us.[/p][p][/p][h2]This Is Your Last Chance[/h2][p][/p][p]This is the final playtest of the beta. After this weekend, we’re done testing and are full steam ahead. What you tell us this weekend directly impacts what players experience on day one of relaunch.[/p][p]Come prepared to explore Karman Station, test the Rail Gun, try party modes. Jump into Classic Arena or loadout Arena. Give us honest feedback about what feels right and what doesn’t. Participate in the post-playtest surveys. Join our Discord. The details matter. Your voice matters.[/p][p]The relaunch is sooner than you think with tons more to share in the coming weeks. So let’s make this weekend count.[/p][p][/p][p]See you in the arena.[/p]

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]