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SPLITGATE: Arena Reloaded News

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...
Read more.

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...
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