Portals Change Everything.
Splitgate 2 is the only free-to-play shooter with portals, delivering next-level gunplay, fluid movement, and a constantly evolving experience, featuring a new Battle Royale where you can portal between unique worlds. Welcome to the future of sport.
Fluid Movement: Outsmart and outmaneuver with the power of portals. Chain your portals, dodge danger, and pull off plays impossible in any other game using momentum-based movement and teleportation tactics.
Next-Level Gunplay: Every shot counts. From pinpoint headshots to chaotic close-range brawls, Splitgate 2 delivers incredible, skill-based gunplay built for highlight moments.
Peak Variety: In addition to a brand new Battle Royale with portals, we have other new modes, maps, weapons, and events dropping regularly. Whether you're chasing wins or just jumping in with friends, there's always something fresh to play.
Refer your friends and play games together to unlock a variety of rewards including Splitcoin.\n
How it works:
Players can recruit new or returning players by sharing their Friend Code.
[/*]Recruits enters the Friend Code in-game on the Refer-a-Friend page found in the Events tab or from the social panel.
[/*]Once a recruit links their account to a recruiter, both players will unlock Seasonal Referral Challenges.
[list]Rewards for these challenges are only obtainable if linked players play together.
[/*]Recruits will earn 100 Splitcoin instantly after they enter their Recruiter\'s Friend code.
[/*]
Recruiters that invite multiple friends will unlock additional cosmetic and Splitcoin rewards once their linked Recruits reach their Playtime Milestone of playing 10 matches.
Recruiters can earn up to a maximum of 3000 Splitcoin once their recruits reach their Playtime Milestone. Recruiter\'s earn 500 Splitcoin for their first 2 recruits and an additional 50 Splitcoin for each referral after.
[/*][/*]For any players that have already entered a Friend code in the old system or have completed their Recruiter Challenges prior to the addition of Splitcoin rewards, we will be granting the Splitcoin automatically.\n
To be eligible as a recruit:
New Players:
Accounts created within the last 7 days
[/*]Cannot have completed 10 games
[/*]Cannot be level 10 or higher on the Battle Pass.
[/*]
Returning Players:
Must have been inactive for 30 days
To prevent abuse, recruits also can\'t be on the same network.
Seasonal Referral Challenges
[table equalcells=\"1\" colwidth=\",\"]Recruiter Cosmetic Rewards
Recruiters that invite multiple friends will unlock additional cosmetic rewards and Splitcoin as their linked Recruits hit a Playtime Milestone of playing 10 matches.
[table equalcells=\"1\" colwidth=\",\"]All progress on Refer-a-Friend cosmetic challenges are season-bound so they will reset with each new season as we add new rewards. Recruiters can refer up to 50 players per season.
\n
Splitgate Update Dec 24, 2025
Welcome back to another Splitgate Update, where we keep you up-to-date on everything Splitgate! We will use this forum to recap the previous weeks activities, highlight some of our favorite community moments, and update players on what to expect in the coming weeks. Lets get right into it with a recap from from week 1 of SPLITGATE: Arena Reloaded.
Recap of Week 1
[u]SPLITGATE: Arena Reloaded Launched on PC and Console[/u]\n\nAfter returning to Beta in Summer of 2025, Splitgate reemerged as SPLITGATE: Arena Reloaded, fusing the best of both Splitgate 1 & 2. Our renewed emphasis on bringing back the core arena-features that made Splitgate so fun in the first place was well received from our players. Its been great to see that the community playtests, player feedback, and going back to our roots have paid off. We as a studio are grateful for everyone who has shown up to experience Arena Reloaded so far.
We want to take a moment to remind players of our goals:\n
Our goals for the launch of SPLITGATE: Arena Reloaded have always been to bring the Arena Back with our community, listen to their feedback, and double down when the time is right Ian Proulx, CEO\n
We had over 150,000 players try SPLITGATE: Arena Reloaded in its first five days, and we are excited to share retention is the best its ever been. This signals that we are on the right path, and that players are enjoying the refined arena-experience. As the weeks progress, we will continue to roll out updates, both major and minor, as we prepare for a broader marketing push in Q1 of 2026. But for now, we are pleased with the initial feedback. To hear more about our initial thoughts on last week, check out our newest YouTube video!
\nSPLITGATE: Arena Reloaded Season 1 Roadmap
[p align=\"start\"]Now that weve recapped the goals of SPLITGATE: Arena Reloadeds launch, we are excited to share our Season 1 Roadmap and fill you in on whats next. SPLITGATE: Arena Reloaded was built to be arena-first, and the Season 1 updates reflect our desire to be the best modern arena shooter on the market.\n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/8254b1b7fc568e3fcb373dbfbd93c138a7f8428b.jpg\"][/img][/p]Now we wont go into detail on everything on the Roadmap, but we would like to take a moment to talk about some of the bigger upcoming reveals.\n
[p align=\"start\"][u]Introducing Arena Royale[/u][u]:[/u] \nAfter entering beta over summer to take a step back and focus on making an amazing arena-shooter experience, we asked ourselves What would a Battle Royale look like in an Arena Shooter? We obviously wanted to bring back our Battle Royale, but needed to do so in a way that works for our game and our community and our arena-first mentality. We have much more to detail about the Arena Royale mode in the coming weeks, and we look forward to sharing more soon.\n[/p][p align=\"start\"][u]New Maps, Modes, and Weapons[/u][u]:[/u] \nWith the reintroduction of the Battle Royale, we now have multiple experiences to develop. Over the coming months we will introduce multiple new Arena maps, biomes to coincide with the Battle Royale release, and a new power weapon. Arena is our bread and butter, and we are excited to have it remain at the forefront of development alongside our Arena Royale.\n[/p][p align=\"start\"][u]Limited Time Events[/u][u]:[/u] \nAs utilized in our Welcome Back event, we built a robust event system to reward players for participating in certain activities across Arena Reloaded. We have many more events to come, some listed above in the roadmap, each with their own unique theme and reward path. Teaser alert: the Gunslinger event will also bring back a fan-favorite mode, One in the Chamber![/p]5K MVP Tournament
[p align=\"start\"]To celebrate the launch of Arena Reloaded, we hosted a $5K MVP tournament for some of our partnered content creators. Competitive Splitgate was a huge part of Splitgate 1, and it was great to see intense portal moments back on the big screen! Congratulations to [u]KowzTV [/u], [u]DailyStreamer [/u], [u]Azalea [/u], [u]Jangutu [/u], and [u]Hurts [/u] for taking home first place!\n[/p]$25K Community Challenge
[p align=\"start\"]We partnered with [u]Tracker.gg [/u] to host a 25K Community Challenge, where players competed to win their share of $25K across multiple challenges. We are still in the process of wrapping up the event, but we would love to hear your feedback on if you would like more Global Community Challenges in the future. We have already taken note to make the categories more accessible to casual players, and the challenges more accessible to players who cannot grind non-stop. Please let us know your feedback on Reddit, Discord, or Twitter.[/p][p align=\"start\"]Check out the full leaderboards [u]here [/u]:[/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/9abbf69e9c69fb157e27dc155128778b615ad3a9.jpg\"][/img]Welcome Back Event: Earn the T200 Character Skin
[p align=\"start\"]The T200 was one of the most popular skins in Splitgate 1, and we are happy to bring it back in Arena Reloaded via our first limited time event. Participate in the Welcome Back Event to earn various rewards, including the revamped T200 character skin.\n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/c0c9b5fc42ccc675b9417614e281a33868507c5f.jpg\"][/img][/p]Whats Next
[p align=\"start\"]\n[u]Welcome Back Event Continues:[/u] \nThe welcome back event will continue for another week, so you still have time to earn the T200 throwback skin!\n[/p][p align=\"start\"][u]2xp Upcoming:[/u] \nWe will be running double-XP to celebrate the holidays! This will be a great time to make progress on any weapons you may have yet to use. \nStarts: December 25 @ 1am PT \nEnds: December 29 @ 9am PT\n[/p][p align=\"start\"][u]New opportunities to win a real life BFB:[/u] \nWe are giving away some real-life BFBs! To win, just post your best Splitgate clip to X/Twitter with the hashtag #SplitgateBFB before December 31. Well be selecting the best clips & letting the community vote on their favorite![/p][p align=\"start\"]You can hear all about the BFB in [u]this tweet[/u] ![/p]MVP Spotlight
[p align=\"start\"]Splitgate has some amazing MVPs! MVPs are community members that promote Splitgate across a variety of different ways, streaming, short-form content, YouTube videos, and even map making! Some MVPs have been with the title since Splitgate 1, but we are always looking to add creators and community members that strive to make an impact. If you are unfamiliar with the Splitgate MVP Program, reach out to us on [u]Discord[/u] .[/p][p align=\"start\"]These were some of our favorite MVP moments from week 1 of SPLITGATE: Arena Reloaded:[/p]https://x.com/MikaveliGG/status/2003197937384587482 - Mikaveli
https://x.com/OmnicientWolf/status/2002016072237461651 - OmnicientWolf\n
One Cool Play
[p align=\"start\"]We are now at the end of today\'s Splitgate Update, but before we leave we want to showcase one last amazing play. This clip comes from long-time Splitgate community member [u]Toby Repellant[/u] , and was actually the first time anyone at the studio has ever seen this happen so enjoy! If you want to have your clips featured in future blogs, please share them with us on X/Twitter.[/p][p align=\"start\"][/p][p align=\"start\"][/p]Hey all, were rolling out a hotfix & we wanted to share a quick update on whats been fixed. You will need to download an update, however there will be no server downtime.
Patch Notes
Fixed difficulty around binding mouse buttons
[/*]Fixed the inability to rebind left mouse button
[/*]Fixed Rank icons not always updating in post-game
[/*]Fixed a bug where Mythic skin upgrades were not working in restricted loadout modes
[/*]Fixed a bug with Matchmaking placing players in the wrong region sometimes
[/*]Fixed Store pips showing as new with no new content
[/*]Fixed Duplicate reward carousels when switching linked accounts
[/*]Fixed an issue causing users to not hear certain audio in-game (requiring a restart)
[/*]Fixed missing item icons for weapon skin challenges
[/*]Added a message to notify when network services arent available (previously this would result in a crash)
[/*]Various small weapon skin bug fixes
[/*]
[p align=\"start\"]This weekend, were hosting a $25K Community Challenge with Tracker.gg for the launch of SPLITGATE: Arena Reloaded. Heres what you need to know to lock in and win.[/p]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/efad1db3575572d84b6fc9a91264c54c7be60a1d.jpg\"][/img]
[p align=\"start\"][u]When[/u]: From Friday, December 19th at 9am PT through Sunday, December 21 at 11:59pm PT.[/p][p align=\"start\"][u]How to Participate:[/u][/p][olist]Create a 1047 Games account and link your email and platform(s).
[/*]All players are automatically enrolled to the SPLITGATE: Arena Reloaded Challenge by playing and looking up their profile on the Tracker.gg site.
[/*][/olist][p align=\"start\"][u]Important Notes:[/u][/p][olist]To update your stats on the challenge leaderboard, simply look up your player profile on Splitgate Tracker. Your stats will refresh immediately.
[/*]In the event of a tie at the top of the leaderboard, the prize will be awarded to the player who reached the tied stat first, as reflected by the leaderboard order.
[/*][/olist][p align=\"start\"]After the challenge ends, there will be an hour grace period during which you can look up your profile one last time to ensure your final stats are recorded.[/p][p align=\"start\"]Check the Challenge Leaderboard here:[/p]https://tracker.gg/splitgate/leaderboards/launch-event
[p align=\"start\"][/p][p align=\"start\"][u]Ways to Win $25K[/u]: Therell be five categories:[/p]Most Kills
[/*]Most Wins
[/*]Most Damage
[/*]Most Assists
[/*]Most XP
[/*][p align=\"start\"][u]Prizes $25K[/u]: Each of the five categories will have a $5000 total prize pool:[/p]1st: $2,500
[/*]2nd: $1,000
[/*]3rd: $750
[/*]4th: $500
[/*]5th: $250
[/*][p align=\"start\"][u]Additional Prizing[/u]: $5K USD\nDuring the event, every player who wins 25 games or more will be entered into a lottery. 5 Random players who have won 25 Games or more will receive $1K in prizing. Please make sure to create a 1047 Games account and link your email and platform(s).[/p][p align=\"start\"][u]Eligibility[/u]: By entering this contest, you are adhering to all existing Splitgate terms of service. You also affirm that you are 18 years or older or that your parent or legal guardian has consented to your participation in this contest. You agree to be contacted by 1047 Games (via your 1047 Games account details) if you are a winner.[/p][p align=\"start\"][u]Fair Play Reminder[/u]: 1047 uses proprietary anticheat technology, so keep it clean or well find and disqualify you. Any form of exploitation will also lead to disqualification.[/p][p align=\"start\"][u]Getting Paid[/u]: 1047 will vet the results and announce the winners in the week leading up to Christmas. Payment will be made within 30 days. You can win in more than one category, with a maximum of 2 categories. If you place in more than 2 categories, we will take your top 2 placements. If you tie in a category, we will count them in this order: Most Kills, Most Wins, Most Damage, Most Assists, Most XP.[/p][p align=\"start\"][u]Questions?[/u]: Join our Discord and hit us up in #community-challenge.[/p][p align=\"start\"]See you in the arena.[/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/b5a40fdba91a5ec5de7dfd111cdbb31bf31db306.png\"][/img]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.
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 werent 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.
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.\n
SPLITGATE: Arena Reloaded is Live Now
\n\nThe following overview below breaks down the major changes in SPLITGATE: 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 were so excited to share it with you.
Alright, lets get into it.
Gameplay
Removed Factions, Abilities, and select equipment to refocus on classic arena combat.
[/*]Added map pickups, including Legendary Weapons and Powerups.
[/*]Introduced new tools to counter portal play. For a full breakdown, see our Portal blog :
[list]Portal Overloading allows players to place both portals on a single wall to block it from use.
[/*]EMP Grenades clear all portals from a wall and temporarily give your team control of it.
[/*]
Added Portal Trails to make it easier to track enemies and teammates as they move through portals.
[/*]Improved controller feel and corrected aim acceleration.
[/*]Increased TTK slightly to create more meaningful gunfights and give players more time to react.
[/*]Improved combat readability through updated combat audio and VFX.
[/*]Reworked visual recoil across all weapons for a smoother firing experience.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/51c328f5cfb8ee769152e06ba0eac2a763e22fd1.jpg\"][/img]
Performance
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.
[list]Last gen consoles and lower end PCs see the biggest gains!
[/*]
Substantially reduced hitching and stutters, so matches feel smoother moment to moment.
[/*]Maps and content were audited and optimized to cut unnecessary rendering and memory cost.
[/*]Shaders and effects are now prepared more reliably to prevent mid match stalls.
[/*]Modes, Mode Select, and Multi-Queue
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.
[/*]Added the highly requested Mode Select feature so players can fine-tune their preferred modes across Quickplay and select playlists.
[list]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.
[/*]
Added the ability to queue for multiple modes at once.
[/*]Added a cumulative XP bonus for players who queue for multiple playlists.
[/*]Added several modes to Quickplay mode selection:
FFA Deathmatch
[/*]Shotty Snipers
[/*]Team SWAT
[/*]Gun Game
[/*]Team Fiesta
[/*][/*]Added the ability to save Custom Game modes for private matches
[/*][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/5ad1ec448bcda34f6faf07e45baa23d24ba5d6d1.jpg\"][/img]
Progression
For the full deep-dive into progression, see our Progression Blog .
Rebuilt progression around new Career Levels.
[list]Rookie Levels span 75 levels and introduce players to the core kit and unlock weapons, equipment, perks, and more.
[/*]Challenger Levels span 1000 levels across 10 tiers and allow players to unlock prestige cosmetics once the core kit is complete.
[/*]
Reworked Proelium into a progression currency you can earn by playing.
Players can now earn it by playing through challenges, the Battle Pass, Career Levels, events, and more.
[/*]Use it to unlock cosmetic variants for items you own or spend it in the new Proelium Exchange to unlock new cosmetics.
[/*][/*]Added Player Stats so players can view their progress over time.
[/*]Added new unlockable weapon cosmetics to all weapon progression tracks.
[/*]Added Daily Login Rewards to acknowledge our dedicated players and expand player customization
[/*][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/efa04422104830ce6b6659c51557ba0c0296eb87.jpg\"][/img]
Store
[p align=\"start\"]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]Reduced bundle prices across nearly the entire store. Aligning bundle prices to better reflect the value of Splitcoin currency packs.
[/*]Added the Proelium Exchange to the store, giving players a dedicated place to purchase weapon cosmetics using the newly reworked progression currency.
[/*]Added a 100 Splitcoin currency pack so players can top off their balance without overbuying.
[/*]Removed the requirement to spend additional Proelium to unlock cosmetic upgrades from store bundles. All bundles now include all variants and upgrades by default.
[list]Any Proelium previously spent to upgrade cosmetics from store bundles will be automatically reimbursed.
[/*]
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.
[/*][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/2dbb2bf30cfe086c1d1e4b463af87022d5ff51de.jpg\"][/img]
Splitcoin Reimbursements
[p align=\"start\"]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]Harpy Epic Bundle
[list]Prev. 1295 Now 1100
[/*]
Wash Epic Bundle
Prev. 1460 1300
[/*][/*]O.G. Epic Bundle
Prev. 1530 1400
[/*][/*]Astra Mythic Bundle is now made up of the Yuri Mythic Character Bundle (1850) + Vostok Mythic Weapon Bundle (1750)
Previously 4000 3600 collectively
[/*][/*]Battle Pass
Streamlined the Battle Pass into a more traditional linear pass featuring over 115 rewards. For a full breakdown, see our Battle Pass blog .
[list]Battle Pass tickets now function like XP and advance your pass automatically as you play.
[/*]Players no longer need to claim challenges or manually spend currency to receive rewards.
[/*]Added Pass Epilogue to offer additional cosmetics for the most dedicated players
[/*]Battle Pass rewards are no longer gated by chapters, allowing players to grind at their own pace.
[/*]Added Ultra Pass upgrade option
[/*]
Increased the variety and quality of both character and weapon skins across the Store and the Battle Pass.
[/*]\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/dde85137feb5ae5b01ee4129bbf41dd3f42f98df.jpg\"][/img]
Ranked
Completely overhauled the Ranked system to be easier to understand and to create fairer matches.
[list]Implemented a new skill system built specifically for the updated Ranked experience.
[/*]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.
[/*]
Added Ranked Leaderboards to showcase the best of the best.
[/*]New Maps and Practice Range
Added five new arena maps, bringing the relaunch total to 20. For a full breakdown, see our Arena blog .
[list]Hammerhead: A massive Sabrask convoy rolling through the crimson deserts while players fight across the tops and undersides of colossal machines.
[/*]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.
[/*]Abyss: The classic cavernous arena returns with its signature vertical drops and outer-ring skirmishes, refreshed with visual upgrades and slight layout adjustments.
[/*]Karman Station: This fan-favorite space outpost is back. Tight interiors and a wide central lane make it a perfect showcase for portal creativity.
[/*]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.
[/*]
Reworked beta maps to open up more meaningful portal opportunities.
[/*]Added a Practice Range to test weapons and loadouts.
[/*]
New Weapons
Added a new Power Weapon: the Railgun. Charge it up and fire piercing shots that can take out multiple enemies in a single beam.
[/*]Introduced three new primary weapons: Light Machine Guns. Each one reflects the personality of the faction that built it.
[/*]Velocity: A classic LMG with a large magazine and strong multikill potential, built with signature Aeros engineering.
[/*]Strata: A burst-fire LMG designed by the Meridians, firing a distinct four-round burst that plays unlike anything else in the sandbox.
[/*]Barrage: A brutal close-range chaingun that fires multiple projectiles at once in a wide spread, shredding anyone caught in front of it.
[/*]
\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/300893a2f3476b8f4f29d46110b4ea188d896651.png\"][/img]
Audio
Refreshed all in-game music to better match the high-energy, athletic feel of Splitgate.
[/*]Added new music cues for the climactic phase of select modes
[/*]Introduced dynamic crowd audio to give arena matches more energy.
[list]Added a crowd volume slider so players can tailor the atmosphere to their liking.
[/*]
Reworked enemy footstep sounds to make opponent positions easier to track.
[/*]Enhanced player and equipment movement sounds to create more immersive weapon and character presence.
[/*]Updated jump pad and portal traversal sounds to feel more immersive, including variations based on traversal speed.
[/*]Added audio cues for key threat situations to improve player awareness:
Enemies emerging from portals
[/*]Gunfire coming through portals
[/*]Enemy players flying through the air
[/*][/*]Redesigned all menu UI sounds to be clearer, more pleasant, and more purposeful.
[/*]UI and Visual Overhaul
Shifted away from the bright, playful UI style and rebuilt everything to feel more focused and aligned with a more classic arena shooter identity.
[/*]Added a new post-match flow that highlights rank changes, Career and Weapon progression,
[/*]Added an all-new MVP Spotlight to celebrate the top performers in each match.
[/*]Added a new Refer-a-Friend feature that provides rewards for linked players who play together.
[/*]Updated the Playlist layout to give more prominence to Custom Lobbies and Map Creator, which we believe are core to the Arena experience.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/22513c1004f17bef95ac8dcb858679a95af1b8eb.jpg\"][/img]
Map Creator Improvements
Added the ability to swap custom materials for greater creative flexibility.
[/*]Added new skybox and lighting options.
[/*]Added additional props and meshes for expanded customization.
[/*]Refreshed gamepad controls per community feedback (now it reacts to how much you\'re moving your joysticks)
[/*]Added new color picker tool
[/*]Added new way to copy and paste property groups
[/*]
Hey everyone,
[p align=\"start\"]Today were talking all about the performance improvements you can expect in SPLITGATE: Arena Reloaded. Weve gathered several members of the team to talk about the performance optimizations weve 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. Youll 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 align=\"start\"]Weve got a lot to discuss, but before getting into specifics, its 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 its 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 align=\"start\"]With that said, lets meet the team that is going to be talking about some of the biggest changes that got us here:[/p]Ethan Distinguished Engineer
[/*]Sam Principal Gameplay Engineer
[/*]Nadir Principal Technical Artist
[/*]Wojciech Graphics Engineer
[/*]
Smoothing Heavy Moments With Time Slicing
[p align=\"start\"]Sam: Lets 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 align=\"start\"]To reduce those spikes, we implemented time slicing across many systems, including our own systems and the engines 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 align=\"start\"]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]Weapon Rendering That Scales With Player Count
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]Some of the improvements we made with this system:[/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 isnt noticeable so your game ends up doing less work for minimal impact to visuals.
[/*]On lower-end platforms the entire set of weapons and attachments are replaced with a single optimized static representation
[/*]Animations update less often for players that are less significant
[/*]We now limit how many players can cast dynamic shadows based on their significance
[/*]
Reducing Hitching With Improved PSO Precaching
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]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 align=\"start\"]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]Content Optimization Across Every Arena
[p align=\"start\"]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 align=\"start\"]Here are some of the biggest areas:[/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.
[/*]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.
[/*]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.
[/*]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.
[/*]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.
[/*]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.
[/*]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.
[/*]
Engine and Rendering Improvements
[p align=\"start\"]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 weve made:[/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.
[/*]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.
[/*]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.
[/*]We tuned and optimized Virtual Texturing to smooth out render and streaming time, which reduces texture-related hitches as you move through a map.
[/*]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.
[/*]We made targeted platform improvements to increase visual quality on PS4 Pro and Xbox One X without compromising performance.
[/*]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.
[/*]
Looking Ahead
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]We cannot wait for you to jump in on the 17th and feel the difference.[/p][p align=\"start\"]See you in the arena tomorrow![/p][p align=\"start\"] The Team at 1047[/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 align=\"start\"]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 werent 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 align=\"start\"]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 align=\"start\"]The overview below breaks down the major changes in Arena Reloaded. Whether youre 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 were so excited to share it with you.[/p][p align=\"start\"]Alright, lets get into it.[/p]Gameplay
Removed Factions, Abilities, and select equipment to refocus on classic arena combat.
[/*]Added map pickups, including Legendary Weapons and Powerups.
[/*]Introduced new tools to counter portal play. For a full breakdown, see our Portal blog :
[list]Portal Overloading allows players to place both portals on a single wall to block it from use.
[/*]EMP Grenades clear all portals from a wall and temporarily give your team control of it.
[/*]
Added Portal Trails to make it easier to track enemies and teammates as they move through portals.
[/*]Improved controller feel and corrected aim acceleration.
[/*]Increased TTK slightly to create more meaningful gunfights and give players more time to react.
[/*]Improved combat readability through updated combat audio and VFX.
[/*]Reworked visual recoil across all weapons for a smoother firing experience.
[/*]Performance
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.
[list]Last gen consoles and lower end PCs see the biggest gains!
[/*]
Substantially reduced hitching and stutters, so matches feel smoother moment to moment.
[/*]Maps and content were audited and optimized to cut unnecessary rendering and memory cost.
[/*]Shaders and effects are now prepared more reliably to prevent mid match stalls.
[/*]Modes, Mode Select, and Multi-Queue
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.
[/*]Added the highly requested Mode Select feature so players can fine-tune their preferred modes across Quickplay and select playlists.
[list]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.
[/*]
Added the ability to queue for multiple modes at once.
[/*]Added a cumulative XP bonus for players who queue for multiple playlists.
[/*]Added several modes to Quickplay mode selection:
FFA Deathmatch
[/*]Shotty Snipers
[/*]Team SWAT
[/*]Gun Game
[/*]Team Fiesta
[/*][/*]Added the ability to save Custom Game modes for private matches
[/*]Progression
Rebuilt progression around new Career Levels.
[list]Rookie Levels span 75 levels and introduce players to the core kit and unlock weapons, equipment, perks, and more.
[/*]Challenger Levels span 1000 levels across 10 tiers and allow players to unlock prestige cosmetics once the core kit is complete.
[/*]
Reworked Proelium into a progression currency you can earn by playing.
Players can now earn it by playing through challenges, the Battle Pass, Career Levels, events, and more.
[/*]Use it to unlock cosmetic variants for items you own or spend it in the new Proelium Exchange to unlock new cosmetics.
[/*][/*]Added Player Stats so players can view their progress over time.
[/*]Added new unlockable weapon cosmetics to all weapon progression tracks.
[/*]Added Daily Login Rewards to acknowledge our dedicated players and expand player customization
[/*]Store
[p align=\"start\"]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]Reduced bundle prices across nearly the entire store. Aligning bundle prices to better reflect the value of Splitcoin currency packs.
[/*]Added the Proelium Exchange to the store, giving players a dedicated place to purchase weapon cosmetics using the newly reworked progression currency.
[/*]Added a 100 Splitcoin currency pack so players can top off their balance without overbuying.
[/*]Removed the requirement to spend additional Proelium to unlock cosmetic upgrades from store bundles. All bundles now include all variants and upgrades by default.
[list]Any Proelium previously spent to upgrade cosmetics from store bundles will be automatically reimbursed.
[/*]
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.
[/*]Splitcoin Reimbursements
[p align=\"start\"]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]Harpy Epic Bundle
[list]Prev. 1295 Now 1100
[/*]
Wash Epic Bundle
Prev. 1460 1300
[/*][/*]O.G. Epic Bundle
Prev. 1530 1400
[/*][/*]Astra Mythic Bundle is now made up of the Yuri Mythic Character Bundle (1850) + Vostok Mythic Weapon Bundle (1750)
Previously 4000 3600 collectively
[/*][/*]Battle Pass
Streamlined the Battle Pass into a more traditional linear pass featuring over 115 rewards. For a full breakdown, see our Battle Pass blog .
[list]Battle Pass tickets now function like XP and advance your pass automatically as you play.
[/*]Players no longer need to claim challenges or manually spend currency to receive rewards.
[/*]Added Pass Epilogue to offer additional cosmetics for the most dedicated players
[/*]Battle Pass rewards are no longer gated by chapters, allowing players to grind at their own pace.
[/*]Added Ultra Pass upgrade option
[/*]
Increased the variety and quality of both character and weapon skins across the Store and the Battle Pass.
[/*]Ranked
Completely overhauled the Ranked system to be easier to understand and to create fairer matches.
[list]Implemented a new skill system built specifically for the updated Ranked experience.
[/*]Added 10 placement matches to help the system find your rank more accurately.\nNote: 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.
[/*]
Added Ranked Leaderboards to showcase the best of the best.
[/*]New Maps and Practice Range
Added five new arena maps, bringing the relaunch total to 20. For a full breakdown, see our Arena blog .
[list]Hammerhead: A massive Sabrask convoy rolling through the crimson deserts while players fight across the tops and undersides of colossal machines.
[/*]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.
[/*]Abyss: The classic cavernous arena returns with its signature vertical drops and outer-ring skirmishes, refreshed with visual upgrades and slight layout adjustments.
[/*]Karman Station: This fan-favorite space outpost is back. Tight interiors and a wide central lane make it a perfect showcase for portal creativity.
[/*]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.
[/*]
Reworked beta maps to open up more meaningful portal opportunities.
[/*]Added a Practice Range to test weapons and loadouts.
[/*]New Weapons
Added a new Power Weapon: the Railgun. Charge it up and fire piercing shots that can take out multiple enemies in a single beam.
[/*]Introduced three new primary weapons: Light Machine Guns. Each one reflects the personality of the faction that built it.
[/*]Velocity: A classic LMG with a large magazine and strong multikill potential, built with signature Aeros engineering.
[/*]Strata: A burst-fire LMG designed by the Meridians, firing a distinct four-round burst that plays unlike anything else in the sandbox.
[/*]Barrage: A brutal close-range chaingun that fires multiple projectiles at once in a wide spread, shredding anyone caught in front of it.
[/*]
Audio
Refreshed all in-game music to better match the high-energy, athletic feel of Splitgate.
[/*]Added new music cues for the climactic phase of select modes
[/*]Introduced dynamic crowd audio to give arena matches more energy.
[list]Added a crowd volume slider so players can tailor the atmosphere to their liking.
[/*]
Reworked enemy footstep sounds to make opponent positions easier to track.
[/*]Enhanced player and equipment movement sounds to create more immersive weapon and character presence.
[/*]Updated jump pad and portal traversal sounds to feel more immersive, including variations based on traversal speed.
[/*]Added audio cues for key threat situations to improve player awareness:
Enemies emerging from portals
[/*]Gunfire coming through portals
[/*]Enemy players flying through the air
[/*][/*]Redesigned all menu UI sounds to be clearer, more pleasant, and more purposeful.
[/*]UI and Visual Overhaul
Shifted away from the bright, playful UI style and rebuilt everything to feel more focused and aligned with a more classic arena shooter identity.
[/*]Added a new post-match flow that highlights rank changes, Career and Weapon progression,
[/*]Added an all-new MVP Spotlight to celebrate the top performers in each match.
[/*]Added a new Refer-a-Friend feature that provides rewards for linked players who play together.
[/*]Updated the Playlist layout to give more prominence to Custom Lobbies and Map Creator, which we believe are core to the Arena experience.
[/*]
Map Creator Improvements
Added the ability to swap custom materials for greater creative flexibility.
[/*]Added new skybox and lighting options.
[/*]Added additional props and meshes for expanded customization.
[/*]Refreshed gamepad controls per community feedback (now it reacts to how much you\'re moving your joysticks)
[/*]Added new color picker tool
[/*]Added new way to copy and paste property groups
[/*]
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.
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.
That work led us here and we are excited for you to experience the systems that came out of those playtests, so lets jump in.
Portal Overloading
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/48a0b3a2689880b69aee8112e6f45d9f5506275e.jpg\"][/img]
EMP Grenades
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 EMPs blast radius collapses instantly, making EMPs the only way to break an overloaded wall without eliminating the player who created it.
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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/d9b1dcb146dc9b22293ed0e567151c5e51240952.jpg\"][/img]
Portal Trails
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.
Portal Audio
We also made several updates to portal audio to improve clarity and help players track danger without getting overwhelmed.
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.
[/*]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.
[/*]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, youll hear a tailored audio cue that sounds like something hurling through the air to give you a brief moment to react.
[/*]
Additional Portal Walls
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.
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 whats changed, whats improved, and how were blending the best of Splitgate 1 & 2 to bring back the magic of arena shooters, watch our latest video on YouTube:
SPLITGATE: Arena Reloaded brings a full rebuild of Splitgates 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 lets jump into the new systems that players will see on December 17.
[p align=\"start\"]In order to break down progression, we first need to break down some changes to our upgrade currency, Proelium.[/p]Reworked Proelium
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]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]Introducing Career Level
[p align=\"start\"]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]Rookie Levels
[p align=\"start\"]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 align=\"start\"]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, youll 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]Challenger Levels
[p align=\"start\"]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 align=\"start\"]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]Challenger
[/*]Veteran I
[/*]Veteran II
[/*]Veteran III
[/*]Elite I
[/*]Elite II
[/*]Elite III
[/*]Prime I
[/*]Prime II
[/*]Prime III
[/*]
Expanded Weapon Levels and Unlockable Camos
[p align=\"start\"]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][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/6c1d449f78b8a49842477a9fb87fa51d0287416f.jpg\"][/img]
Mastery Camos Across All Weapons
[p align=\"start\"]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 align=\"start\"]The structure is straightforward. Complete challenges for a weapon as you use it. Finish each tier of camo to unlock the subsequent tiers challenges. Complete the full set of challenges and you unlock that weapons 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 align=\"start\"]\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/75de9f0d35083237d99779283370984fe77ca9e3.jpg\"][/img][/p]Bringing It All Together
[p align=\"start\"]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 align=\"start\"]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 whats changed, whats improved, and how were blending the best of Splitgate 1 & 2 to bring back the magic of arena shooters, watch our latest video on YouTube:[/p][p align=\"start\"]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]
No Heroes. No Abilities. No Limits.
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]Here is a look at a few of the changes and how they reflect our new direction.[/p]Factions Removed
[p align=\"start\"]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 align=\"start\"]In Arena Reloaded, Factions have been removed from the experience.[/p][p align=\"start\"]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 align=\"start\"]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 dont worry, you will still have all skins that you purchased or unlocked in Splitgate 2.[/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/19dcd1b3fafd2aa4e5099812dc390687b5ffb67e.jpg\"][/img]\nAbilities Reworked as Power-ups
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]Here are the power-ups you can expect on December 17:[/p]Rush
[p align=\"start\"]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]Hypersight
[p align=\"start\"]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]Overshield
[p align=\"start\"]Replacing Sabrasks 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 align=\"start\"]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 align=\"start\"][/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/dde439aa02bc74d63af0700ffbed611a9a497463.jpg\"][/img]
Introducing Classic Arena Mode
[p align=\"start\"]Classic Arena is a new option for players who prefer the traditional arena shooter experience.[/p][p align=\"start\"]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 align=\"start\"]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 align=\"start\"]Speaking of modes, we also rebuilt how you choose what to play next.[/p]Mode Select
[p align=\"start\"]Mode Select has been added to make it easier to find the type of match you want.[/p][p align=\"start\"]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 align=\"start\"]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 align=\"start\"]On December 17, here are the modes you can expect on day one in quickplay:[/p]Team Deathmatch
[/*]King of the Hill
[/*]Domination
[/*]Classic Arena
[/*]Classic Takedown
[/*]FFA Deathmatch
[/*]Splitball
[/*]Arena (No Portals)
[/*]Team Fiesta
[/*]Team Swat
[/*]Shotty Snipers
[/*]FFA Gun Game
[/*]Ranked Arena
[/*]Custom Games
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/5ad1ec448bcda34f6faf07e45baa23d24ba5d6d1.jpg\"][/img]
Looking Ahead
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]No Heroes. No Abilities. No Limits.[/p][p align=\"start\"]Were looking forward to seeing you in the arena December 17th.[/p][p align=\"start\"][/p][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/5def1238d022c08b5c48c89f2fcc0f9ca4689c0f.png\"][/img]
Yesterday we announced SPLITGATE: Arena Reloaded and dropped our announcement video . We also shared additional details in our announcement blog. If you havent had a chance to check it out, you can read that here . It is a quick look at what is waiting for you when the game launches on December 17.
[p align=\"start\"]In the trailer, you got a glimpse of five new arenas joining the lineup. Two are completely new battlegrounds and three are full remasters of some of the most iconic Splitgate maps. Now that the news is out there, we wanted to slow things down a bit and walk through what you actually saw, and what it means for the Arena map pool.[/p]Brand New Battlegrounds
[p align=\"start\"]These arenas were built for the movement mechanics of Arena Reloaded. They let us push on new ideas for pacing, layout, and scale, and give players fresh spaces to learn on day one.[/p]Hammerhead
[p align=\"start\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/3c17410a7db5d5b88ec88c919de57c0b8344255c.jpg\"][/img]Hammerhead is an entirely unique Splitgate experience blending inertia and verticality. The arena is set on a massive Sabrask land crawler driving through the deserts of Mars. You will fight atop and through the moving machinery or drop to the ground below. Stay on the ground too long and the crawler can leave you behind. The motion adds a constant sense of pressure and forward momentum to every match.[/p]Terra-13
[p align=\"start\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/21495108905a6d33d0ef0b0d2d21726c37d651dd.jpg\"][/img]Terra-13 is the largest arena map we have ever built. Set in an industrial farming facility on the Sabrask homeworld of Mars, it centers around a towering irrigation silo with long lanes and wide angles. There is plenty of space to fight over power positions and control sightlines.[/p]Classic Arenas Return
[p align=\"start\"]Alongside the new additions, players will see the return of Splitgate 1s most iconic locales, completely remastered to fit within Arena Reloadeds unique sandbox. If you have played these before, they should feel like home. If you are new, they will feel like they were built for this version of the game.[/p]Oasis
[p align=\"start\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/8bbda83b086650edbf2018751eed0085f15911b3.jpg\"][/img]Our best kept secret. Oasis is a seaside complex framed by clean architecture, sea air, and open sky. It is a compact, symmetrical layout with a central courtyard and striking towers on each side of the arena. With the addition of the new portal overloading mechanic, this arena plays better than ever. Arena Reloadeds sandbox gives players reliable ways to challenge the high ground and counter the advantage those tall spires had in the original, making Oasis feel fairer and more fun to fight on.[/p]Abyss[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/e17ef52c747732d88d04c23408f46664fa51b333.jpg\"][/img]
Fan-favorite Abyss returns to add much needed verticality and asymmetry into the map pool. Set within an underground cave network, this arena is built around a massive pit. Most of the action happens as players move between the outer ring, interior platforms, and the perilous drop in the center.
Karman Station
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45110560/191216a5b5bd037bb9b97fd3a97c3575daea8137.jpg\"][/img]Karman Station was inspired by the first map ever made for Splitgate and this rendition brings some very welcome changes. Its an orbital arena tucked inside a space station, featuring a symmetrical interior layout with a central bridge and mirrored side corridors that keep fights fast and direct. Players will need to use momentum and clever portal placement to claim the ultimate Power Weapon, the Railgun, floating above the arena.
Map Updates from the Beta
[p align=\"start\"]The five maps above are only part of the story. We have also made broader changes across the rest of the Arena map pool based on feedback from the beta. The goal was simple. Open up the opportunity to use portals in more meaningful and interesting ways. So thats what we did.[/p][p align=\"start\"]Most maps now include new or expanded portal walls to give players more flexibility in how they want to use portals. Weve also added floor, ceiling, elevator, and launch portals to support smoother movement and more varied combat routes. Traversal has been improved across ledges, ramps, and geometry so you get caught less and stay in the action more.[/p][p align=\"start\"]The new additions bring our total maps to twenty available when SPLITGATE: Arena Reloaded launches on December 17. This is just the start of what we have planned for Arena Reloaded. We will have more to share next week.[/p][p align=\"start\"]See you in the arena.[/p]\n\nWere excited to finally share some big news. The game you knew as Splitgate 2 has evolved into SPLITGATE: Arena Reloaded, launching free-to-play on December 17 on PC (Steam, Epic Games Store, Windows), Xbox Series X|S, Xbox One, PlayStation 5, and PlayStation 4. After months of community feedback, testing and rebuilding the entire experience, this is Splitgate refocused on what made it special in the first place: classic arena combat without factions, abilities, or extra noise.
[p align=\"start\"]Since entering beta in May, weve been listening. Splitgate has always been about the arena first, and it was clear we had more work to do to live up to that. We took the best of Splitgate 1 and Splitgate 2, cut what didnt fit, and refined what did. In the process, we not only rebuilt the game, we reconnected with the magic of the genre that built this studio in the first place.[/p]A Return to the Arena
[p align=\"start\"]Arena shooters are in our DNA. Splitgate has always been a love letter to the classic shooters that sparked a lifelong passion for games for so many of us. They were fast, expressive, and skillful, and they brought people together around shared experiences.[/p][p align=\"start\"]With SPLITGATE: Arena Reloaded, our goal is to bring that feeling forward for a new generation while keeping it fresh for the players who have been with us from the start. We pulled everything back to what matters most to this genre and to the Splitgate community: clean gunfights, smart portal plays, and a focus on outplaying your opponent, not out-stacking them with extra systems. You helped lead the way, and were grateful for it.[/p]Whats New
[p align=\"start\"]SPLITGATE: Arena Reloaded reimagines everything from core combat to UI. Here is a quick look at some of what you can expect when you jump back into the arena on December 17:[/p]Removed Splitgate 2s factions, abilities, and select equipment so the focus is back on classic arena combat without the extra noise.
[/*]Rebuilt progression from the ground up so your time in game feels rewarding, with weapon and character cosmetics you can earn simply by playing.
[/*]Weve added a true Classic Arena mode with even starts and new map pickups, recapturing the feel of the original.
[/*]Fine tuned combat to better match expectations for a modern arena shooter, with more meaningful gunfights and fewer what just happened moments.
[/*]Completely overhauled the ranked system so your rank reflects your actual skill for players who love to climb and compete.
[/*]Added key systems you have been asking for: Mode Select, Player Stats, Ranked Leaderboards, and Account Levels.
[/*]Introduced 5 brand new maps and 6 fully reworked arenas, bringing the total map pool to 20.
[/*]Added 3 new LMG primary weapons and the iconic Power Weapon, the Railgun.
[/*]
Much More to Come
[p align=\"start\"]We know relaunches can be met with skepticism. We get it. Were proud of what weve built and we cannot wait for you to get your hands on it.[/p][p align=\"start\"]Over the next few weeks, we will be diving deeper into the systems and updates we talked about here, along with plenty more that have not been shown yet. Keep an eye on our channels for blogs, videos, and more breakdowns as we get closer to launch.[/p][p align=\"start\"]From everyone at 1047 Games, thank you for your feedback, your patience, and your passion over the last few months. We hope to see you back in the arena on December 17.[/p][p align=\"start\"]Check out our updated press kit for teaser content and assets: [u]SPLITGATE: Arena Reloaded 2025 Presskit [/u][/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.\n\n[u]We will also be taking the Beta servers offline on the 4th to prepare for relaunch later in December.[/u] \n\nWere 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
This is it. Our last playtest of the Splitgate 2 Beta arrives November 22-23, 10am-4pm PT, and its 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.
Playtest Details
[p align=\"start\"]Platforms: Steam\nApplication: Splitgate 2 Beta\nBranch: nov-playtest[/p][p align=\"start\"]We are again hosting a Saturday-Sunday playtest, making it easier for players who couldnt join previous Friday sessions to participate and provide feedback.[/p][p align=\"start\"]To access the branch on Steam, please follow these instructions:[/p][olist]Open Steam and go to your Library.
[/*]Find Splitgate 2 Beta in your game list.
[/*]Right-click the game select Properties.
[/*]In the left menu, click Betas.
[/*]In the dropdown Select the beta you would like to opt into, choose [u]nov-playtest[/u].
[/*]Close the window. Steam will automatically download/update the game.
[/*]Once finished, click Play to launch the beta branch.
[/*][/olist][p align=\"start\"]Reminder: The build wont be available until later this week.[/p]What We Learned From Last Playtest
[p align=\"start\"]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 were on the right track.[/p][p align=\"start\"]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 werent always sure which portal state they were looking at or what it meant for their gameplay. So weve spent the last two weeks refining the visual feedback and polish around these systems. Youll notice the distinction is much clearer now. We want you to instantly understand whats happening on screen, especially in the heat of combat.[/p][p align=\"start\"]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 weve cranked up their damage just a tad.\nOn 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 wont be in the relaunch.[/p][p align=\"start\"]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 didnt notice them at all. Weve amplified them a bit for this playtest and were aiming for that sweet spot where theyre helpful but not taking away from combat clarity.[/p]Whats New This Playtest
Karman Station Is Back
[p align=\"start\"]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. Weve 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 align=\"start\"]Were also testing Ozone Night, a new night variant of Ozone. Same space you know, new atmosphere and lighting. Its a small thing, but were always thinking about variety in our map rotation.[/p]The Iconic Rail Gun
[p align=\"start\"]Weve been working on this one for a while, and its finally time. The Rail Gun is back, and its 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]Party Mix Playlist
[p align=\"start\"]Weve 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 were ready to add something else youve missed, party modes. This playtest introduces a Party Mix playlist featuring updated versions of Team SWAT, Team Fiesta & Shotty Snipers with more to come. Youll 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, youll have more flexibility. Were 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]Enhanced Portal Trails
[p align=\"start\"]We heard your feedback about portal trails being too subtle. Weve turned them up a bit. The question now is whether weve found the right balance. Are they noticeable enough to help with disorientation, or are we overdoing it? Let us know.[/p]Six Months of Evolution
[p align=\"start\"]Since launching the beta in May, this game has majorly transformed. We started with factions and abilities, and weve rebuilt the entire foundation around what makes Splitgate special: portals, movement, and pure gunplay.[/p][p align=\"start\"]Heres whats 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. Weve introduced new maps, new weapons, reworked the menus, and refined systems constantly based on your feedback.[/p][p align=\"start\"]Weve also added portal overloading and EMPs, fundamentally changing how map control works. Weve streamlined equipment to improve combat clarity. Weve tuned our controller feel. Weve fixed critical bugs and made countless optimizations.[/p][p align=\"start\"]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 its ever been, and thats because youve been here with us.[/p]This Is Your Last Chance
[p align=\"start\"]This is the final playtest of the beta. After this weekend, were 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 align=\"start\"]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 doesnt. Participate in the post-playtest surveys. Join our Discord. The details matter. Your voice matters.[/p][p align=\"start\"]The relaunch is sooner than you think with tons more to share in the coming weeks. So lets make this weekend count.[/p][p align=\"start\"]See you in the arena.[/p][p align=\"start\"][/p][p align=\"start\"]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]
Playtest Details
[p align=\"start\"]Saturday, November 8: 10am-1pm PT\nSunday, November 9: 10am-1pm PT \nPlatforms: Steam \nApplication: Splitgate 2 Beta \nBranch: nov-playtest[/p][p align=\"start\"]This is our first Saturday-Sunday playtest, making it easier for players who couldnt join previous Friday sessions to participate and provide feedback.[/p][p align=\"start\"]To access the branch on Steam, please follow these instructions:[/p][olist]Open Steam and go to your Library.
[/*]Find Splitgate 2 Beta in your game list.
[/*]Right-click the game select Properties.
[/*]In the left menu, click Betas.
[/*]In the dropdown Select the beta you would like to opt into, choose [u]nov-playtest[/u].
[/*]Close the window. Steam will automatically download/update the game.
[/*]Once finished, click Play to launch the beta branch.
[/*][/olist][p align=\"start\"]_Reminder: The build wont be available until later this week.[/p]Playlist Selection Is Here
[p align=\"start\"]One of the most requested features is finally coming to the playtest. Youll be able to choose which modes you want to play with multi-select functionality.[/p]Two modes available for this test:
[p align=\"start\"]Arena (Loadouts): The mode youve been testing with customizable loadouts and all the flexibility we introduced when removing factions.[/p][p align=\"start\"]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 align=\"start\"]You can select one mode or both. On full relaunch, there will be significantly more playlist and mode options to choose from.[/p]Power-Ups Return to the Arena
[p align=\"start\"]After removing factions, one of the biggest community requests was reimagining abilities as power-ups. Weve created three power-ups that are map pickups, bringing Splitgate closer to its arena shooter roots.[/p][p align=\"start\"]Overshield: Classic health boost that changes the dynamic of any fight.[/p][p align=\"start\"]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 align=\"start\"]Hypersight: Similar to Meridians 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 align=\"start\"]These arent 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]Portal Wall Overcharging
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]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, theres a meaningful tradeoff. If you dedicate both portals to blocking a wall, you cant 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 align=\"start\"]Weve 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]EMPs Are Back
[p align=\"start\"]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 align=\"start\"]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 align=\"start\"]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]Equipment Changes for Combat Clarity
[p align=\"start\"]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 align=\"start\"]For this test, were testing removing the following equipment from loadouts:[/p]Proximity Mine
[/*]Recon Radar
[/*]Regen Cloud
[/*]Sand Grenade
[/*]Time Dome
[/*][p align=\"start\"]This is a test, not a final decision. In our internal playtesting, removing these options significantly improved combat clarity. Youll be able to see whats 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 align=\"start\"]Well 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]Three New LMGs
[p align=\"start\"]Were introducing three new weapons, all LMG archetypes but with very different playstyles.[/p][p align=\"start\"]Velocity LMG: Your standard LMG. Low damage, high fire rate, massive ammo capacity. Unload on enemies and suppress positions.[/p][p align=\"start\"]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 align=\"start\"]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 align=\"start\"]Were 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. Thats exactly why were testing.[/p]Controller Feel Improvements
[p align=\"start\"]Weve heard feedback that playing on a controller didnt quite feel right. Weve spent significant time improving acceleration and responsiveness to get closer to that original feel from the first Splitgate. If youre a controller player, we especially want your feedback on whether these adjustments hit the mark.[/p]Additional Improvements and Fixes
[p align=\"start\"]Portal Trails: Were testing visual trails when players exit portals to help you understand where portals lead. Its subtle but addresses the disorientation of going through portals you cant see through.[/p][p align=\"start\"]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 align=\"start\"]Portal Shooting Bug Fixed: Weve 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 align=\"start\"]Numerous other optimizations, polish passes, and bug fixes are happening behind the scenes, but these are the major highlights.[/p]This Is Our Biggest Test Yet
[p align=\"start\"]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 align=\"start\"]If youve been considering joining a playtest, this is the one. We need your feedback on these interconnected systems to understand whats working and what needs adjustment as we move toward relaunch.\nCome prepared to try new strategies, adapt your playstyle, and give honest feedback about what feels right and what doesnt. Join our Discord , follow us on X/Twitter , and participate in the post-playtest surveys. Your input directly shapes these decisions.[/p][p align=\"start\"]See you in the arena this weekend.[/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.
Playtest Details
[p align=\"start\"]Friday, October 10: 3pm-6pm PT\nSaturday, October 11: 10am-1pm PT\nPlatforms: Steam\nApplication: Splitgate 2 Beta Branch: oct-playtest[/p][p align=\"start\"]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 align=\"start\"]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][olist]Open Steam and go to your Library.
[/*]Find Splitgate 2 Beta in your game list.
[/*]Right-click the game select Properties.
[/*]In the left menu, click Betas.
[/*]In the dropdown Select the beta you would like to opt into, choose [u]oct-playtest[/u].
[/*]Close the window. Steam will automatically download/update the game.
[/*]Once finished, click Play to launch the beta branch.
[/*][/olist][p align=\"start\"]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]What We Tested (Last Playtest)
[p align=\"start\"]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]Focus Areas Going Forward
[p align=\"start\"]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 wont 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]Whats Coming in the Next Playtest
[p align=\"start\"]Weve 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 communityfavorite 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. Dont worry, standard power weapons will still be available too. After reviewing community feedback, we have also adjusted timetokill to sit in between the last tests slower pace and the current betas pace. Please note that the new EMP grenade is planned for this mode but wont appear in this playtest just yet as we continue working on it.[/p]We Want Your Feedback
[p align=\"start\"]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]Well have surveys ready at the end of the playtest, and were monitoring all our social channels. Your feedback on Twitter , Reddit , and Discord directly shapes these decisions.
FAQ
Does Classic Arena replace loadouts? No, it will run alongside the existing loadoutbased Arena playlists as an additional option.
[/*]Will there be more legacy maps? Possibly. The team is reviewing more classic maps to bring back and is open to community suggestions!
[/*]Will the EMP grenade be in this weeks playtest? No, while we are committed to finishing and testing the EMP grenade, it will not be available in this test.
[/*]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 align=\"start\"]Thanks for testing, your feedback directly shapes the relaunch experience.[/p]Were 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 2627), we want your feedback on how this new system affects the core Splitgate experience.
Playtest Details
Friday, September 26: 3pm-6pm PT\nSaturday, September 27: 10am-1pm PT\nPlatforms: Steam\nApplication: Splitgate 2 Beta Branch: sept-playtest
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.
The sept-playtest branch will be available to download later this week. To access the sept-playtest branch on Steam, please follow these instructions:
[olist]Open Steam and go to your Library.
[/*]Find Splitgate 2 Beta in your game list.
[/*]Right-click the game select Properties.
[/*]In the left menu, click Betas.
[/*]In the dropdown Select the beta you would like to opt into, choose [u]sept-playtest[/u].
[/*]Close the window. Steam will automatically download/update the game.
[/*]Once finished, click Play to launch the beta branch.
[/*][/olist]Reminder: The build wont be available until Thursday.
What We Learned from the Last Playtest
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.
Assault rifles in particular felt too weak compared to other weapons, so weve 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.
The Portal Charge System
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.
Why Were Testing This
Portals are the heart of Splitgate. They elevate movement and strategy, reward creative thinking, and enable outplays you can only find in Splitgate.
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.
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.
How Portal Charges Work
Default System:
Every player starts with 4 portal charges to use when they see fit
[/*]After placing any portal, all charges refresh together after 8 seconds
[/*]This means triple portaling and explosive plays remain possible within each charge window, but introduces pacing and tradeoffs that make portal use more strategic.
New Perks to Support Portal Mastery:
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?
These perks are being actively tested, so their UI in the loadout system is placeholder; but this what you can expect to see:
One More Portal: Adds an extra charge
[/*]Portal Refresh: Reduces recharge timer by 2 seconds on every kill
[/*]The goal of this test isnt 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.
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.
Our Internal Experience
Weve 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 were ready to open it up for broader feedback.
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.
This Is Just the Beginning
The September playtest is highlighting the portal recharge system only and your feedback will be crucial in determining whether this direction positively serves Splitgates future.
But this isnt our only upcoming test. Were working on delivering the full experience weve promised, including new modes and potentially returning classic maps. Expect another playtest within two weeks of this one, where youll get hands-on with more of what were building.
We Want Your Feedback
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.
Well have surveys ready at the end of the playtest, and were monitoring all our social channels. Your feedback on Twitter , Reddit , and Discord directly shapes these decisions.
This experimental system represents one of our biggest potential changes, and were not taking it lightly. Thats exactly why we need your honest thoughts after experiencing it firsthand. We are excited to hear your thoughts. See you in the Arena!
What You Get:
Eliminate a dev and unlock the iconic Dev Killer skin, decked out in skulls to mark your victory.
There are 3 different skins, one for each faction and youll earn the skin that matches the dev you kill, regardless of your own faction.

How to Spot a Dev:
- Their head is a disco ball (our logo!).
- Theyll also have a special developer name tag.

Event Schedule:
- Friday July 11, 2025 1:00 PM PT - 5:00 PM PT
- Playlist: Arena Quick Play
- All devs will be dropping during this window, this is your best shot.
See you there!
Its fireworks seasonand were handing out the goods. Log in, play, and earn exclusive 4th of July cosmetics for free during the event. No strings attachedjust celebratory heat while it lasts.


New Playlist: Ranked Arena
Unlocked by earning 100,00 XP in any other playlists
[/*]Rise up through the ranks, from Bronze up to Champion
[/*]Compete across 3 modes: Splitball, Hotzone, and Firecracker
[/*]Earn exclusive weapon Charms and badges based on the highest rank you achieve each season
[/*]Stay tuned for more info on additional Ranked modes and adjustments in future seasons
[/*]
New Unlocks: Weapon Mastery Skins
Prove your dedication by unlocking new, exclusive skins for every weapon
[/*]Fully level a weapon to unlock its Mastery Challenges
[/*]Complete a weapons first Mastery Challenge to unlock its Carbon skin
[/*]Complete a weapons second Mastery Challenge to unlock its Gold skin
[/*]Unlock 6 Gold weapon skins for a Faction to unlock the highest tier of Mastery Challenges which earn you Proelium skins
[/*]Even more Mastery Challenges and exclusive skins are in the works for future seasons
[/*]

New Battle Pass: Season 1 Chapter 2[/h3]
Unlock new rewards in the second Season 1 mini Battle Pass, including:
[list]3 exclusive character skins
[/*]11 exclusive weapon skins
[/*]An exclusive portal skin
[/*]Multiple emotes, sprays, charms, player card banners, and player card titles
[/*]500 Splitcoin + 60 Proelium
[/*]
The Premium Battle Pass will cost 500 Splitcoin (roughly $4.99 USD).
[/*]As a reminder, your Battle Pass tokens are not reset between Chapters. If you didnt complete the Chapter 1 Battle Pass yet, youll still be able to unlock that content over the rest of the season.
[/*]
[url="https://x.com/Splitgate/article/1941005363727237547/media/1941004669565706240"]
[/url]
New Takedown Map: Simulation Anomaly
[hr][/hr][h3][b]Battle Royale[/b][/h3]
Added a Last Man Standing announcement which plays when youre the only one alive on your team
[/*]Added a new Point of Interest to Glacier
[/*]Added invisible walls around the outer bounds of each biome to prevent flying out of bounds
[/*]
Arena
Added the ability to rejoin a match in progress after leaving or being disconnected
[/*]Added and adjusted a number of portal walls on Bypass
[/*]
Balance Changes
(Aeros) Rush Ability
[list]Now also grants immunity from debuffs, such as stuns or slows, while the ability is active
[/*]
(Meridian) Phasma SMG
Reduced the speed at which shots grow by 50%
[/*]Reduced the maximum size of shots by 20%
[/*]Dev Note: Because the Phasma is not a hitscan weapon, its projectiles grow as they travel. These changes make it slightly harder to hit shots at longer ranges without impacting the weapons performance at close-range or overall damage
[/*][/*]Bug Fixes & Improvements
Fixed an issue in Arena where a tied round would display as a win, despite not counting towards the number of rounds won
[/*]Fixed a visual bug in Firecracker that could cause the bomb indicator to appear over the heads of multiple teammates
[/*]Improved performance and reduced reduced hitching in Battle Royale
[/*]Improved the quality of Global Illumination in Battle Royale
[/*]Improved performance and lighting for all dynamic and distant objects like item pickups, players, and chest in Battle Royale and Onslaught
[/*]Fixed an issue where graphical artifacts could appear when swapping weapons
[/*]Improved the visual quality and rendering performance of items in the Store
[/*]Ice on Custom Maps is now slippery
[/*]Fixed a variety of graphics crashes
[/*]
What You Get:
Eliminate a dev and unlock the iconic Dev Killer skin, decked out in skulls to mark your victory.
There are 3 different skins, one for each faction and youll earn the skin that matches the dev you kill, regardless of your own faction.

How to Spot a Dev:
- Their head is a disco ball (our logo!).
- Theyll also have a special developer name tag.

Event Schedule:
- Friday June 27, 2025 1:00 PM PT - 5:00 PM PT
- Playlist: Splitgate Battle Royale
- All devs will be dropping during this window, this is your best shot.
Not lucky? No worries, we'll try to jump into matches all weekend, so keep hunting.
See you there!
[i]Servers will unavailable from 9:00 PM to 11:00 PM Pacific Time while we deploy this week's hotfix.
Follow @SplitgateStatus or check the Server Status channel of our Discord for live updates.[/i]
Balance Changes:
(Sabrask) Smart Wall Ability
[list]The front side of the Wall now blocks shots from enemies and allies
[/*]The back side of the Wall can now be shot through by enemies and allies
[/*]
Battle Royale:
Long pre-game timers (1:30) will occur less often, primarily in cases where players are taking longer than expected to load into the match
[/*]Killing an enemy now only reveals their teammates on the radar instead of providing a wallhack effect
[/*]Friendly pings are now only visible in the world if youre in the same biome as the ping
[/*]Improved server performance, especially for players with high latency
[/*]Improved load times, especially for players on lower-end hardware
[/*]Improved the appearance of far-away environments
[/*]
Other Bug Fixes:
Fixed an issue that could cause projectiles to have the incorrect size on clients
[/*]Fixed an issue causing exclamation points to appear incorrectly in certain parts of the UI and become impossible to clear
[/*]Fixed an issue that occasionally causes players to lose momentum mid-air when exiting a launch portal
[/*]Fixed several issues that could result in players getting stuck inside portal walls
[/*]Fixed a bug that occasionally caused players to not appear in the pre-game lobby
[/*]Fixed several issues causing visual effects to render incorrectly when viewed through a portal
[/*]Fixed several small issues with lighting in certain areas
[/*]Lobbies created for The Lab are now set to private by default
[/*]Improved performance across many areas of the game
[/*]
Ranked, Weapon Mastery Skins, and much more will be arriving next Thursday! Stay tuned.
For a limited time, earn special cosmetics by playing the new game mode Graffiti!
In this mode, its a race to claim portal walls by tagging them with your portal gun and then traveling through them. To give the event some extra shine, the SSL hired the Aeros graffiti artist Iris to give the Ozone map a new paint job its street art meets stratosphere! Tag walls, split through them, complete Graffiti matches, and earn rewards. Let the tagging begin!
Tagging Tactics runs June 23 - July 3.
In a few hours there will be a short downtime while this hotfix is deployed to all platforms.
Balance Changes:
ALL Assault Rifles
[list]OLD Damage Dropoff Ranges: 0, 3000, 4500, 6000, 7500, 9000
[/*]NEW Damage Dropoff Ranges: 0, 2500, 3750, 5000, 6250, 7500
[/*]
\[Power Weapon] Gravitas Shotgun
Increased ammo cost per primary shot from 1 to 2
[/*]Note: The cost of the secondary fire is still 1
[/*][/*]\[Aeros] Cadence Carbine
[list]Decreased damage from 26 to 25
[/*]Increased fire rate by 3%
[/*]
\[Meridian] Hyperline Carbine
[list]Decreased base damage from 23 to 20
[/*]Decreased headshot damage from 31 to 30
[/*]
\[Sabrask] Proximity Mine Equipment
[list]No longer knocks back enemies hit by the explosion
[/*]
Battle Royale:
Reduced the chance of an Event triggering each round from 30% to 22.5%
[/*]Reduced the Kill Mark duration from 3s to 2s
[list]Note: Further changes are being made to this reveal in our next hotfix.
[/*]
Added a Cant Interact sound effect when you try to loot an item that you dont have inventory space for
[/*]Fixed an issue that prevented the Play Again and Main Menu buttons from appearing after your team was eliminated
[/*]Fixed an issue with Legendary items playing the incorrect sound effects when looted
[/*]Fixed an issue where drop music ended early when detaching from the drop leader
[/*]Fixed an issue that prevented players from pinging with the comms wheel while in the Splitblimp
[/*]Fixed an issue that occasionally caused enemies to be revealed on radar when traveling between different biomes
[/*]Fixed an issue causing portals between biomes to shimmer instead of having a stable image
[/*]Fixed a visual bug that made the death indicators of teammates appear to fall through the world if they spawned far away from your current position
[/*]Other Bug Fixes:
Changed aim assist to go on cooldown whenever a mouse input is detected
[/*]Fixed a bug that caused performance issues for players with a large number of in-game friends
[/*]Fixed a visual bug with Nanoswarm skins that caused graphical artifacts during the pre-game
[/*]Fixed a bug that prevented equipping Nanoswarm skin upgrades for the Helios Pistol
[/*]Fixed UI and Portal Wall visual bugs in game modes which have portals disabled
[/*]Fixed an issue with advanced options getting stuck when leaving a custom match
[/*]
More updates arriving soon!
Join a team, get kills to earn points, and unlock rewards for everyone who participates! Each team has four themed rewards: a sidearm, a charm, a banner, and a spray.
All four of the winning team's cosmetic items will be granted to all who participate; the team who gets second place will have three of its rewards granted; the third place team will have two of its rewards granted. So no matter what team wins, everyone who plays gets nine rewards!
1st Place team: 4 items rewarded to all
2nd Place team: 3 items rewarded to all
3rd Place team: 2 items rewarded to all
The Teams:
- Aim Gods: shroud, TenZ, iiTzTimmy
- O.G.: TimTheTatman, Nadeshot, Scump
- Degens: xQc, m0xyy, Mendo
Team selection is final; you cannot switch teams. The Showdown runs June 13 to June 23.
In addition to earning free items, each team also has a bundle with an additional character skin and weapon skin that you can buy in the store.


Hey, Splitfam, we told you that we still had another ace up our sleeve and we are so excited that we finally get to share it with you:
Splitgate: Battle Royale!
Thats right, in addition to our core Arena modes like Hotzone and Firecracker, our 24-Player Onslaught modes like Domination, and The Lab (our map creator), Splitgate 2 has a Battle Royale!
HERES WHAT YOU NEED TO KNOW:
- 15 teams of 4 drop in and battle it out to be the last team standing
- At the start, you and your team decide when to drop from an airship flying above Split Worlds, a gigantic map comprised of 5 unique biomes connected by huge World Portals
- You start with just a pistol and collect powerful loot from Chests, Air Drops, and Player Pods that get left behind after you take down an enemy player
- Collect Credits and spend them at Buy Stations for Power Weapons, Upgrades, and more
- Find Armor Plates and Armor Upgrades to stay in the fight longer
- Pick up Portal Gun Upgrades to use your portals to their full potential
- Chests refill with better loot each round, so be sure to keep checking them
- The Ring gradually forces teams together, closing Worlds from play and dealing damage to players who get caught in its path
- If you are killed you can be revived by teammates, and you also have a chance to respawnbut only if your team stays alive
- Lastly, watch out for Events that temporarily change gameplay, like the Portal EMP Event, which disables portals, or the Drop Frenzy Event, which increases Air Drop frequency

A FEW MORE TIPS:
- At the beginning of the match when you drop from the ship, you will travel the direction youre looking.
- As the match progresses, World Portals will close if they lead to a biome that is outside of The Ring.
- Remember to use your armor! Weve found that players familiar with the Arena modes of Splitgate 2 sometimes dont realize you need to press a button to armor up after you take damage (you start with full armor)
- After youre killed, if you have teammates who are still alive, a countdown will appear for when youll respawn back into the action. Youll respawn near the teammate youre spectating (and will be blocked from respawning if the ally you are spectating is in combat)

SOME USEFUL KEY BINDS:
- Macro Map: Tap M
- Scoreboard and Inventory: Hold Tab
- Apply Armor: Tap 4 to use your Armor Plates
- Player Pods: Hold F to Revive a teammate; Tap F to loot an enemy or to pick up and carry a teammates Player Pod

THE FIVE BIOMES OF SPLIT WORLDS
- Drought the desert biome
- Fracture the floating asteroids biome
- Glacier the snow biome
- Inferno the volcano biome
- Sanctum the central ruins
[list] - Sanctum is filled with special loot and connected to all the other worlds. In our lore, only the Sanctum is on Earth. The other worlds are spread across the galaxy, each connected by giant World Portals at the Sanctum, the hub of Split Worlds. Pockets of geothermal activity, mysterious gravitational patterns, and other emerging anomalies all seem to be connected to the presence of proelium, the mysterious substance that makes portal travel possible.

Tomorrow at 9:00 AM PT we'll be taking all servers down for maintenance while we prepare for launch.
At that time, the Open Beta Battle Pass will end and all tokens earned for that pass will expire. Faction unlocks, store purchases, and Twitch Drops from the Open Beta will NOT be wiped. Summer Game Fest kicks off at 2:00 PM PT and we encourage you all to tune in for our exclusive reveal! Game servers will be back up following our segment.
You can watch SGF here tomorrow:
We have pushed a hotfix to steam with console updates coming this week. The update contains the following:
- Fixed Frontier shadows on low/medium shadow quality. Frontier has been added back to Arena Quickplay
- General client crash fixes and stability improvements, including crash when saving maps in The Lab after grouping and ungrouping actors
- Fixed issue where ammo reserves would not be dropped into weapon pickups on death
- Fixed Big Grey Wall at the back of Drought
- Minor server optimizations
NOTE: this may reset your loadout configurations to help fix certain players who became corrupted during the server outages. No one has lost any items.
Find out what's new in the Open Beta in our latest blog update and earn rewards by watching your favorite streamers with Twitch Drops .
The Open Beta starts on May 22nd, and will stay live through the launch of the full game this summer. The Open Beta has way more than our last Alpha this past February, and it still doesnt have everything that will be in the full version of the game at launch (Splitfam, keep that quietall shall be revealed soon). For now, we want to tell you about some of the exciting new features in the Open Beta.
INTRODUCING THE LAB, OUR NEW MAP CREATOR
- The Lab is what were calling our brand new creative mode, where you can create your very own maps and game modes.
- Our goal with The Lab is simple: we want anyone to be able to jump in (alone or with friends) and build something awesomeno experience required. At the same time, weve built in the depth and flexibility for power users to bring even their wildest ideas to life.
- We took inspiration from Unreal Engine and Halos Forge, and how fun and possible it was to make something really cool with your friends. In fact, Halo Reach was a big reason our CEO and many of our level designers originally got into game development! We hope to bring that level of creativity to a new generation of gamers.
- In The Lab, youll be able to collaborate in real time on maps with your friends (up to 16 players at a time), and youll of course be able to share your maps with the world.
- The Lab has a variety of blank canvas templates for you to begin building your maps, as well as scalable geometric shapes, prefabricated SSL map items, environmental props, and other gameplay objects to bring your vision to life.
- And just like we hope you start working in The Lab, were going to keep working on it, too. We've been building The Lab with the community and for the community. We have lots of content coming to the map creator system post launch. Were planning to continue to support it and add to it for years to come based on community feedback and requests.
- So, go check out The Lab and let us know what you think. Were going to feature the coolest, most fun, and most creative maps that the community creates, so dont hold back. We cant wait to see what you create.
- And for the real map making fiends out there, you can apply to be a Splitgate MVP . We have a map creator category!
- Want to see a glimpse of whats possible? Take a look at Eclipse, an incredible community-made map by UneeQ .



(Full disclosure: The Labs functionality is still in Beta, so maps created during Beta could be impacted by changes to the mode later on. We currently dont anticipate that any major issues will arise, but we want to flag this as a possibility as we continue to update and improve the map creator system.)
TAKEDOWN AND FOUR NEW SIMULATION MAPS
- Takedown is back! OG Splitgate players loved playing Takedown on our Simulation maps. Were thrilled to announce that were bringing back the Takedown game mode.
- For the uninitiated, Takedown is a fan-favorite mode from the original Splitgate with a simple mechanic: teams compete to wipe out the other team before any players can respawn back into the game. But theres a catch: killing makes your teams respawns shorter, and dying makes your teams respawns longer. So, the first team to have all enemy players dead at the same time wins the round.
- That means in the Open Beta youll be able to play Takedown on not one, not two, not three, but four brand new Simulation maps.
- One of those new maps is an updated version of Simulation Charlie, one of our most popular maps in the original Splitgate
- Weve honored the original simplistic style of the Simulation maps with an updated gloss that makes them better than ever.
- And were not stopping at four. Were going to keep adding more Simulation maps in upcoming seasons.
- Plus, the map creator features in The Lab include the tools necessary for players to create their own Simulation maps, so the possibilities for more maps are endless.

NEW ARENA MAPS: CORE AND (THE TRIUMPHANT RETURN OF) STADIUM
- Were adding two new arena maps: Core and Stadium. Now along with Bypass, Eden, Frontier, Ozone, and Zenith, youll be able to play our arena modes on seven different maps.
- Core: This map takes you underneath the surface of Venus to a mysterious Meridian research laboratory and cybernetic intelligence server. Built around a floating spherical artifact, this map is action packed, with verticality in the center and ramps trailing outward so you can grab some momentum before a quick portal behind your opponent in the OmNom food court area.
[list] - Note: Core will be coming later in the Open Beta period, shortly after May 22nd.

NEW 24-PLAYER ONSLAUGHT MAPS: DROUGHT AND FRACTURE
- Joining Glacier, our massive multi-team map from the Open Alpha, were adding two new giant maps: Drought and Fracture.
- Drought: Drought is the nickname given to the portion of the desert moon Verdantis, recently discovered and now used as a part of the Splitgate competition. A mostly barren moon that was once full of life, this desert biome is actually a dried out seabed. The cliff walls are infused with proelium dust, but dont get distracted by the sparkles as you navigate these treacherous canyons.
- Fracture: The floating islands of Fracture are the result of an extremely unique gravitational pattern combined with competing magnetic forces in the soil, likely caused by a chain reaction from a proelium-infused geothermal explosion. This Splitgate map is in the Epsilon Eridani star, and is without question our most out-of-this-world map yet. Enjoy the launch pads connecting the floating islands, but watch your step and mind the gap: its a long drop down.
- Note: were now calling the multi-team modes that happen on these massive maps our Onslaught modes. We had previously called them Multi-Team Portal Warfare in the last Alpha.

NEW POWER WEAPON: BOREALIS
- For the first time, in the Open Beta youll get to play with the Borealis, a new power weapon from the Meridian faction.
- The Borealis is a charge-up power carbine. Think of it like a combination of a railgun and an energy beam rifle.
- Its named after the natural electrical phenomenon characterized by streams of color lighting up the skyfire it once and youll see why.
- To see the Borealis in action, check out this video .

BETA BATTLE PASS
- The Open Beta will have our first mini Battle Pass. It includes:
[list] - Three exclusive character skins
- Three exclusive weapon skins
- One exclusive portal skin
- Multiple emotes, sprays, weapon charms, and player card banners and titles
- Plus bonus Splitcoin and Proelium (our cosmetic upgrade currency)

FOUNDERS PACKS
- There are three faction themed Founders Packs, each with:
[list] - Two exclusive character skins
- Three exclusive weapon skins
- Plus a bonus emote, weapon charm, and player card banner



INTRODUCING: MYTHIC UPGRADES AND COSMETIC VARIANTS
- Were remaining dedicated to our promise to never have any items that have game perks or pay-to-win features.
- Our upcoming cosmetic options will be introducing some exciting ways to flex your style, such as Mythic level rarity character skins and weapon skins that come with unique reload animations (that are cosmetic only and dont actually impact gameplay at all).
- Our plan is to have rotations of Legendary and Mythic items in the store every couple weeks.
- Well also have skin variants and upgrades that you can get by using Proelium, our new upgrade currency. These will be cosmetic only and will not affect gameplay.
- You can get Proelium through the Battle Pass, through Daily Login rewards, or by buying it directly from the store.
- Character upgrades include a new skin with updated geo, a unique emote, and jetpack effects.
- Weapon skin upgrades include custom tracer effects, death effects, and reactive effects.
- For example, the Deadly Harvest Jackhammer is a Mythic level weapon skin that comes with three color variantsRust Bucket, Herbicide, and Lawn Ninjaas well as unique visual effects.

HUNT THE DEVS IS BACK
- For those who didnt get a chance to participate in our Hunt the Devs event during the Open Alpha, were bringing it back!
- This is another chance to earn an exclusive skin without paying a dime.
- How it works: during any match, kill a 1047 Games dev wearing the special flaming disco ball skin, and youll receive the corresponding Dev Killer skin for the faction theyre playing. Kill devs playing Aeros, Sabrask, and Meridian and youll collect all 3.
- Well have some specific times where well invite the community to play in a two-hour Hunt the Devs window when a bunch of 1047 Games devs are playing, too, but the event itself will be ongoing for all of Beta. Check back on our Discord during the Open Beta for more info.


MORE WAYS TO PLAY
- Weve expanded where Splitgate 2 will be available for the Open Beta. In addition to Steam, PS5, and Xbox Series X|S, Splitgate 2 will now also be available on PS4, Xbox One, and Steam Deck (through Proton), as well as on Epic Games and the Microsoft store.
- As a reminder, Splitgate 2 has crossplay, so you can play with your friends no matter what platform theyre on.
- So, be sure to wishlist Splitgate 2 to stay in the loop for the Open Beta and our upcoming launch!
FAQ: WILL PROGRESSION BE RESET AFTER BETA?
- No, it will not.
- We saw some confusion about this online, so we want to make it clear: player progression will not reset after the Open Beta.
FAQ: WHEN DOES BETA END? WHEN WILL YOU LAUNCH THE FULL GAME???
- As we mentioned , the Open Beta will go straight into our launch.
- So, you can start progressing on your Splitgate 2 journey in the Open Beta on May 22nd and then never stop :)
FAQ: IS THERE MORE?
- Yes! Still so much more to come! Like we said above, this still isnt everything were going to have for launch. Theres more much more still to come for Splitgate 2.
- For example, were going to have weekly rotating playlists of Splitgate 1 community favorite game modes for your portaling pleasure. If theres a mode from the OG game that youve been missing, chances are youll be able to play it very soon :)
- We cant wait to see you in the Open Beta starting on May 22nd at 9am PT and running live through launch (well announce that date in the near future stay tuned).
- And in the meantime, come say hi on our Discord .
Hey, Splitfam. Thanks to everyone who participated in the Open Alpha. It was a massive success, thanks to all of youespecially those of you who filled out the feedback survey or sent us your thoughts on Discord.
Were already hard at work making improvements based on what we learned, but we also want to take a moment to celebrate what went well. Across the board, the feedback we got from players was that this was a big improvement from our Closed Alpha last summer. Take a look at this infographic:

We know there is still more work to do, but were feeling confident were headed in the right directionand thats thanks to all of you.
Well share more details as soon as we can, but for now, just mark your calendars for May. To be safe, maybe just take the whole month off now? We promise well share the exact dates as soon as we can. Youre not going to want to miss it. The Open Beta is going to have way more than the Open Alpha. Way more.
In the meantime, stay in touch with us on our Discord or sign up for our newsletter.
See you in May, Splitfam. Wishlist now to stay up to date with all things Splitgate 2.
Wishlist now to stay up to date with all things Splitgate 2.
Spot a developer (you cant miss em with their flaming disco ball heads!), take them out, and earn rewards! There are three Dev Killer skins up for grabs, one for each of our three factions, so be sure to take out a dev playing Aeros, Meridian, and Sabrask to unlock them all.
The devs will be out in force between 10AM PT and 2PM PT on Saturday, March 1, so dont miss your best chance to unlock all three Dev Killer skins before the Open Alpha weekend concludes.
RSVP Here
Community Challenge: Hunt the Devs Screenshot & Video Contest
In Discord, share a screenshot wearing a Dev Killer skin with your username clearly visible and well be giving away Steam Gift Cards at random throughout the Discord event.
Post videos of your best Dev kills in the designated channel and well be giving away Steam Gift Cards to the most upvoted clips:
- First Place: $100
- Second Place: $50
- Third Place: $25
Play the Splitgate 2 Open Alpha available on PC and next gen consoles through March 2.
Wishlist now to stay up to date with all things Splitgate 2.

Hey, Splitfam. Were doing an Open Alpha preview of the work weve done on Splitgate 2, available to everyone for four days from Feb. 27 to March 2. Come play with us!
This is your first chance to check out our new Multi-Team Portal Warfare, 8v8v8 battles of colossal proportions set on a massive map. Plus, weve got new arena maps, new weapons, new gear, and hundreds of improvements based on community feedback.
Anyone with a Steam account , a PS5 , or an Xbox Series X|S can register and playfor free, as always. Read on for more details about what will be included in the Open Alpha.
MULTI-TEAM PORTAL WARFARE ON A MASSIVE NEW MAP
- Multi-Team Portal Warfare is an all new 8v8v8 experience.
- Game modes include Multi-Team Hotzone, Multi-Team Domination, and Multi-Team Deathmatch.
- To fit our biggest modes yet, we had to make our biggest map yet: Glacier. Its 20 times bigger than any of our arena maps.
- For the lore wolves out there, you might notice that the skybox doesnt quite look like anything in our solar systembe on the lookout for other clues about whats to come.

NEW ARENA MODE: SPLITBALL
- Splitball is one of two new arena modes were debuting in this Open Alpha, joining our other core modes, Hotzone and Team Deathmatch.
- Splitball is a twist on classic arena modes like Capture the Flag and Oddball.
- To win, you play offense and defense at the same time, scrambling to capture and return Splitballs that spawn in neutral locations back to your base, while trying to steal Splitballs from the enemy baseand preventing them from stealing yours.
- For OG Splitgate players, take note: this mode is completely different from the Splitball in the first Splitgate. Same name, but a completely reimagined mode to be sportier and better than ever.

NEW ARENA MODE: FIRECRACKER
- Firecracker is our other new arena mode. As we were developing this mode internally, the working title was simply Assault.
- Firecracker was inspired by Call of Dutys Search and Destroy, but with the addition of respawns and other changes. The end result combines the thrilling strategy of a round-based, Attack/Defense shooter with Splitgate style.
- Teams take turns attempting to successfully plant and defend the Firecracker, resulting in an explosion of fireworks. Heads up: if you make it to a final tiebreaker round, both teams are on offense and defense at the same time.
- In our lore, this mode has its origin as a military training exercise for the Sabrask faction.

MORE NEW WEAPONS
- Our first Closed Alpha had four weapons per faction; this upcoming Open Alpha will have eight weapons per faction (five primary, three secondary) for a total of twenty-four weapons to experiment with in your loadouts.
- Check out new guns like the Sabrask Goliath revolver, the Meridian Phasma SMG, the Aeros Blitz shotgun, and more.
- Weve also added two additional power weapons since the Closed Alpha, like the triumphant return of our BFB.

MORE NEW EQUIPMENT
- Theres also now nine different pieces of equipment to deepen the strategic possibilities at hand, three per faction.
- Be sure to check out the Sabrask Sandstorm grenade (like a smoke grenade, but sandier), the Meridian Regen Cloud (an explosion of health for you and your teammates), and the Aeros Porta-Portal (a deploy-anywhere temporary portal, freeing you from the need to place portals on the arenas pre-set walls).

LISTENING TO THE COMMUNITY
- Thanks to all of the community feedback weve gotten from playtests and gameplay weve shared online, weve made a litany of improvements to every single aspect of the game.
- We heard that you wanted more action, so we made respawns shorter and rounds longer.
- We also heard that you wanted more portaling options, so we added more portal walls to our existing maps, and added new portal opportunities like a Launch Portal, a combination of a portal wall and a launch pad that will send you flying.
- To learn more about how seriously we take community feedback, you can read more about the changes in this message from Ian Proulx, cofounder and CEO of 1047 Games, or watch this Dev Talk from Ian and our other co-founder, Nicholas Bagamian.
TWITCH DROPS ENABLED
- Watch Splitgate 2 streams on Twitch during the Open Alpha to earn the Haunt Cadence, a weapon skin for the Aeros carbine.
- For more info on how Twitch drops work, check out this FAQ .

1047 GIFTED SUBS
- The Splitgate 2 community team will be gifting 1047 Twitch subs throughout the Open Alpha weekend.
- Be on the lookout for our team as they hop into Splitgate 2 Twitch streams and give out subs!

HUNT THE DEVS, EARN REWARDS
- Want to be the first to earn a Dev Killer skin? All you have to do is kill one of our devs in a match anytime during the Open Alpha.
- You can tell when you encounter a 1047 developer because their head will be a disco ball, our company logo.
- Youll earn a Dev Killer skin, decked out in skulls representing your dev conquest.
- Theres three different skins to earn, one for each faction. You earn the same skin as the dev you kill. So, kill a dev playing as Sabrask with a disco ball head, youll earn the Sabrask Dev Killer skin (regardless of what faction you were playing as).

OPEN ALPHA COMMUNITY CHALLENGE
- Share your Splitgate 2 clips with us on social and tag us for a chance to have your content featured on our channels.
- Were also hosting two Community Challenges during the Open Alpha.
- Submit your best Porta-Portal plays or Hunt the Devs kill reels in our Discord and the most upvoted clips will win Steam gift cards.

READY TO PLAY?
[list]Hey, Splitfam!
Big news! We just dropped a brand-new trailer at The Game Awards!
Watch it below - and if youve already hit that wishlist button, youre the best!
If not, nows the perfect time.
Wishlist Now!
https://store.steampowered.com/app/2918300/Splitgate_2/
Portals change everything.
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