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SPLITGATE: Arena Reloaded - Launch Overview Re Launching Dec 17th

havoc00

Member
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 weren't meeting expectations, add the features people consider standard today, tighten the core experience around arena shooter fans, and bring back the spirit and personality that made SG1 stand out. We also knew the game needed a stronger identity, something that feels unmistakably like Splitgate.

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.

The overview below breaks down the major changes in Arena Reloaded. Whether you're a returning player, someone who joined during beta, or new to Splitgate entirely, we hope this gives you a clear picture of where the game is headed and why we're so excited to share it with you.

Alright, let's 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:
    • 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.
  • 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.
    • 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.
    • 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

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.

  • 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.
    • 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

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:

  • Harpy Epic Bundle
    • 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.
    • 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.
    • 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.
    • 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.
    • 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
There's a lot here, and it represents months of rebuilding based on your feedback. Thank you to everyone who helped shape SPLITGATE: Arena Reloaded. We're excited to finally put this in your hands at launch. And this is only the beginning. We already have a ton lined up for the next six months of post-launch support, and we'll be sharing more details soon about what we're building next.

 
this is basically everything I've wanted from Splitgate 2.

this could actually be really good now. it has an actual arena shooter mode with no loadouts, the portal counter plays sound awesome, and increased TTK also sounds very welcome.

this is how the game should have launched originally
 
Game looks so much better now, hopefully the relaunch goes well.

But sadly, there isn't enough multiplayer player base for every game to succeed.
Between Split gate, High guard, and Marathon, only one will probably succeed.
 
Will try it. I played like 3 matches of OG SG2 and bounced right off. OG SG1 was picking up momentum and I was about to invest some real time into it then they announced number 2, so I said no point.

I wish them luck because otherwise this is GG for the game and studio.
 
Game looks so much better now, hopefully the relaunch goes well.

But sadly, there isn't enough multiplayer player base for every game to succeed.
Between Split gate, High guard, and Marathon, only one will probably succeed.
I'd much rather this surrive than marathon tbh I enjoyed this way more.
 
It's enough to bring me back. I LOVED the first one -- absolutely hated the second one on release -- but it seems like they course corrected everything I hated
 
It is funny how this game, whose devs have been self-correcting, appears to hit all the marks, yet Bungie, doing (mostly) the same thing to Marathon, sees Gaffers wishing this game to fail. (because Bungie, because paid, because GAF energy needs to be negative in order to feel seen, etc). Yet Splitgate threads arent pages long.

Goes to show that negative attention is favored, which is both reflective of society/news in general and a interesting lesson to learn.

Hey folks over at the Marathon thread: it's a game. Burning a title to the ground because a dev uses pronouns isn't the own you are looking for, neither is not being open to improvement when actual errors are made like the stolen art.
 
That one re-tard guy missed a chance for a 2nd re-cringe at the Game Awards to announce the re-launch.

Screenshot-2025-06-06-at-3.56.09%E2%80%AFPM.png
 
Unreal tournament opened the door for these type of shooters, whoever's plays this will enjoy it, my concern is the retain rate.
 
it's online,
and it's already so much better.

controller aim feels much better now (after adjusting it of course... default is awful, but before you couldn't fully "fix" it),
having a classic mode as a default option is great,
no dumb factions anymore was absolutely needed,
and the TTK feels more like an arena shooter again and less like CoD.

this is now basically Splitgate 1, but more polished, with more weapons and more maps.
 
Game looks so much better now, hopefully the relaunch goes well.

But sadly, there isn't enough multiplayer player base for every game to succeed.
Between Split gate, High guard, and Marathon, only one will probably succeed.
Yeah safest bet dictates Splitgate, Highguard have absolutely no chance against Marathon.

Splitgate launching to 2K players on PC. It would be lucky to maintain even half of that a month from now. Halo Infinite vs Splitgate Arena is more interesting.
 
Tried it and was like "yep that's a video game" and went back to playing divinity original sin 2.

Idk how their cosmetic artists generate shit uglier than AI generated skins at this point.

Game played fine but it didn't feel exciting. Whatever the secret sauce is, they just don't have it.

Edit: 2k players on Steam. My match was filled with bots.

It's joeever.
 
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Tried it and was like "yep that's a video game" and went back to playing divinity original sin 2.

Idk how their cosmetic artists generate shit uglier than AI generated skins at this point.

Game played fine but it didn't feel exciting. Whatever the secret sauce is, they just don't have it.

Edit: 2k players on Steam. My match was filled with bots.

It's joeever.

your match was filled with bots because the first 2 games are only bots, to get new players acclimated. it's a stupid practice that mobile games started doing and is now copied by many other MP games.
 
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Already about half the player count same time yesterday.

Biggest flop of the year?
 
it's hard to come back from bad first impressions.

and the original version they launched was an absolute joke.
Plus other MP games launched since they went back to the lab that are taking up players time this holiday season. Arc, BF6 and it's BR mode, shit even a new CoD.

GG.
 
Plus other MP games launched since they went back to the lab that are taking up players time this holiday season. Arc, BF6 and it's BR mode, shit even a new CoD.

GG.

it seems to at least be somewhat popular on Xbox. every match I play is 80% Xbox players and 20% cross platform players (hard to tell which platform because it just has a generic symbol)
and matches fill really fast too... and there's always at least 1 hardcore sweat player that portals around the maps like he's fucking neo 😭
 
The gameplay is simply not as good as Halo Infinite, but matches load faster if someone is looking for that. I don't see a good future for this one.
 
The gameplay is simply not as good as Halo Infinite, but matches load faster if someone is looking for that. I don't see a good future for this one.

the fuck? this shits so hard on Infinite it's not even funny.

Infinite's 2004 era gunplay alone is so much worse.
Infinite's controller aiming is also absolutely awful and stuck in 2004. like literally, as in they use the reaction curve and aim acceleration of Halo 2, as well as the extreme aim assist to compensate for the fact that it's impossible to aim with any kind of precision.

in Infinite, the maximum aim sensitivity is so slow, that turning when being attacked from behind is nearly impossible, meaning just sprinting away is the only viable strategy.

in Splitgate, I can do a 180 on controller in less than a ¼ of a second (and I'm not even on max sensitivity!)
 
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the fuck? this shits so hard on Infinite it's not even funny.

Infinite's 2004 era gunplay alone is so much worse.
Infinite's controller aiming is also absolutely awful and stuck in 2004. like literally, as in they use the reaction curve and aim acceleration of Halo 2, as well as the extreme aim assist to compensate for the fact that it's impossible to aim with any kind of precision.

in Infinite, the maximum aim sensitivity is so slow, that turning when being attacked from behind is nearly impossible, meaning just sprinting away is the only viable strategy.

in Splitgate, I can do a 180 on controller in less than a ¼ of a second (and I'm not even on max sensitivity!)
You think the variety of guns, animations, and maps are all better/more interesting in this game? I'm not even the biggest fan of Halo, but you'd have to imagine if someone is going to dedicate time in an 'arena fps', they have other options.
 
Played a handful of matches last night and it's actually not bad. A lot closer to the first game than the original release that's for sure. Unfortunately it's not performing that well numbers wise so I can't see it surviving to be honest. I love me a good arena shooter but it seems I'm in the minority.
 
1300 current on Steam, and 1440 24 hour peak, this game is done.

Next up, Highguard in four weeks.
I legit think HG could end up being a 20k concurrent success title.

I'll give credit where it's due, titanfall and apex both have "the sauce." Something like shitgate has never had it. The sauce is that intangible it factor that MP games have when they are successful.

As awful as the character design for what we've seen of HG is, I have a sneaking suspicion it may play snappy and be fun.

And if it isn't? The memes will be glorious.

Edit: just saw its pc only when it comes out in 36 days. Dead on arrival in this day and age.
 
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I legit think HG could end up being a 20k concurrent success title.

I'll give credit where it's due, titanfall and apex both have "the sauce." Something like shitgate has never had it. The sauce is that intangible it factor that MP games have when they are successful.

As awful as the character design for what we've seen of HG is, I have a sneaking suspicion it may play snappy and be fun.

And if it isn't? The memes will be glorious.

Edit: just saw its pc only when it comes out in 36 days. Dead on arrival in this day and age.
Titanfall was great esp the first one, hated Apex though
 
Titanfall was great esp the first one, hated Apex though
Idk that you'll hate or like HG. The description sounds different than some of the shit out there right now:

From the creators of Apex Legends and Titanfall, comes Highguard: a PvP raid shooter where players will ride, fight, and raid as Wardens, arcane gunslingers sent to battle for control of a mythical continent. There they'll clash against rival Warden crews for possession of the Shieldbreaker, then break into and destroy the enemy base to secure territory in this all-new breed of shooter.
 
I legit think HG could end up being a 20k concurrent success title.

I'll give credit where it's due, titanfall and apex both have "the sauce." Something like shitgate has never had it. The sauce is that intangible it factor that MP games have when they are successful.

As awful as the character design for what we've seen of HG is, I have a sneaking suspicion it may play snappy and be fun.

And if it isn't? The memes will be glorious.

Edit: just saw its pc only when it comes out in 36 days. Dead on arrival in this day and age.
Highguard is on consoles as well.
 
1300 current on Steam, and 1440 24 hour peak, this game is done.
Sadly, relaunching a PvP game 2 times within a short time span will do this to anyone.

Feels like Epic Games' Paragon all over again. Maybe if they keep their expectations low they can ride out the 1k~2k playerbase.
 
Not on release

"When Highguard lands on January 26, it'll be available on PC, PS5, and Xbox Series X. Developer Wildlight Entertainment has confirmed that Highguard will land with full cross-play and cross-platform support, meaning that you can dive into this FPS online with your friends across all available platforms from day one."

Sadly, relaunching a PvP game 2 times within a short time span will do this to anyone.

Feels like Epic Games' Paragon all over again. Maybe if they keep their expectations low they can ride out the 1k~2k playerbase.
Yea, to quote Eminem.

"You only get one shot, do not miss your chance to blow."

These devs should apply at Halo studios or Certain Affinity.
 
You're right the website for the game gave me wrong info. Just wish listing misread on my part.
 
I was just randomly thinking about this game today, wondering whether or not it was out already. Turns out it is and has seemingly met the exact same fate of the first game.

A shame really as I much prefer the gunplay and aesthetics to something like the recent Halo games. However I suspect the portal mechanics are simply too much for many (inlcuding me). I would have prefered it if there were fewer portal walls available tbh or some other way to reduce the amount of portal shenanigans. I know it's in the name and all that but yeah... this game could've easily stolen Halo's multiplayer lunch but got bogged down by so many other aspects, plus the fact that (as someone previously mentioned), there's simply far too much competition out right now.
 
it's online,
and it's already so much better.

controller aim feels much better now (after adjusting it of course... default is awful, but before you couldn't fully "fix" it),
having a classic mode as a default option is great,
no dumb factions anymore was absolutely needed,
and the TTK feels more like an arena shooter again and less like CoD.

this is now basically Splitgate 1, but more polished, with more weapons and more maps.
Agreed on all fronts.

What did you change on your controller aim? I felt like the default was fine, personally.
 
Agreed on all fronts.

What did you change on your controller aim? I felt like the default was fine, personally.

well, about that.
my aim settings are these:
u7BMRFINjjDUiDNT.jpg



BUUUUT, I found out yesterday, as I was playing it with a friend... that the linear reaction curve on PS5 is broken.
it's nearly impossible to get decent aiming on PS5 as a result.
on Xbox the settings you see in the image are pretty much perfect, and I only played it on Xbox (and a tiny bit on the Deck) before yesterday. so I didn't notice the issue earlier.

I made a super low effort video just now in fact, showing the issue in the hopes that the devs fix it.



the only issue I personally have, even on Xbox, is that I am usually not a fan of a fully linear reaction curve, but their exponential curve is too weak. the perfect one would be somewhere in the middle between linear and their exponential curve.
 
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