Original Post ā€” Direct link
about 1 month ago - /u/IanProulx - Direct link

Originally posted by TankDaGamer

When is the game releasing?

SOON(ish). 2025. Happy to confirm it will not only be before December, but also before November :)

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Dolph_x3

Will you bring over maps from the previous game?

Great question, I can neither confirm nor deny these allegations. But I will say there is a 100% chance that we MIGHT be. Jokes aside, not ready to share specifics of future maps, but just know there are A LOT more maps coming.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by LandanRockz

Is there a month estimate for release of the game?

Yes.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by IanProulx

Yes.

(kidding) but internally yes. Will share more soon. It will be before November.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Few_Chemistry98

Will we see the return of Zombie VIP in splitgate 2? its one of my favourite arcade modes from the og game

Not ready to share specifics of modes that have not yet been revealed, but if you have been playing the alpha, you will see we have a lot of control over the variables and rulesets of our various modes, and we have been testing a lot of different modes and playtests like low gravity chaos modes, 4 teams of 2, hardcore modes, no respawn modes, etc.

One thing we did not yet have for the alpha though which we are working on now is the ability to have custom loadout overrides. This will allow us to do a lot with game modes like shotty snipes for example.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by stinesdesigns

Will there be more factions added or just more being added to the current 3?

Probably not. Certainly not at launch but there is a world where we add more factions post launch. I am leaning towards not doing that though and the game has been built from the ground up with 3 factions in mind. That said, we are always looking for community feedback, so if that is the direction the community wants, that is likely the direction we would take (I don't think that is what the community wants though from what I have seen so far).

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Caust1cFn_YT

PLAY THE GAME, I NEED TO KILL YOU

haha we have all been playing throughout the alpha! (I have played over 20 hours). I am gonna personally log on as soon as this AMA is done (or maybe after I eat something quick)

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Impressive-Capital-3

Hello. What inspired movement most?

This feels like Titanfall 2 meets Black Ops 3 and i think you guys really hit the nail on the head.

Overall game design philosophy wise i see even more similarities to TF2 with this. Everything is a little more tamed, less chaotic, more down to earth but accessible. (Grappling Hook in TF2 aside lol)

How do you plan to find the best balance between what SG1 players liked and being open for more players?

Haha you pretty much hit the nail on the head. I'd say movement is inspired by Halo mixed with a little Titanfall 2 mixed with a little Black Ops 3. Gunplay is def mostly inspired by the older Halos though with our own unique take. Definitely trying to stay true to our original vision and what made the first Splitgate special (gunplay, movement, portals) while taking it to the next level with the additional resources and learnings that we now have.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by One_Surround1207

Will there be a way to choose what gamemode(s) you play in quickplay like sg1?

To be honest, we are still experimenting with this. We are trying to balance making sure we have good variety and good player choice while also making sure queue times are fast and no one is getting bots. Part of the tradeoff here though is we probably won't have quite as many playlists active 24/7 as SG1 because that leads to longer wait times and/or bot games, which is a worse experience that we really don't want. Even if/when we have a ton of players (which we are confident we will have when we start our big marketing push closer to launch), there will still always be playlists that are not super active in certain regions at certain times of day (think lower population server at 3am with crossplay turned off). This is why games like Apex and Valorant only have a few playlists even though they have large playerbases. We plan to have more playlists than them, but not quite as many as SG1. What exactly those playlists look like is TBD, and will be based on what the community wants. What playlists do you think we should prioritize having at launch?

about 1 month ago - /u/IanProulx - Direct link

Originally posted by After-Winter-1248

What specific improvements have you made to your content pipeline, and what can players expect in terms of content cadence for the SG2?

A LOT. For one, our company has gone from about 15 devs for SG1 to over 190 of the best devs in the industry and counting. So the speed, quality, and quantity of content that we can hit is SIGNIFICANTLY more in every way than SG1. You can expect 3 month seasons, with large monthly updates (maps, modes, etc) and new things (featured modes, events, challenges, and more) every week. We will have more specifics to share on this soon, but if there is one thing we have improved over SG1 dramatically, it's our post launch content pipeline.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Traditional_Loan_334

are there gonna be more factions/guns?

Guns forsure. Factions probably not, but depends on what the community wants. If you want more factions, you will get more factions in the future! If you don't, you won't! From what I can see so far (and from how we designed the game), we think 3 factions is the right amount.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by SnesySnas

Are you ever going to bring back map design similar to the first game? The new maps are great but I miss how many different places you could go on the maps of the first game

With the new maps it feels..A bit more generic? I'm not sure how else to explain it

It's a balance but we do have more maps that are closer to SG1 coming. I think Bypass and Eden are good examples of where our heads are at for a good balance of lots of portals and some verticality, but also not too friendly to portal camping. We want more maps like Stadium and fewer maps like Crag if that makes sense. But we are always looking for feedback and adjusting accordingly, which is why we added more portal walls and floor portals to Ozone, Frontier, and Zenith. You can expect us to continue to adjust and iterate based on the feedback we get!

about 1 month ago - /u/IanProulx - Direct link

Originally posted by After-Winter-1248

How does 1047 face the challenges of being a  fully remote team?

Great question! I think we have 3 key advantages here over most other companies struggling with remote work, and overall I actually think we are significantly more efficient as a result of being remote.

  1. We have been remote since day 1. This has allowed us to slowly grow and iterate on what works as a remote company over time vs having to pivot from in person to remote over night like many companies had to do.
  2. Just like how we are always listening to feedback and improving/iterating on the game, we do the same with our company. One of our company values is "Feedback is a Gift" and this applies to everything. It has allowed us to build an amazing culture at 1047 that values excellence, integrity, and fun, and it has helped us build a great remote working environment.
  3. We are a video game company! This actually helps a lot because our entire company are gamers, so we have an easy time "socializing" with each other by playing video games together (one of our interview questions is what games do you play?). This is super important for building good working relationships and even friendships, and I think it is a big reason video game companies can probably do a better job of remote work than most tech companies. We also do a company get together to meet in person every year!
about 1 month ago - /u/IanProulx - Direct link

Originally posted by CodePhoenix

Any chance to bring back the comics in some way? I noticed you guys took down the Splitgate 2 companion app, and myself and others was really looking forward to see the 5th comic to come.

TBH no. The app and comics are something I was never really a fan of and did not meet my vision. We have brought in new marketing leadership who I have been personally working very closely with to make sure everything we do in marketing, matches my vision for the game. You can consider the comics not canon to our lore. That said, there is a world that we make an entirely new app post launch, but it would be very different. I think Destiny is a great example of what a companion app should look like.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Miltons-Red-Stapler

Game crashes on the steam deck after every game. Is that being looked into?

It hasn't been a priority yet, but it will be good to go by launch!

about 1 month ago - /u/IanProulx - Direct link

Originally posted by SovereignSyd

Ian dear just HOW do you pronounce your last name?! 

Proo? Proolz? Prowlex?! The world is dying to know!

Haha thanks for the question. It's simple: "Pru"

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Parmalei

Will there be a competitive playlist and if there is, will there be takedown too?

Not ready to chat specific future modes, but I will say this: Takedown was my favorite mode in Splitgate 1. And I spent 70% of my time playing ranked modes. And the good news is I am in charge of making this game! And obviously I want to make a game that is full of stuff I love playing ;)

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Nath98765

Love the games you've made. They really scratch an itch that I've been wanting for a long time! So, my question comes from a place of love and curiosity.

Why make Splitgate 2? I'm honestly curious about the business side of the decision to make sequels to games that completely replace the first game in the franchise.

As a consumer, 20 years from now (providing things like splitgate, counter strike and overwatch are still live), we will just have a sea of games called "(Title) 2" with the previous games nowhere to be seen.

What was your reason for calling it Splitgate 2 and not just marketing the heck out of a game overhaul?

CS2, for example, is literally the same game and Overwatch, even though they fundamentally changed the format of the game, the gameplay is basically the same as it's always been. I don't see the harm in the complaints being "i miss the old Overwatch" versus "I miss Overwatch 1." Because as the consumer there is to difference to me, I just think it's odd that every game is now a sequel to a game that doesn't exist.

Thanks for reading!

Thank you! I really appreciate the kind words.

There were a number of reason we made Splitgate 2 instead of iterating on Splitgate 1. At a high level, our goal is to build the best shooter in the world, and one that as many gamers as possible can enjoy. We felt like pivoting to Splitgate 2 would get us there for a few reasons (not in any particular order):

  1. Splitgate 1 started as a school project. This meant the way we built things were not super scalable because we were still learning when we started. This is part of the reason our servers weren't able to scale well. But also the codebase wasn't built in a way that worked well for liveops or for larger teams all working on the same game at the same time. We have since redone the entire backend and basically re-architected all of our codebase to make iterating faster and servers more scalable.
  2. SG1 was in UE4. We wanted to be in UE5 to have the best engine possible to set ourselves up for long term success.
  3. We just have gotten a lot better. We are better at coding, better at art, better at animation, better at everything really. So we wanted to have a fresh slate so that we can have a cohesive and consistent high quality bar across the game.
  4. From a marketing perspective, it a lot easier to get more buzz around a new game than buzz around a big update (or a bunch of small updates) for an old game.
  5. With all the changes and improvements we have made, we feel confident in saying this is a true sequel and not Splitgate 1.5 (like some of the games you might have listed ;) )
  6. From a hiring perspective, we did not want to feel rushed to make hiring mistakes because of pressure to deliver updates to a live game. We have been able to build a truly world class team by taking our time (including hiring the Audio Director from Halo and the Animation Director from Call of Duty and many other extremely talented industry veterans).
about 1 month ago - /u/IanProulx - Direct link

Originally posted by HadesBrawlStars

and whats ur name

I will be playing Multi team on US servers in about an hour. Name is CardinalSoldier

about 1 month ago - /u/IanProulx - Direct link

Originally posted by AlternativeMixture95

I need that Aeros skin šŸ˜­

Ill play Aeros :)

about 1 month ago - /u/IanProulx - Direct link

Originally posted by NeganJoestar

What kind of game support planed? Battlepass? Events? New maps/guns once in a while? I think regular seasonal updates with lots of new stuff is the key for a long-lasting game.

Will there be ranked game on release?

All of that and more

about 1 month ago - /u/IanProulx - Direct link

Originally posted by PinkGummyBear96

Always hated FPS games, but this one really brings a shine to the genre. Will there be any additional factions or weapons added to loadouts? Also wondering if you made the Aces a bit squisher than the original splitgate :3
Can't wait for this game to be fully released with all the goodies ^_^

Answered this on another thread in more detail but TLDR is more guns yes, more factions probably not. Not sure what you mean by squisher but if you are asking about TTK, it is balanced to be more or less the same as SG1. Thanks for the kind words!

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Abyssal_Venom

How deep are you looking to go with cosmetics?Can you speak on that? Will there be earnable and grindable character outfits and cosmetics? The ability to grind for something exclusive to dedicated people keeps longevity so Iā€™m looking forward to an answer.

We will have a future blogpost discussing our liveops and cosmetics strategy. But yes there will be some cosmetics for purchase and some that are grindable. I will say, I think our cosmetics are some of the best in the industry! I can't wait for you all to see our amazing characters and gun skins :) Our art team is actually cracked. Our Lead Weapons Artist was the Lead Weapons Artist for COD and our Associate Art Director worked on many of the characters and guns for Valorant!

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Spokyscarlet

Are there any plans for maps from splitgate 1 to be remastered in splitgate 2?

šŸ‘€šŸ‘€šŸ‘€

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Windiestfire

Hey Ian are you going to be adding a 120fps setting for the Xbox series consoles and ps5 consoles for splitgate 2? Please add 120fps setting to splitgate 2 for xbox series consoles and ps5 consoles please

Yes! Didn't have it ready for Alpha but we are still working on a number of optimizations (for PC as well), and this includes 120fps support for PS5 and XBOX Series X. We also are working on some ways to reduce input lag.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by Dolph_x3

Do we get any special badge or cosmetic in the final game for participating in the Open Alpha? Do we get anything for maxing out a character's level in the Open Alpha?

Yes! We have a skin for everyone who participated in the alpha (but not for maxing out, given that the alpha is a short window). We also are doing twitch drops right now where you can get an Aeros Carbine skin, and of course we have the Hunt the Devs skins that you get for killing devs (if you don't get it this time though, we plan to bring back this event in the future so don't worry). All skins you get in Alpha, will carry over to the final game.

about 1 month ago - /u/IanProulx - Direct link

Originally posted by diditagainofficial

Will you guys have collaborations with brands, other games or artists for cosmetics?

Maybe in the future, but right now we are just focused on making a fun game with cool cosmetics that fit our lore and art style!

about 1 month ago - /u/IanProulx - Direct link

Originally posted by FreshPrinceOfAshfeld

What is your favorite faction/weapon

Sabrask Carbine!

about 1 month ago - /u/IanProulx - Direct link

The AMA is over, thanks for all your great questions! I tried to answer as many as I could and I made sure to get to all the top upvoted ones sorted by "best" and "Q&A." I really appreciate all the feedback and support. Keep it coming and we will keep listening and iterating accordingly. Can't wait for you all to see what else we have in store! This game is only going to get a lot bigger and better :)