Splitgate

Splitgate Dev Tracker




18 Nov


15 Nov


13 Nov


11 Nov


08 Nov


07 Nov

Comment

Originally posted by Inevere733

Heard people saying that portals aren't as prevalent in SG2, did you guys change that or were they wrong? Looks really good here.

They are still as prevalent as ever! But to Cal’s point we have added a number of additional portal walls to the alpha maps based on alpha feedback.

Comment

Thank you! We appreciate you too!


03 Nov

Comment

So glad to hear this! Thanks for playing today and keep the feedback coming. We are here to listen.


20 Sep


14 Sep


06 Sep

Comment

We are out of time! But THANK YOU all for the great questions. We are creating a game for you guys, our community, and we appreciate all the time you spend helping us create a better game. We definitely plan to do this again. And in the meantime, please keep the questions and feedback coming. I tried to get to as much as possible and tackle all the questions with lots of upvotes, but apologies if I didn't get to your question. Even if I'm not able to respond to everything though, I spend a lot of time reading everything so there is a good chance I will see it!

This alpha demo has been a VERY SMALL sample of what's to come (like less than 10% of the final game) but it was a great start for us to get early feedback and was extremely helpful. Lots more to come, so keep the feedback coming! Thank you!

Comment

Originally posted by darkbarrage99

part of what made the original splitgate so good was it's map design, especially the verticality and placement of portal walls. this is ultimately what made the game stand out as something more than a generic arena shooter. the current map design, as many have put, it seems to lack these two crucial features and can be easily played without use of portals at all. are there plans for future maps to remedy these issues?

also, how high of a priority is custom map creation in sg2? will it be a "forge-esque" map maker or will there possibly be an external editor we can use?

bonus question: will there be crosshair options like the first sg, or a more modern crosshair factory? i for one am particularly anal about fps games with bad crosshairs to the point i won't play them if i can't edit or change the crosshairs if they're bad, and i'm sure i'm not the only one lol.

Thanks for the awesome questions!

  1. Thank you! I made those maps, so I appreciate the kind words about them! We definitely plan to have maps with more verticality and more portal opportunities. I think what we are trying to avoid this time around is situations like Oasis where you can camp behind a portal the entire game and see the entire map. We want it to be fun to play while you are still learning the portals, but still maintain a super high skill ceiling and opportunity for creative expression through awesome portal plays while mastering the portals. I think the maps in our alpha demo play it safer portal wise than many of the future maps that are coming (Ozone and Zenith are 2 of the smallest maps in the game btw), which is exactly why we included them so that we could get feedback on the more controversial changes early. While I do still enjoy those maps and there are lots of triple portal opportunities, I also see that they are not as crazy and vertical as so...

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Comment

Originally posted by Toneww

Is custom map creation a high priority after observing its impact on SG1?

Not able to share anything yet, but I do love forge and the Splitgate map creator ;)

Comment

Originally posted by IBryciuS

Are you going to give SG1 the Overwatch treatment and take it offline when SG2 launches?

TBH this is still TBD. It will certainly be live through the remainder of the year at a bare minimum. But this is a lot trickier than just a yes or no. While there is a cost to leaving it up, there is also a lot more to it. There are reliances on 3rd parties that need to be maintained or could break the game. There are also security implications when we aren't actively supporting it and its on an old code base. And lastly, there are contract implications with having Splitgate 1 and 2 live simultaneously with our various licenses (like with Unreal, Sony, XBOX, etc). We want to support it as long as possible if there is demand for it, but it is a lot more complicated than just leaving it on or taking it off to save some money. I wish I could give a more concrete answer but this is a problem for a future me to figure out and there are things outside of our control that impact this.

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Originally posted by Fuzk

Taco Bell or Chipotle?

yes

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Originally posted by chroniclesofhernia

Do we have any plans for a Linux native build, or even allowing Linux through Proton for further Beta/full release?
Thanks! Love the game, and I look forward to playing SG2!

I answered this about steam deck specifically above, but the TLDR which also applies to Linux is that we want to support Linux at some point and that the tricky part is making anticheat work for it as well. Keeping cheaters out is a huge priority for us, but we also have a lot of Linux users in our company and community, so we are actively discussing options! Thanks for the question. The more often we hear about this, the more likely it is to happen sooner!

Comment

Originally posted by three_3s_threeing

Howdy,

It looks like SG2 is greatly expanding on the lore of the SG universe - is the team working to tie elements of SG1 into the lore and give it greater context - or are you more starting from scratch? How do you decide what to include and what to ignore?

Thanks!

Great question! Lore wasn't really a priority in Splitgate 1 because we didn't have the resources. That said, we always wanted the Splitgate universe to be a positive sporty future and that is no different in Splitgate 2. One fun idea we had on how to tie in Splitgate 1 to the Splitgate 2 universe is that Splitgate 1 is a video game in the Splitgate 2 universe.