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 Calβs point we have added a number of additional portal walls to the alpha maps based on alpha feedback.
Thank you! We appreciate you too!
So glad to hear this! Thanks for playing today and keep the feedback coming. We are here to listen.
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!
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!
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...
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 ;)
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.
Taco Bell or Chipotle?
yes
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!
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.
Will fun party game modes be returning like tbag confirmed and such?
I think we probably gave a false impression that we are prioritizing esports and competitive play over casual experiences. This is not the case! We definitely plan to add all sorts of fun party game modes like we had in Splitgate. Can't share specifics yet, but just know that party modes and more casual experiences are a top priority for us! But for our first alpha demo, we more wanted to focus on getting feedback of our core gameplay.
Will we be able to play natively on Steam Deck?
I was actually having a conversation about this 2 days ago with our Lead Anticheat Engineer Andreas! The reason this is tricky is because of a lot of the anticheat stuff we do is specific to windows and would not work or be as effective at keeping cheaters out on Linux. That said, it is something that is important to us and we are actively discussing options because we definitely want to be on Steam Deck and on Linux in general. Can't 100% guarantee yet, but it is actively being discussed now and we have a lot of steam deck users in our company who also want this!
Are the developers considering reworking the announcer in Splitgate 2? I've seen a lot of feedback that players would like the old announcer or something similar to him back as it was really fun hearing him announcing your killing sprees or double kills and all those things in a deep and silly voice.
Appreciate the question! I think our new announcers are closer to our original vision. Our vision (even in splitgate 1) was always to make a game that was a positive sporty future (I'm a huge NBA fan and my cofounder Nick loves formula 1 so we want to bring some of that energy to our game!) and I think the new announcer and in-ear coach is a bit closer to that vision. As for the old announcer, we have considered having some customization here (as well as for hitmarkers), but it's not something we have gotten to or committed to yet as it would require us to re-record everything and all the new lines with the previous announcer who we haven't actually talked to in years (so I'm not even sure he is still doing voice work). That said, as is the case with everything, we are always listening to as much feedback as we can and acting on it. I try to always read the comments in reddit, discord, etc. and so if this becomes a common request, you can expect it to jump higher on our priority li...
Read moreCan we get a classic arena mode with even starts and no abilities?
Thanks for the suggestion! TBH we haven't decided yet on this but its definitely been discussed and we hear you. And we want to hear what the community has to say and continue to get feedback. Right now our focus is to test the core gameplay, get feedback and iterate on it. That said, I always emphasize to our team that we need to be community first and listen to our players. If this is something that becomes a common request, we will act on it. But again, right now we are really just focused on testing and iterating on the core gameplay.