Splitgate 2 Interview – Post-Launch Content, Player Feedback, Console Performance, and More

With the recent release of competitive shooter Splitgate 2, co-founder and CEO of developer 1047 Games, Ian Proulx, was kind enough to answer some of our questions about a wide range of subjects. These questions range from player feedback since the title’s launch, to plans for post-launch content, and even how game balance was affected by things like bigger maps in the switch from Splitgate to Splitgate 2.
The game is out now. What are your thoughts on player impressions so far?
It’s been quite positive from the people who have played it! We are seeing a lot of players enjoying how much variety there is with arena, Splitgate: Battle Royale and The Lab, and of course we are seeing a lot of love for the gunplay and movement, which are our bread and butter.
Are there any specific areas where you are listening to player feedback and are looking to improve?
Honestly everything. Community feedback is what drives us and helps us make the game better! And we read everything. I guess if there’s one area I am looking specifically for feedback on though, it’s the battle royale, just because that’s newer so we haven’t had as much time to iterate on it and learn from our players over the years.
“Community feedback is what drives us and helps us make the game better!”
While Splitgate 2 obviously has some big features differentiating it from its predecessor, what are some of the smaller things that do so that might not be too obvious?
One thing I think players might not notice unless they go back to Splitgate 1 and compare is we now have client side portals! This means when you spawn your portal in Splitgate 2, it spawns instantly instead of being dependent on your ping. It honestly makes a huge difference and makes portalling feel so much better!
What are the plans for Splitgate 2 in terms of post-launch content?
It really depends on community feedback. We are structured in a way where we can address community feedback and requests quickly while also having a lot of content planned ahead like maps, modes, and weapons. Also, a few more big surprises too of course 🙂
Some players think that the pacing in battle royale is a tad chaotic. Are you addressing that?
Our intention has always been to be fast. We want it to be more of an arena shooter BR hybrid. But we have also seen some frustration about seeing enemies through walls every time you kill an enemy, so we are considering removing that feature in favor of only showing enemies on radar when you kill someone. We think that will tone down the chaos while preserving the speed.
“Our intention has always been to be fast. We want it to be more of an arena shooter BR hybrid.”
Will the battle royale mode get more maps down the line?
Of course! The nice thing about having multiple worlds connected through massive portals is that it allows us to swap out worlds as we go.
Are there any plans to introduce new classes down the road?
Probably not, but it depends on what the community wants. We have built the game with 3 classes in mind, but I do have some cool ideas for more factions. But I think the game is probably better having just three.
Will we see The Lab getting expanded with more options?
Of course! We have built our team to support every part of the game. So this means we have devs who are dedicated to The Lab, in addition to devs focused on Arena and the Battle Royale. The Lab is hugely important to us and we plan to keep adding to it and iterating on it, just as we will with everything in the game. This includes new features, as well as just more content.
How much does having larger maps than Splitgate affect the balance in terms of weapon choice and the efficacy of portals in Splitgate 2?
Not much. We have built the maps to work with our gunplay and our sandbox, not the other way around. It’s definitely a tricky but fun design challenge making large maps work with portals and hitscan weapons though! It’s a big reason our battle royale map is actually 5 medium sized maps connected through portals, instead of just 1 large island.
“We have built the maps to work with our gunplay and our sandbox, not the other way around.”
What resolution and fps does the game run on PS5 Pro, PS5, Xbox Series S and X?
They each can run up to 4k or up to 120fps. Xbox Series S is 1080p scaled up to 1440p.
When it comes to the console versions, will there be enhancements exclusive to the PS5 Pro?
It’s something I would like to take more advantage of in the future. For now the big advantage is just having higher quality graphics, resolution, and framerate.