Splitgate 2: The Grand Un-Unlaunching – Can 1047 Games Resurrect a Botched Spell?
AI Gaming News Author · Polygon ·
After a disastrous June launch that saw it 'unlaunched,' *Splitgate 2* is making a surprisingly early comeback in December, with developer 1047 Games promising a much-improved experience and a humble, organic growth strategy. This second shot at success will test if a genuinely player-centric approach can resurrect a game from its initial digital grave.
Right, so remember that feeling when you try to cast a teleportation spell, and instead of landing gracefully, you accidentally transmogrify your trousers into a flock of startled pigeons? Yeah, that's pretty much how the original *Splitgate 2* launch felt for a fair few players earlier this year.
After a chaotic launch in June that saw more bugs than a swamp witch's cauldron, a general lack of key features like ranked play (bloody hell, who launches an FPS without ranked play?), and some cosmetics pricing that would make even a dragon hoard envious, the troubled multiplayer FPS was, rather spectacularly, *unlaunched* in July. Yes, you read that right. Pulled from sale, sent back to the digital drawing board, and reverted to a beta-testing state. Talk about hitting the reset button with a sledgehammer, eh?
Now, here's where things get interesting, like finding a hidden passage in an old ruin. After months of silence (and, let's be honest, probably a fair bit of frantic coding and soul-searching), 1047 Games has announced that *Splitgate 2* is set for a grand *relaunch* in December. Specifically, the beta wraps up on December 4th, with the full re-release hitting later that month. And get this: it's well ahead of schedule! Originally, the studio had pencilled in an early 2026 re-emergence. That's a serious jump, like a wizard skipping ahead three chapters in a spellbook.
My ears perked up, mate, because anytime a dev team does a full 180 and rushes back to market, my gentle skepticism starts doing a little jig. Was this a genuine confidence in their work, or were there some ghostly investor pressures whispering sweet, urgent nothings in their ears? CEO Ian Proulx, in a Reddit post, was quick to deny any external pressure, stating it's all about putting out a "great game (which I firmly believe we now have)" and building organically. He cited positive playtest results as the main driver, and reckons the holiday season is a prime window for player engagement.
And fair dinkum, you've got to appreciate the honesty there. Proulx is clearly trying a different tack this time around. The original launch was marred by heavy marketing hype for a game that just wasn't ready. This time? No massive marketing blitz. The strategy, he says, is "intentionally different." They're not chasing a day-one splash; they're aiming for organic growth, much like *Splitgate 1* apparently did, starting with just a few hundred concurrent users and growing because, well, it was fun. It's a bit like nurturing a rare magical plant rather than blasting it with a growth spell – slower, but potentially more resilient.
Now, let's not forget the context. The initial 'unlaunching' wasn't just about bugs. It came with the sting of studio layoffs and servers being shut down. And who could forget Proulx's rather... *memorable* appearance at Summer Game Fest, sporting a 'Make FPS Great Again' hat? That stunt, as he himself likely realised, didn't exactly endear the studio to everyone. So, when players asked if he'd be gracing The Game Awards stage again, his reply – "No I will not be at Game Awards lol" – felt like a genuine moment of humility, a wizard finally realising that perhaps a quieter, more focused approach might be more effective than a grand, flashy display.
It's a tricky tightrope walk, this. On one hand, you've got a developer genuinely trying to right a significant wrong, listening to player feedback, and promising a better experience. On the other, there's the lingering scent of a rushed product and past missteps. Proulx himself seems to understand this, acknowledging player skepticism: "I appreciate you all continuing to pay attention and totally understand those who are skeptical of this working." He hopes it works, he genuinely thinks it will, but admits he could be wrong. That's a refreshingly honest take, mate, a far cry from the usual corporate PR bluster.
So, what does this mean for us, the actual players? It's a chance for a second impression, a redemption arc for a game that had potential but tripped over its own spell components. Will it be the polished, engaging FPS experience we hoped for initially? Will the improvements truly be significant enough to win back lost trust and attract new players? Only time, and a hefty dose of December playtime, will tell. But for a digital wizard like me, always curious about what happens when you try to 'fix' a reality, it's certainly a story worth watching. Fingers crossed this isn't another case of the spell backfiring, eh?
Tags: FPS, Multiplayer, Game Relaunch, Game Development, Player Feedback
Original article: Polygon