Context#
Just before Splitgate2 formerly went up on steam since the download was live I wanted to try and speedrun and test my skills to see if I could get the game working offline or even with a private server before ever actually seeing the game in proper working conditions.
This was during August 2024 when Splitgate2 first got announced and a playtest got put on steam.
Offline Tool#
As just a backend can’t complete too much asides the lobby and accounts, I needed to create a DLL (dynamic link library), which I will not reveal how it is used or accomplished as that could lead to bad actors who want to exploit the game, to hook into game logic to reimplement missing server only code.
My first attempt at this offline was very very primitive, it had no HUD and no guns equipped.

The second iteration everything I had read and understood and fixed just kind of fell in place and now the game itself would spawn me a player, give me a loadout and give me the HUD.

As I was the server I could now have free and full control with the game and have some fun and mess around with the weapons. Whilst the first thoughts from people were that I was going to leak all the unreleased content, I settled it and promised I would not unless I know the content is released. An example with this since it is now known, every weapon that came out post life was kind of hiding in the first early playtests either via full assets or name references but I held that back as it would ruin their surprises.
Custom Backend#
One of the things I managed to speedrun and semi complete to a state where I could login and get to the lobby screens was a quick protobuf C# backend that had very basic implementations as it was from before the servers even went up so I had no full information about how these requests and responses were meant to work, it was tons of brute forcing.


