
EMPULSE is a fast-paced 6v6 movement shooter. Wall-run, grapple, Holojump, pilot mechs, and P.A.I.N.T. your way through Freehold's vertical streets. Outmove your opponent or get outgunned.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 8.71/day in the week to Sep 3 → 6.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
EMPULSE is a fast-paced 6v6 movement shooter where movement is the weapon. Outmove and outgun your opponents across the post-utopian streets of Freehold, chain wall-runs into grapple swings into mid-air kills, and fight for Crews to control mechs for the ultimate power spike.
Movement is the foundation on EMPULSE. Every district in Freehold is built for chaining movement together and finding your flowstate. Here’s a look at the toolkit:
Wall-running: Run forwards and backwards, chain almost any mechanic into a wall-run, and ride virtually every vertical surface on the map.
Grapple hook: Build momentum, swing around cover, whip into a wall-run faster than you could on foot, or hook an enemy to reel them in for a one-hit melee.
Holojumps and jetpacks: launch off boost pads to keep the movement chain alive.
P.A.I.N.T. Bombs: Reshape any surface with Jump, Speed, Explosive, Heal, and Sticky P.A.I.N.T. Bombs to gain the advantage in fights.
Grapple into a wall-run, swing into a Holojump, slide into Speed P.A.I.N.T. In EMPULSE, every move flows into the next
Mechs are the most contested objective in a match. They act as a power spike that spawns mid-round and forces your team to fight for control. Two of them spawn at the center of the map at a time, and whoever claims one is piloting a machine built to take over a round. A claimed mech comes loaded with a full kit:
Chaingun that ramps up the longer you hold the trigger
Rockets that delete anyone caught in sight
Melee that hits enemies for heavy damage and knocks them back
Deployable bubble shield to lock down a position or act as cover
Charge jump that launches the mech high into the sky, then slams down with a shockwave, crushing anyone caught underneath on impact
Dash to reposition with surprising speed, especially for something so massive
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 1.7Kreviews | 61% | — | $838.3K |
| $19.99 | 553ratings | 81% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 400 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great game but no one plays it anymore
スピーディーなアリーナシューターという感じで非常に良い アジアサーバーが日本からだと遠すぎて、弾速のある武器が非常に使いにくく、かつ高機動のゲーム性と相まってすごく撃ち合いがしにくいのが難点 アーリーアクセスなので製品版に向けて諸々良い方向に進むのを期待
Fun game! The movement for an arena-style shooter is pretty quick to pick up, but there's room for getting much better at it, and using movement for skill expression. And the shot registration is among the best in FPS games for me on the west coast of the USA.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese +4 more
Hours played at review time, across 401 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]EMPULSE offers a movement-based playground, alongside solid first-person shooting. [/h2] [b]The Strong Suit[/b]: The main thing the game deserves to boast about above all is the sense of maneuverability, speed and control of your character while airborne, wall riding, grappling and sliding. Using Jump P.A.I.N.T (more on that later) and then bouncing hard off walls to gain a lot of momentum becomes addictive in a great way. There's a speed count you can enable in the settings, the way you would activate your FPS display. Seeing that number ramp up rapidly gives you a good high. Speed can be both your friend and your enemy in a gunfight, so there's a good bit of learning how to use the movement in an advantageous way. It's - in all the sense of the word - fun to hop around. As long as you're cool with players doing the exact same thing and trying to track their movement. [b]Colorful Utilities[/b]: P.A.I.N.T is essentially splash grenades that work for you or against you. Let me explain. There's Jump, Speed and Heal nades, that when thrown on a surface and you're in the pool of it, the corresponding effects apply to you AND your teammates and linger for a sec or 2. Then there's Slow and Damage nades, which you preferably throw at enemies (but you do you). All effects feel good and the throw of the nades feels fast, there's an upgrade to throw it faster and have their effects extended + pool size increased. [b]Weapon Feel[/b]: Firing any weapon feels meaty. Sound design and feedback is in good offering here. Hitboxes feel very fair and hit registration has been splendidly responsive in my experience. Kills feel satisfying, sound and visuals back that up. Headshots are difficult to land but super rewarding, got a nice pop to it too. Gunning down airborne enemies while being a speed demon yourself makes you feel powerful and it's a feat to master it. [b]Weapon Selection[/b]: The guns are limited at the moment, but there is something for everyone here. ARs, SMGs, a Shotgun, a Sniper etc. You can pick one gun at a time and you always have your trusty hammer as a secondary. There's a rewarding sense once you use a gun a lot and learn to use it properly, unlocking important attachments the further you level it up. Most weapons feel balanced, except of an SMG that fires explosive rounds. Damage output is high and fast. At the receiving end of that, you get overwhelmed and flinched, that would need a rebalance in the future. The shotgun's range is also something to look at. [b]"Okay, what do I do with it?"[/b]: When it comes to progression, this is a very standard of the mill point, with practices of daily objectives present. 2 Season Pass interfaces: You've got your Level rank up rewards in form of a season pass and an "Early Access Celebration" season pass. BIG PROPS to the team for not including microtransactions anywhere in-game, which gives a massive positive mark towards me recommending the game, personally. Unsure if the team will follow the footsteps of traditional FOMO or go the way of "You can do this later". If you dislike this "daily objectives, season passes and box checklists" format, you won't find anything here that'll change your mind. Also, leveling up your character doesn't feel like the main drive here (past a certain level at least), more so the very well designed gameplay can do the talking for you. [b]Trampoline Enjoyer to Professional Skyscraper Cleaner[/b]: Character upgrades are tied to your level and are helpful to the fight, like longer grapple, heal slightly when getting a kill or mech healer for faster mech health regeneration. You are motivated to level up for your character, at least for the first 20-30 levels. You can equip up to 3 upgrades and they are impactful enough to care about getting them. [b]"Lore?"[/b]: Story is pretty much a nothing-burger. I'm not sure players who press play on this type of game expect a robust story and characters. That being said though, the game's style by itself is fairly generic and lacks identity. If you stripped "EMPULSE" and showed me the banner artwork for this game, I wouldn't for the life of me know what the game is. It's going for a futuristic corpo vs punk militarized city aesthetic, however there's nothing that jumps out as unique to someone familiar with the setting. [b]Modes[/b]: Modes are the standard tried and true modes, with Team Deathmatch, Control and Capture the Flag (or "Drive", a throwable ball). There is even a Mech Deathmatch mode that is experimental. Mechs feel tanky and slow, with a Dash, Shield and Rocket ability selection. No complaints with that honestly, and as runners mechs are easy to deal with. The standout mode imo is a "Hold the Flag" like mode, where a runner needs to carry the "Drive" for a set amount of time to score a point, so the match turns into a full on chase around the map, movement shining particularly here. [b]City Tour[/b]: Map design favors the movement. Walls, ramps, all placed right to help build up momentum. The layout of each map has advantages and disadvantages for differing playstyles, as there should be. In this case, they are visually distinct with each other and not hard to learn. There's about 6 maps available. I will say that, because all maps can host all modes, some maps don't adopt certain mods appropriately. So e.g capture the point in this map really favors the defenders. Despite this, again, balancing is in good standing as is right now. Spawns also seem to work properly, although it is easily predictable where the spawn will happen in association with enemy locations. Good maps. [b]"Drip?"[/b]: Cosmetic items don't really speak to me, it's just more of the generic style that was mentioned prior. Weapon skins, character models and skins, charms etc. For "Player Expression", honestly? Really lackluster. [u]For reference[/u], all this is coming from a player who has reached level 60, 70 should be the max. I have played exclusively Quickplay, not Ranked. I imagine it's a sweatfest. I plan to play some more of this game, given it's maybe the only game right now giving flowers to fast-paced "in the flow" movement, an enjoyable offering. This review was made during the game's Early Access period. The hope is to help you make an informed decision! [h2]If you love great feeling movement and don't mind an Early Access feel to games, I recommend you give this game a fair shot. No matter what your thoughts are about the studio making the game, having a shooter focused on movement feel available in the current market is great and the team's efforts on making a serviceable package with that same movement at its core has definitely paid off.[/h2] IMPORTANT: [i]Keep in mind, there is forced cross-play in this game, and at the time of this review, console or controller players have a significant advantage against PC players. The stickiness of the aim assist is apparently absolutely disgusting, which is #1 of the tweaks 1047 need to make right away.[/i]
Comment c'est fluide !!!! Je me régale sur le jeu olalala !
>Copy paste 70% of the previous game, Its just different looking weapons + new maps + 2 added gimmicks >Put minimal effort into the game >"Alas the game did not meet our targets. We're shutting it down, thanks for your cash spend on MTX, You're not getting it back: >"MAKE FPS GREAT AGAIN" Truly, one of the most incompetent studio
Honnêtement j'ai pas mal hésité à mettre 20 balles pour un FPS qui à plus la tronche d'un "F2P pas ouf" sur les vidéos... Et au final je regrette de ne pas l'avoir acheté dès sa sortie car c'est honnêtement le FPS le plus nerveux et rapide que j'ai eu entre les mains de toute ma vie. Si vous êtes des anciens joueurs de Quake 3 voir de son mod "Urban Terror" de l'époque, foncez c'est un mélange des deux sous adrénaline... Ultra rapide, ultra précis et Ultra optimiser pour la compétition, 144 IPS et pas un seul de moins peu importe ce qu'il se passe à l'écran. Il y a des armes pour tout les gouts et elles se valles toutes en fonction de la map, du mode de jeux ect... Tout ce qui est cosmétique est déblocable avec les points que l'ont gagnent en jouant, 0 microtransaction mais rien que pour la propreté du gameplay il vaut largement son prix.
This feels like someone trying to fill a void that respawn cant fill anymore ( thanks ea 😭😥) On its own though its pretty solid as an Fps, doesn't have skill based match-making (thank god! I dont mind God tier people in my lobbies. Reminds me of the early 2000's Will have to update this when i put more hours in, but starting out i love it !
game was fun, but it's unfinished and abandoned now. terrible company.
I highly recommend this game. the movement is the best i have seen in a very long time and i really want more people to play this game. The gun play is fun, the movement is fast and smooth, the game modes are interesting. Honestly the mechs are the weakest part but with talks of new types being added I thing that will change. It makes me sad that so many people refuse to try this just cause of the devs when clearly this is a totally different approach and they are actually listening to the players.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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