
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 →
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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
We are shipping in Early Access because the best version of this game is the one we build with you. From day one we will be in the game alongside the community, reading feedback, and shipping updates on a steady cadence based on player insight. Building out in the open lets us move fast and prioritize what players are actually asking for, instead of locking plans to a roadmap set in stone months prior. The more you play, report, and pitch, the better EMPULSE becomes. Here is what that means:
A roadmap driven by you, not locked in months ago. Expect new modes, maps, weapons, mechs, and meta playstyles, with plenty more waiting for everyone to discover through playing.
Balance and systems tuned with you, not at you. We adjust weapons, mechs, and modes based on how the community actually plays, and we tell you why.
Decisions made in the open. We share what we are working on, what we are holding back, and what we are still figuring out, so you can shape it before it ships.
No store, no battle pass, no microtransactions at Early Access launch. Period. Cosmetics are earned in-game through Gigs, progression, and events, with non-paid exceptions like Twitch Drops and wishlist incentives.
We’ve taken the game this far. The rest we build together.
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
Engagement
Hours played at review time, across 90 reviews with recorded playtime.
Reviews
Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
by far the most fun I have had in a game in FOREVER! the community in this game has been nothing but wholesome and helpful and we need to keep it growing! It may not be titanfall but it sure does come close and may be even better dare i say, other wise for the price it is not bad at all and would highly recommend it to others! have a good day everyone!
I don't really like any of the modes aside from TDM, but the core of a fun shooter is here so I hope they don't abandon it immediately.
very fun :)
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 !
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.
Do I recommend trying it? Absolutely. Just know you'll see the same folks frequently. Most lobbies I've been in have pre made teams, and those performing as a team will absolutely drop a steamer on your chest and use your schnaaz to wipe. Before I state my issues, I genuinely appreciate what these guys are tryna do with this title. It's honestly a lot of fun. I truly enjoy playing it and I hadn't felt my gamin-willy tickled like this since The Finals dropped. My only issue with it is that I can hardly get anyone I know to pick it up. Because of that, I hadn't picked it up in a week or so.. They are obviously very capable developers. This review not meant as a jab. Unfortunately upon my return, the average skill level rose exponentially. It's hard for me to want to continue because of this, especially knowing it's an early release title with an already shrinking player base. I fear this one will also go the way of SG2. Until 1047 is able to capably create a balance between engagement, retention, skill floor/ceiling, marketing discoverability, awareness, etc., and until they determine their actual audience, these titles will continue to die out 1-3 months after release, "early" or otherwise. SG and SG2 were COD/HALO/PORTAL knock-offs. EMPULSE is a Great Value Titanfall. I sincerely hope 1047 has learned to take constructive criticism since their poor attempt to ride off of shock value. I wish to see a day when the face of the company doesn't have to put other companies and titles down in order to attempt to artificially elevate themselves. I genuinely hope we see these guys link up with a serious publisher that can provide the guidance and funds needed for consistent success. All the best
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.
If you're a fan of old arena shooters like Quake, UT, or even Titanfall this has a similar feel. Fast paced, shmovement on point, skill based, arena fun.
I wouldn't bother. Titanfall has a bigger player base and much better netcode, movement, maps, guns, mechs... you get the idea.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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