
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 | 1.8Kreviews | 61% | — | $838.6K |
| $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
actually really fun. if you wanna play titanfall or black ops 3 then here you go
this game was so much fun to play, i liked the movement pretty much and with the mechs its interesting too. But now the game is dead and no one is playing it literally and so i would not recommending buying it rn.
I asked for a refund after 3h of trying the game ... The game is fun so far but it also needs to be improved in terms of content to bring back a player community. You will have to wait 3/4 minutes between each session because there is not that much players playing it (see Steam Charts). Last important point : I would be happy to buy the game again if we have the possibilité to disable crossplay. Keep going lads, I'm sure you can do something good !
Media

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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
Honestly this is just worse Titanfall with a bad art style. To its credit, still not a bad game. But I'd rather just play splitgate 2 for free than this.
Maybe i'm washed but i find it too hard to play on mouse and keyboard after trying controller. I didnt think its that strong but i cant say much on it besides knowing i hit a limit when i usually play on mnk.
c'est bien
+
very siily game with great movment, after game vc reminiscent of early cs lobbies.
An interesting successor to TitanFall 2. What's done well is appealing. + Training while searching: Thanks a lot for this mode, I don't understand why every game doesn't have this. Big respect. + Monetization - Excellent strategy and doesn't overwhelm you. No 5-minute reminders or impact on gameplay. The currency for spins is distributed quickly, you can spin it – that's great. It's not great that you can't buy what I want for a fix. But time will tell whether the developers have any sense or not, but for now it's clear they do. + Movement - Wow, that's great, give me more. Almost like TF2, as an ideological and spiritual successor, wow. + TF2 is simpler and more arcade-like, I suppose, a feature of the engine. Nevertheless, it's enjoyable, intuitive, and has elements that are easy to learn and hard to master. It lacks a bit of depth like TF2, but maybe I just haven't figured it out yet. It's pretty unclear how to gain serious speed and maintain it, but that was the case in TF2 too, and it probably takes some time to figure it out. Without messing around with classes, it might be a bit of a bummer for some. + In my opinion, the double jump is better than the jetpack. It's a bit overpowered and exacerbates the auto-aim problem. That is, as you gain speed, you can change your trajectory in any direction without a speed penalty, and the jetpack also gives you the ability to change altitude by circling. Overall, it's great, but I miss the double jump; it's more enjoyable than the jetpack. Another nuance: the speed, etc., doesn't feel the same as in TF2. Of course, different games and different engines are fine, but my problem is that it's unclear how to gain speed on your own. There's no Source engine jump, no wall boosts like in TF2 (another Source quirk), and other minor issues. + It turns out that serious speed can only be gained from acceleration panels, where they exist, and if they don't... the grappling hook saves the day. Again, these are the little things that will make the game better; right now, it's more than just fun, cool, and youthful, and will give you 50+ hours of fun, hee hee, ... (There's one rocket per shot against infantry, that's basically it, the auto-attack is laughable) + The modes are quite interesting and creative, I definitely salute the game here, I hope they'll continue to develop these ideas in the same spirit. Between + and - + Progression - in my opinion, in the spirit of TF2, but in the current reality, it's a dead giveaway. It's not critical, but I don't understand why I need to play 10+ hours to get a weapon that's interesting to play with. Since the key weapon types have few variations, this creates a problem. If in TF2 you got AR/Sniper Riffle/Pistol/Shotgun with one variation each from the start and then unlocked variations as you progress, here you just unlock a gun. There aren't many variations yet, but that's not a problem. Again, the progression feels needlessly drawn out. What's particularly annoying is this: At the start of every game and every round, you wait 20 seconds for everyone to be "ready," and then another 10 seconds before the game begins. Why does it take so long? I don't know, I hope they fix it. The menu navigation is understandable, but tedious. I believe they'll make it simpler and more intuitive. I didn't like the Intel mode. The auto-aim issue. How many games has it ruined, and how many more will it ruin... I hope it's not this one. It feels like an unfair advantage. I really hope the developers can solve this dilemma, as it's a critical issue right now. At a fast pace, a person can't hold a clip to their body without a miss, but a gamepad can. Ultimately, they simply wipe you out without giving you a chance. The problem isn't so much the auto-aiming, but rather that I have no way to compete with them on the MCU. I can't outshoot them, I can't make them miss, and all the tools in the game don't give me the ability to outplay a gamepad. The above situation doesn't happen often. They're annoying, but not too much so far, and cross-platform support can be disabled. But objectively, it's a drawback. I really want the game to develop and become a worthy successor to TitanFall 2, with its own variations. With current news, more and more key creators of beloved games and mechanics are leaving behind nothing, and studios aren't trying to preserve their legacy, making mediocre games year after year, boringly similar to each other. **Bottom line: The game is awesome. It's fun to play. Buy it for yourself. Buy it for your friends. Play it in the evenings.** **To the developers, good luck and keep supporting the game.**
Genuinely good fun for casual & competitive movement shooting, awesome game
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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