
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 2,400 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
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.
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% | — | $835.7K |
| $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 397 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
may be one of the weirdest games of all time, and not in a good weird more in a bad weird, I feel like im playing splitgate 2 but with mechs, prolly best if you just save your money for a different game
As most expected, the game wont make it out of early access and if it does it wont feel like anythings changed. Typical of the devs. very mildly ok gameplay. Would be fun for a week if it were free. not worth money. Any mention of this being like Titanfall is wrong. Sure it has mechs. Mech? its not a mech game. Its a bad arena shooter
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 398 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dont bother, game had amazing potential and was a blast. At the beginning. Now its a shell, studio grabbed cash and ran with it. Absolutely disgusting excuse for a game developer/ studio. Dont waste your time or money.
Had this game not been moved to Peer to Peer I would 100% recommend because at its core I think it’s a good game, between console and demo I have about 60 hours into this game and really enjoyed myself. From movement, gun play and mechs, tho they were flawed I think this could have been good. Unfortunately 1047 just shot themselves too many times.
It sucks that this game is dying because it's actually pretty fun! Sat in matchmaking for 10 minutes, just went around practicing my shots in training grounds. Maybe if they dropped the price it'll get more traction
got the game full price when it released because I really enjoyed the demo just for them to make the most stupid changes they could have made, and then they stop developing the game :/
was fun but id like my money back if im getting 10 months less than the expected development time
OMG Amazing Gameplay The movement it so fluid and fun, kill time is perfect. fast paced.. cant say enough! What a breath of fresh air for FPS gamers! Hurry up and come play its f'in awesome!
Would rather petition to bring back Highguard than ever play this again after 1047 fumbles a bag this hard. 2 month life span, tragic.
1047 has lost all credibility and reputation with the shutdown of this game. The whole reason why this game was even made in the first place was because Splitgate 2 wasn't doing well. So instead of trying to work on the game and try and maintain any type of community, they just jumped ship, stopped development on the game and made Empulse. I knew that this game shutting down was going to happen from the moment I played it. Movement and gunplay was good but that is essentially it. There really wasn't that much depth to the game and the mechs feel totally out of place. They feel like they were implemented last minute to appeal to Titanfall fans because there has been a desire for another Titanfall game. They are horrifically boring to play with and underpowered. The maps are way too small for 6v6 gameplay and there wasn't really anything interesting on the maps. The only creative idea I saw from this game were the paint grenades, which was a concept done 15 years ago with Portal 2, so it's not even a truly unique idea. Like I said before, 1047 has lost all credibility after shutting down Empulse. Empulse really shouldn't have even been made in the first place. It really sucks to see how 1047 has really just thrown ♥♥♥♥ at the players with what they have done with all of their games. In my opinion, they should have never even made Splitgate 2. They should have kept the first game going and should have tried to maintain a player base there (the first Splitgate was better anyways). But, time and time again they have shown that the moment things start to get tough for their game, they just ditch the project and then move on to something else. When Splitgate 1 started dropping players they shut development on it down completely. They shut the servers off and everything. I remember when they announced Splitgate 2, they said that they would a find way to reimburse players who had spent money on the game with skins or currency or whatever. Guess what never happened? Then, when they did release Splitgate 2, it was a totally different experience from the first game. Instead of a fun arena style shooter that felt like Halo but with fun portal mechanics, they tried to turn it into some stupid competitive hero shooter. When people rightfully didn't want to play it, they backpedaled and put the game back into early access. Then they re-realesed the game with a ♥♥♥♥♥♥ battle royale mode that quite literally NO ONE asked for and no one really played. Then, when the player count dwindled again, they stopped development on the game. They then made Empulse to try and appeal to Titanfall fans and make a quick buck. I haven't even mentioned the fact that Empulse was $20 to even play, which I knew immediately was a way to get some fast cash before they shut the game (and hopefully their studio) down. As one final ♥♥♥♥-you before their studio shuts down, they released this half-baked and uninspired game that was destined to fail, and now they get to suffer the consequences of abandoning what little player base they have left (if any). The reason why this pisses me off specifically is because I remember when I played Splitgate back in like 2019 and loved it. To this day, it is the best game they have ever released. Seeing them royally ♥♥♥♥ up time after time just pisses me off. They have shown clearly that they don't care about their games or their players. I know that 1047 will never see this review because they obviously don't listen to their community, but from the bottom of my heart, you guys ♥♥♥♥♥♥♥ suck.
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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