
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 396 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
THIS GAME IS A SCAM DO NOT BUY!! I REPEAT, DO NOT BUY! After today (08/26/26) This trash studio decided to cut all support in a EARLY ACCESS game that released 3 MONTHS ago. I and many bought this game to play this and want to see it improve. as for me, i got this game because i loved Titanfall 2 and wanted to show my part by getting this game. I wanted to play it when the game got better with content, features and qol updates. Now we who bought this game are no longer getting these things and now is cutting off servers and adding p2p matchmaking. I BEG YOU FOR THOSE WHO HAVE BOUGHT THIS CONTACT VALVE VIA STEAM SUPPORT. DO NOT LET THIS SCAMY COMPANY GET AWAY WITH THIS! I bought this about a month and a half ago. EDIT: I got my refund thank you Valve!
Wanna be Titanfall that fell off because it feels more like COD. Titanfall 2 literally has more players. Save your money.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 397 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
game development is shutting down because they're not making enough money in early access, supposed to be in development for a year. turns out to just be a cashgrab before jumping ship. I'm never buying another game from 1047 games
Empulse feels like the end of a pretty strange chapter for 1047. They went from a tiny team making Splitgate to suddenly having millions of players and a $1.5 billion valuation. I imagine COVID probably helped create the perfect storm. The problem is that they never really seemed to understand why they took off in the first place. Halo with portals is fun, and yet that core idea barely got expanded on at all. Most of the feedback from the original Splitgate seemed to get ignored. Instead, they spent the next several years chasing stale trends, implementing features nobody was asking for, repeatedly resetting direction, eroding player trust, and trying to build something large enough to justify a valuation that the actual market didn't support. Even when they finally "went back to their roots" with Arena Reloaded, they mostly ended up back at Splitgate 1 rather than meaningfully expanding on it in the ways players had been asking for all along. The timing of Empulse makes it feel like a last-ditch attempt to stop the bleeding. Maybe I live under a rock, but I never even knew the game existed until it announced that active development was ending. Empulse itself is actually fun, especially once you get the hang of the movement. Sliding around, wall-jumping, and grappling all over the place feels great, the gunplay is enjoyable, and there is a genuinely good game buried in here. But it launched into Early Access and barely received two months of active development before 1047 announced that both Empulse and Arena Reloaded were no longer financially sustainable to support. I do give them credit for converting the games to peer-to-peer hosting instead of simply making them unplayable. In the context of the Stop Killing Games movement, I think that deserves kudos, and I hope we see more of that from other studios. I just wish the achievements were not server-side, since those break permanently when the backend disappears. Steam achievements generally don't need to work that way. Ultimately, both Splitgate and Empulse feel like wasted potential. 1047 clearly knows how to make enjoyable shooters, but I think they became victims of their own success. That massive valuation brought in senior talent from major franchises and encouraged heavy spending on things like server infrastructure, but it also seems to have raised the bar for what counted as success. Once every new release effectively needed to become a breakout hit to justify the costs, anything less was going to look like a failure. And that's what makes this whole saga so frustrating. To me, it's a major misallocation of talent and resources, and it's a bummer that these games never got the chance to become what they could have been.
I recomend it but dont at the same time. Its just unbelively bland, movment is fun and easy to pick up, some guns feel good others dont. If you want this game just for the mechs defo recomment against it. Game is just mid.
Hey 1047, I know all of you guys rug-pulled us on the final development update. Why not give us a refund? I had fun playing it while it lasted for a while. Thank you, 1047, for this unsuccessful comeback on the marketing side, and good luck moving out to spread awareness in the industry.
Devs have stopped active development on what was promised to be a live service game.
Blank looking maps the same goes for the heroes below average gunplay mixed with nonsense adhd movement no clue for who is this game made
With over 250 hrs on record now, i can solidly say i have a good judge of this game as the following: The Gunplay and movement are what makes this game a standout in terms of best in class. The Movement and flow of the game is fun and precise for an early access game, with continued updates and tweaks this game deserves a chance to thrive in the FPS genre. In my opinion everyone should be giving this game a try. The devs are very responsive and i have to champion the Anti-Cheat dev for swift and fast responses for banning cheaters. There are also ZERO cheaters in this game which is another big win that most modern games suffer from this issue. Devs have listened to the community feedback and implemented changes prompty based on those feedback. While the dev team is small content updates do take longer than most games, which is one of its only down sides. OVERALL 8/10
"come along for the journey, and help us build the best game possible." This game's lifespan lasted exactly 4.5 Concords.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1K | 10 | 80% | $9.99 | |
| — | 5 | 0% | — | |
| — | 0 | — | — | |
| $13.9M | 286.3K | 96% | $4.49 | |
| $1.7K | 25 | 100% | $2.99 | |
| $735 | 4 | 100% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $835.8K | 1.7K | 90% | $14.99 | |
| $835.2K | 2.4K | 80% | $15.99 | |
| $836.2K | 1.5K | 77% | $24.99 | |
| $835.1K | 1.8K | 81% | $14.99 | |
| $835K | 6.8K | 85% | $7.49 | |
| $834.8K | 1.7K | 76% | $14.99 |