
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
THE PEOPLE WHO PLAY THIS GAME CLEARLY ALSO PLAY CALL OF DUTY, NO ONE PLAYS THE OBJECTIVE AND NEVER PLAY AS A TEAM, IT WOULD BE A BETTER GAME IF PEOPLE START PLAYING TOGETHER INSTEAD OF CARING ABOUT THEIR K/D WHICH MEANS NOTHING AT ALL
【購入非推奨:正式リリース前に開発終了。Dedicated ServerとMatchmakingも終了します】 これから購入しようとしている人には、現在の状況を知った上で判断してほしいので書いておきます。 EMPULSEは2026年6月24日にEarly Accessとして発売されました。 Steamのストアページでは、 ・Early Access期間は9~12か月程度を想定 ・プレイヤーからのフィードバックを受けながら継続的に開発 ・マップ、武器、メックなどのコンテンツを追加 ・完成度を高め、正式リリースを目指す という内容が説明されていました。 私も今後アップデートされて完成度が上がっていくことを前提に、Early Accessの段階で購入しました。 しかし、発売からわずか約2か月後の2026年8月26日、開発元はEMPULSEのActive Development終了を発表しました。 つまり、 「9~12か月程度のEarly Accessを予定」 と説明されていたゲームが、 「約2か月で実質的に開発終了」 となったわけです。 さらに2026年9月3日には、Dedicated Serverと通常のMatchmakingも終了すると発表されています。 今後はP2P Hosting + Server Browser方式へ移行します。 これは、運営側のDedicated Server上で自動的にプレイヤーを集めてマッチを成立させる現在の方式ではありません。 プレイヤーの誰かがホストとなってゲームを立て、他のプレイヤーがServer Browserからその部屋を探して参加する方式になります。 P2Pという技術そのものを否定するつもりはありません。 しかしEMPULSEはオンライン対戦を中心としたゲームです。 しかも私がプレイしていた時点ですでにプレイヤー人口が少なく、マッチング自体が厳しいと感じることがありました。 その状況で、 ・Dedicated Server終了 ・通常Matchmaking終了 ・プレイヤー自身によるHostingへ移行 となれば、今後は「ゲームを起動すれば普通に対戦相手が見つかる」という環境すら期待しにくくなります。 誰かがホストを立て、そこに必要な人数のプレイヤーが集まらなければ、そもそも対戦自体が成立しません。 Early Accessなので、未完成であることや不具合があること自体は理解しています。 ゲームが面白いか、つまらないかも最終的には個人の好みです。 しかし今回の問題はそこではありません。 今後も開発が続き、正式リリースに向けて改善されていくゲームだと思って購入したにもかかわらず、Early Access開始から約2か月でActive Developmentが終了したことです。 さらにオンライン対戦ゲームとして重要なDedicated ServerとMatchmakingまで終了します。 そして、この状況になった現在もEMPULSEはSteam上で有料のEarly Accessタイトルとして販売されています。 これから購入する方は、 「現在も継続的に開発されていて、これから正式リリースに向けて大きく改善されていくEarly Accessゲーム」 だと思って購入しない方がいいです。 購入前に少なくとも以下は理解しておくべきです。 ・Active Developmentはすでに終了 ・今後の大規模なコンテンツ追加や継続的な開発は期待できない ・Dedicated Serverは終了 ・通常のMatchmakingも終了 ・今後はP2P Hosting + Server Browser方式 ・オンライン対戦は残っているプレイヤー人口に大きく依存する 私はEarly Accessで購入したことを後悔しています。 現状ではおすすめできません。
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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 397 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
unbelievable that they canned it so fast, thanks for stealing our money
Why does this game still have the early access tag when it's no longer being developed? And why sell the game at all? It's not being supported and the community is pretty much wiped out. The devs might as well make it free to play at this point
I had my hopes up. This game's pretty bad... like... really bad. If this was free to play i'd understand the quality. Heres the issues: Holy cheater count Holy aim assist The mechs have over shield to high hell, and you can't mount them to do damage or anything. This ♥♥♥♥♥ pretty ass.
Could be fun if it were not for the exeptional bad netcode and matchmaking. Takes around 5 min to connect to a lobby with at least 2 players from the other side of the world.
"We expect EMPULSE to be in Early Access for 9-12 months."
Incredibly unbalanced game. Controller players practically have auto aim. Maybe it will go somewhere but at the moment you're going to get farmed until you grind your way up to better guns and perks or what ever they call them. Not a fun game.
I liked the gameplay of Empulse because I have 500+ hours in Titanfall 2.This game held the first playtest I have ever played and I signed that NDA without second thoughts because I was excited for a new arena shooter. Them giving up active development on this game just months after release due to not making enough money was what I mostly expected due to this game catering to a niche genre like Titanfall but i gave them the benefit of the doubt to the extent of me paying for early access because I want this genre to live, they should have adjusted their expectations for how much they could have made from this game so they could have allocated the right amount of resources. I appreciate they will at least move to P2P matchmaking to keep this game and Splitgate Arena Reloaded still playable but they should have done more for both of these fun games. 1047 needs to own up and do better, Nadestraight made me aware of this game and from what I heard about how he was treated, they need to learn how to be appreciative and not destroy their relationships with people who supported this game because we are few in numbers.
Couldn't even be free to play so I didn't get rug pulled by the server closure just 2 months after release.
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
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| $2.1K | 10 | 80% | $9.99 | |
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