
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
i feel like a sucker for believing they could make something cool here, what a rugpull :(
Dead already, don't waste your money. I'm as close as it gets to a 1047 Games 'fan'. Played Splitgate, Splitgate 2, Empulse. This is by far their laziest concept yet, and "Halo but also Portal" wasn't exactly groundbreaking. Everything here just feels so incredibly generic, the exact same problem Splitgate 2 had. The mechanics are fun, they clearly want to listen to feedback, but there's no one left to give feedback. 1047's games are so generic in aesthetics and game modes that they've, once again, lost all momentum on a game within weeks. In my opinion, management is the issue. There's clearly no vision beyond "what if we made X game, but less predatory?" Which is a noble endevour, but there's no creativity here to make people want to care. I've tried to give this studio a chance, but it's clear Splitgate 1 was lightning in a bottle. I won't be checking out their releases in the future, especially not paid ones, and I encourage anyone reading this to do the same. Let the talented devs from 1047 go find leadership that can make real use of their talents.
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 397 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Do not buy! 1047 has abandoned this game after saying that it would be in early access development for 9-12 months, they made it 3 months before they pulled the rug. I think they owe everyone that purchased this a full refund. I will never buy anything from this studio again.
Decent game if you play on controller I guess, I made it to top 100 on MnK and only about 15 other guys in the top 100 are MnK. Aim Assist is broken theyved had to nerf it twice already. Queue times take 20-30 minutes to find a game, and the matchmaking is hot dog water. Waste of money dont buy.
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.
worst dev team ever
For context I have 200+ in SGAR, this game feels bland and soulless compared to SGAR. they could've just removed the portals from SGAR and had a much better version of this game without spending all that money (which they apparently didn't have to market SGAR and keep their staff). I feel 1047 need to stop making decisions now, since they keep making one bad decision after another.
Couldn't even be free to play so I didn't get rug pulled by the server closure just 2 months after release.
at this point just don't buy from 1047 games it just rug pull game company at this point
1047 deserves to burn to the ground for constantly ruining the games they make, good job morons
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 |