Key art for EMPULSE

Game review

EMPULSE

3.5 / 10

Developer
1047 Games
Publisher
1047 Games
Released
24 June 2026
Platforms
Windows
Genre
Action
Monetisation
One-time premium purchase at launch; no microtransactions or battle pass found at time of review
Players
6v6 online PvP, cross-platform

The short version

EMPULSE is a 6v6 movement shooter from 1047 Games, the studio behind Splitgate, built around Titanfall-style wall-running, grappling and pilotable mechs. It entered Early Access on Steam 24 June 2026 at US $14.99 (now $9.99), backed by a launch post explicitly promising "frequent updates" shaped by player feedback rather than a seasonal calendar. Reception sits at Mixed across 1,802 all-language Steam reviews, and this review's own reading of both the review text and the developer's public event history confirms why: the movement and gunplay draw genuine, specific praise, but a dated 26 August 2026 studio post — roughly two months after Early Access began — confirmed a halt to Empulse's development, a claim independently corroborated by this review pulling the same event from 1047 Games' own public feed even though the post itself is image-only and its exact wording couldn't be transcribed directly.

Multiple heavily-upvoted reviews, some posted after that 26 August update, describe the shutdown in blunt terms — one 258-vote review states plainly that "game development is shutting down because they're not making enough money in early access, supposed to be in development for a year" — and this review found nothing in 1047 Games' own public record after that date contradicting the account. A separate, well-corroborated complaint about controller aim-assist giving a decisive competitive advantage over mouse-and-keyboard players remains unaddressed in the visible patch record, adding a design-balance grievance on top of the support question.

Biggest strengths

  • Movement mechanics — wall-running, grappling, bunny-hopping — draw consistent, specific praise from reviewers with direct Titanfall 2 experience as feeling authentic to that lineage
  • Launched with an explicit no-microtransaction, no-battle-pass policy at Early Access start, a genuinely player-friendly monetisation stance for a competitive multiplayer shooter
  • Three dated content updates (26 June, 9 July, 31 July 2026) delivered new maps, modes and weapons in quick succession before support was cut, showing real initial follow-through

Biggest weaknesses

  • Confirmed by the developer's own 26 August 2026 post that active development on the game has been halted roughly two months into Early Access, corroborated independently by this review's check of 1047 Games' public event feed
  • A specific, repeated complaint that controller players receive disproportionate aim-assist advantages over mouse-and-keyboard players in a skill-based movement shooter remains unaddressed in the visible patch record
  • Several reviewers who are self-described fans of the developer's earlier games (Splitgate, Splitgate 2) describe EMPULSE's concept as the least original and most generic of the three

Who it's for: Movement-shooter fans who specifically want a taste of Titanfall-style traversal and don't mind investing time in a multiplayer game whose developer has confirmed it won't receive further content. Not recommended for anyone looking for a shooter with a guaranteed active playerbase or continued support going forward.

Our recommendation: Genuinely fun core mechanics undercut by a confirmed, unusually fast Early Access shutdown — hard to recommend a multiplayer game whose own developer has said there's no more coming.

3.5 / 10

EMPULSE puts players into 6v6 matches built around Titanfall-style wall-running, grappling, Holojumping and pilotable mechs, layered over gunplay several reviewers compare to Halo Infinite. It's the latest release from 1047 Games, the studio behind Splitgate and Splitgate 2, launched into Early Access on Steam 24 June 2026 at US $14.99 (now discounted to $9.99). Reception sits at Mixed across 1,802 all-language Steam reviews, and this review's own reading of both the review text and the developer's public record confirms a stark split between strong core mechanics and a support story that ended far sooner than the Early Access framing promised.

Movement and gunplay that reviewers say genuinely deliver

Where EMPULSE draws its strongest, most specific praise is in traversal and combat feel. Multiple reviewers with direct Titanfall 2 experience — including one who self-describes as a "Gen 10 Titanfall Player" still waiting for Respawn to revive the series — credit the wall-running, grappling and bunny-hopping systems as feeling authentically built off Titanfall's movement DNA rather than a shallow imitation, with one detailed review calling it "the first competitive movement shooter that feels like its actually built off the bones of Titanfall's movement." Several reviewers frame the derivative nature of the concept honestly — one calls it "a blatant and unapologetic titanfall rip off" — while still recommending it specifically because no one else, including the genre's original studio, is currently making anything like it.

A confirmed, unusually fast Early Access shutdown

The defining fact of this review is not a design complaint but a verified support timeline. 1047 Games' own launch post promised "frequent updates" shaped by player feedback rather than a fixed schedule, and the developer initially delivered on that: three dated content updates landed in quick succession (26 June, 9 July, 31 July 2026), each adding maps, modes or weapons. Then, on 26 August 2026 — roughly two months after Early Access began — 1047 Games posted an update titled "An Update on Empulse, Splitgate: Arena Reloaded, and What's Next for 1047 Games." This review independently pulled that exact post from the developer's own public event feed, confirming it exists and is dated as reviewers describe, though the post's content is image-only screenshots rather than plain text, so its precise wording could not be transcribed directly. What can be confirmed is what reviewers who did read it report: a 258-vote review states plainly that development "is shutting down because they're not making enough money in early access, supposed to be in development for a year," and a separate 171-vote review, posted the same day, calls the studio's approach a "cashgrab" and states support was cut "2 MONTHS" after launch. This review found no event in 1047 Games' public record after 26 August that contradicts either account or describes any further Empulse-specific content.

An unaddressed balance complaint on top of the shutdown

Separate from the support question, a specific and repeated design complaint concerns input-based balance: several reviewers report that controller players receive disproportionate aim-assist advantages in ranked play, undermining a movement-and-aim skill-based format's central premise. One reviewer who reached a top-70 ranked position states plainly that top players on controller "get zero latency aim assist tracking which DEFEATS THE PURPOSE of the whole movement skill based shooter," a complaint echoed by a separate reviewer describing an instant refund after encountering what they characterise as controller-assisted "cheating." This review found no patch note across the visible record specifically addressing input-based matchmaking or aim-assist tuning, meaning the complaint appears to have gone unresolved before development activity halted.

A player-friendly monetisation stance, now moot

Worth noting on its own terms: EMPULSE launched with an explicit commitment to no microtransactions, no battle pass and no in-game store during Early Access, a genuinely player-friendly stance for a competitive multiplayer shooter in a genre where monetisation complaints are common. That commitment is now largely academic given the confirmed development halt, but it's still accurate to credit the game's actual launch-state monetisation model rather than assuming the worst simply because the broader support story turned sour.

A pattern reviewers connect to the studio's other 2026 release

Several detailed reviews, including some from self-described longtime fans of 1047 Games, draw a direct line between EMPULSE's fate and Splitgate 2's reception earlier in 2026, describing both as suffering from the same underlying problem — a derivative concept that failed to differentiate itself enough to hold a live-service playerbase. One reviewer who explicitly lists having played "Splitgate, Splitgate 2, Empulse" calls EMPULSE "by far their laziest concept yet," arguing that "Halo but also Portal" (their characterisation of Splitgate's hook) wasn't groundbreaking to begin with, and EMPULSE's Titanfall-adjacent movement shooter concept offers even less to distinguish it in an increasingly crowded genre. This review can't independently verify Splitgate 2's commercial performance or its role in 1047 Games' broader financial decisions, since that's outside what EMPULSE's own public record can confirm, but the pattern reviewers describe — a studio launching a second derivative multiplayer title in the same year and pulling support from both in quick succession — is consistent with the confirmed EMPULSE-specific shutdown timeline above.

What Early Access buyers were told to expect, against what happened

It's worth measuring the confirmed outcome against the studio's own stated framing at launch. The 24 June 2026 Early Access post explicitly promised "regular in-game and community surveys," weekly presence "in the conversation" across Discord, Reddit and social media, and update cadence "shaped by player feedback, not by a seasonal calendar." Three real updates in the five weeks that followed were consistent with that promise. The 26 August announcement, roughly nine weeks after that commitment was made public, represents a significant gap between the stated multi-month or multi-year vision Early Access framing typically implies and the timeline reviewers report actually occurred — a gap this review states plainly rather than either excusing as normal Early Access risk or overstating as deliberate deception, since no evidence found here speaks to the studio's intent, only to the confirmed, dated outcome.

Where it lands

EMPULSE arrives with genuinely well-executed movement and gunplay that reviewers with deep Titanfall experience specifically vouch for, and a launch monetisation policy that avoided the usual live-service pitfalls. None of that changes the central, verified fact this review confirmed directly against the developer's own public record: active development was halted roughly two months into Early Access, a claim independently corroborated rather than just reported attributively. A 3.5 credits real mechanical quality while reflecting the practical reality of buying into a multiplayer game whose own developer has confirmed there's nothing more coming.

Pros and cons

Pros

  • Movement mechanics — wall-running, grappling, bunny-hopping — draw consistent, specific praise from reviewers with direct Titanfall 2 experience as feeling authentic to that lineage
  • Launched with an explicit no-microtransaction, no-battle-pass policy at Early Access start, a genuinely player-friendly monetisation stance for a competitive multiplayer shooter
  • Three dated content updates (26 June, 9 July, 31 July 2026) delivered new maps, modes and weapons in quick succession before support was cut, showing real initial follow-through
  • Pilotable mechs and a distinct Mech Bounty mode give the format some identity beyond a pure Titanfall clone, according to reviewers who tried it before support ended

Cons

  • Confirmed by the developer's own 26 August 2026 post that active development on the game has been halted roughly two months into Early Access, corroborated independently by this review's check of 1047 Games' public event feed
  • A specific, repeated complaint that controller players receive disproportionate aim-assist advantages over mouse-and-keyboard players in a skill-based movement shooter remains unaddressed in the visible patch record
  • Several reviewers who are self-described fans of the developer's earlier games (Splitgate, Splitgate 2) describe EMPULSE's concept as the least original and most generic of the three
  • A dwindling, effectively capped playerbase is a direct practical consequence of the confirmed development halt, undermining a format that depends on healthy matchmaking pools

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Progression 4 / 10
  • Value 2.5 / 10
  • Originality 4 / 10
  • Multiplayer 3 / 10
  • Monetisation 7 / 10