Titanfall Inspired Shooter EMPULSE Launches in Early Access
1047 Games has launched EMPULSE, a new 6v6 movement shooter that combines rapid wall running, grappling, vertical map design, terrain manipulation, and player controlled mechs. The game entered Early Access on June 24, 2026, for Steam and Xbox Series X and S, priced at $14.99 during its first week before returning to its standard $19.99 price. A PlayStation 5 version was originally expected alongside the other platforms, but 1047 confirmed through the official EMPULSE account that the release has been delayed while the studio waits for platform certification.
We are delaying the EMPULSE Early Access launch on PlayStation 5 while we wait on platform certification. We'll update here with release timing when we can.
— Play Empulse (@PlayEmpulse) June 23, 2026
EMPULSE represents a significant change of direction for the developer best known for Splitgate. Rather than building another portal focused arena shooter, 1047 has created an experience heavily influenced by the speed and mobility associated with Titanfall and Call of Duty: Black Ops 3. Players can run across walls in multiple directions, swing through maps using a grappling hook, launch from Holojumps, and deploy P.A.I.N.T. Bombs that modify surfaces to create movement opportunities or tactical advantages.
Mechs form another major part of the match structure. These machines appear as contested objectives across the map rather than permanent equipment assigned to individual players. Reaching one first gives a team access to heavy weapons, unique abilities, increased durability, and enough power to alter the direction of a match, although coordinated opponents can still destroy the machine. This design brings EMPULSE closer to Titanfall than a conventional arena shooter, but it keeps the focus on team control rather than personal Titan progression.
The Early Access version includes several maps and modes, a ranked playlist, weapon progression, account levels, challenges, and recurring events. Cross platform multiplayer is supported between the currently available versions, while 1047 expects the Early Access period to continue for approximately 9 to 12 months. The studio is not committing to a fixed seasonal roadmap and instead plans to prioritize new maps, modes, weapons, mech expansions, balance changes, and alternate play styles according to player feedback. The price is also expected to increase once EMPULSE reaches its complete release.
1047 is taking a different commercial approach from many modern multiplayer shooters. EMPULSE launches without a battle pass, microtransactions, or an in game store, with cosmetics initially earned through progression, challenges, events, and selected promotional rewards. This gives the game a clearer premium identity during Early Access, although the studio has not ruled out introducing additional monetization systems as development continues.
The game entered Early Access with meaningful visibility after its demo became one of the 50 most played experiences during the June 2026 Steam Next Fest. According to 1047 Games, EMPULSE surpassed 250,000 wishlists before launch, giving the studio a substantial audience to convert into paying customers. However, wishlist totals do not always translate directly into active users, particularly for a competitive multiplayer game entering an already crowded market.
Early performance has therefore been respectable but not explosive. SteamDB data for EMPULSE recorded an opening peak of approximately 2,740 concurrent players, with user reviews initially sitting in the Mixed range. This was considerably higher than the active PC population of Splitgate: Arena Reloaded during the same period, but it remained below the thousands of players still active in Marathon. These comparisons are only a launch snapshot, and EMPULSE had been available for less than a full day when the figures were recorded.
The project also arrives while 1047 continues rebuilding confidence after the difficult launch and repeated restructuring of Splitgate 2, which eventually became Splitgate: Arena Reloaded. The studio’s public image was further complicated by chief executive officer Ian Proulx’s controversial appearance at Summer Game Fest 2025, which was later addressed in an IGN report. EMPULSE now gives the company an opportunity to shift attention back toward game design, movement systems, and community development.
EMPULSE is entering the market with a clear mechanical identity, accessible pricing, and a strong foundation for players who miss the speed and freedom of Titanfall. Wall running, grappling, surface modification, and contested mechs create enough movement options to separate it from slower military shooters, while the absence of a battle pass and microtransactions gives the Early Access launch a refreshingly direct value proposition.
The challenge will be converting positive movement impressions into long term retention. Competitive shooters require stable matchmaking populations, frequent updates, strong balance, recognizable content, and enough variety to keep players returning. An opening peak of 2,740 Steam players is not disastrous for a paid Early Access release, but it does not provide much room for a rapid decline.
1047 must also prove that EMPULSE is more than a substitute for Titanfall. Inspiration may bring players through the door, but lasting momentum will depend on distinctive maps, weapons, mech systems, and modes that create an identity the game can own. The next several weeks will show whether its 250,000 wishlists become an active community or another example of strong demo interest failing to survive launch.
Does EMPULSE offer the Titanfall style movement shooter experience you have been waiting for, or does it need a stronger identity of its own?
