
Early Access Celebration extended to August 31st 🎊
EMPULSE's Early Access Celebration event has been extended to August 31st!
You now have the rest of the month to grind out all the event items

EMPULSE's Early Access Celebration event has been extended to August 31st!
You now have the rest of the month to grind out all the event items
Friday, Aug 7th @ 5PM PT is the deadline for the $5 Refer-a-Friend Launch Promotion. If you haven't referred others yet, there's still time! 🕑
Players who's referrals who have met the event requirements have already been paid or will be soon.
The largest content update we have shipped since Early Access launched is now live on all platforms. Update #3 brings Aim Down Sights for every weapon, the new Crescendo lightning gun (secondary anti-mech weapon), refreshed versions of Plaza and Harbor, a v1 Custom Games experience, bot updates (for custom games), dozens of new weapon camos, and a balance pass across weapons and mechs. Read on for more details.
https://reddit.com/link/1vbyacf/video/2l015kzyslgh1/player
The story of this update is the one we have been building toward since we launched the Experimental Playlist system in Update #2. You played the early version of ADS, gave feedback,and it earned its permanent spot in EMPULSE. Update #3 ships ADS on by default for every weapon, complete with red dot sights added to Coda, Percussion, Echo, Modulator, Compressor, Oscillator, and Opus, plus a batch of quality-of-life improvements around crosshair behavior, sight movement, and how FOV shifts feel while aimed in.
One note on how ADS shipped versus how you played it in the Experimental Playlist: the "weapons are less accurate when not in ADS" rule from the experimental version is not in the full-game version. We tested it, listened to how it felt, and decided it was one Experimental Playlist beat too many. ADS in Update #3 is additive, not a replacement for hip-fire play. We also heard a lot of feedback about the gun moving too much while ADS’d and it coming in the way of gunplay, so we’ve made big changes to address that feedback.
Update #3 also adds a new weapon to the arsenal: the Crescendo. Damage ramps up the longer you keep your beam locked on a target and drops back down when you miss, so patience and precision are what turn the Crescendo into a real mech-killer. It is going to change how Crews decide to engage a piloted mech, and we cannot wait to see the plays it produces.
Crescendo - New Secondary Weapon
Custom Games have also arrived in Update #3. Version 1 ships with a refreshed lobby setup, cleaner map and mode selection, and reworked Create Lobby, Find Lobby, and Join With Code screens. Game options can now be set the moment you spin up a lobby without digging through advanced settings, tie breaker rounds can inherit their configuration from the base game options, and setting health to 0 flips on infinite health for anyone running a party or a social session.
Plaza and Harbor come back with updated visuals this update, keeping the same layouts and movement lines you already know but sitting inside completely new atmospheres. Ships and vehicles now move in Harbor's background, and Drainage picked up a foliage polish pass along the way.
See you in Freehold.
-1047 Games
Early Access Update #3 arrives Friday July 31st, and it is the largest content update we have shipped since the Early Access launch of EMPULSE
You played the early version in the first Experimental Playlist, you sent us the feedback, and now it is official: ADS is graduating out of the experimental playlist, and becoming a permanent part of the game.
This is exactly what the Experimental Playlist system was built to do. You tested a big idea with us, you told us what worked and what did not, and it earned its spot in EMPULSE. We will have more details on how ADS is being rolled into the full game when we share more info on Update #3 next week.
We have been hearing a lot of feedback from players who want to play EMPULSE with their friends and communities, or who want to host events. We are excited to share that v1 of Custom Games arrives with Update #3, allowing players to further customize their EMPULSE experience. As with many of the features in Early Access, we hope you give feedback on what you would like to see added or changed with custom games as you spend more time with the feature..
Two maps are getting glow-ups in Update #3: Harbor and Plaza. Both maps have the same layouts and movement lines as before, but with new textures, surfaces, and character. Same gameplay, new atmosphere.
You will have to wait a few more days for the full details on the Update #3, but here are a few more QOL highlights that we are eager to share with our players :
See you in Freehold.
The team at 1047 Games
The Sentinel Experimental Playlist begins at 1PM PT today (approximately two hours after this post goes live) Find it then under Quickplay to queue it.
If you still need an ADS fix, you can queue it until the Sentinel Playlist goes live.
Thanks for all the feedback on the ADS Experimental Playlist so far. Based on what you've been telling us, we're reverting the increased hipfire spread we introduced in this EP.
Hipfire accuracy in the EP now matches Quickplay and Ranked, so it's back to what you're used to. ADS still gives you an accuracy bonus, so aiming down sights remains more accurate than firing from the hip. Everything else in the EP stays the same.
Thanks, all, and keep the feedback coming!
Early Access Update #2 is now live on all platforms! Today’s update brings our first Experimental Playlist to EMPULSE focused on testing ADS. Update #2 also includes Phase 2 of The Sprint, weapon balancing, changes to Ranked, and a number of additional fixes and improvements. Read on for more details.
https://reddit.com/link/1urx0fm/video/ar2x77hvh8ch1/player
https://reddit.com/link/1urx0fm/video/dfeb8zuqh8ch1/player
Early Access Update #2 drops on all platforms tomorrow, July 9 at 10 AM PT! We’re launching the first Experimental Playlist, and Phase 2 of The Sprint kicks off. The update also includes a big weapon balance pass, meaningful changes to Ranked and Mech v Mech TDM, a bunch of performance improvements, and a new speedometer option you’ve been asking for.
This is the part of Early Access we are most excited about. Experimental Playlists (EPs) are how we test out big ideas in real time before deciding whether they earn a permanent spot in EMPULSE. We would rather ship something rough that we can evolve over time with your feedback instead of iterating on a change internally until it feels perfect, hoping we get it right. EPs are why we launched in Early Access.
Our first EP is split into two phases:
ADS Playlist: This playlist launches with the update tomorrow, and features an early version of ADS (aim down sights) enabled on every weapon. After seeing your feedback over the last several weeks, we really wanted to get this change into your hands. Weapons are slightly less accurate from the hip, and more accurate when using ADS.
This is very much a work in progress – animations and balance are still being tuned, you’ll see some rough edges, and we have some fine-tuning to do on accuracy once we see how you play.
Sentinel Playlist (coming soon): A blockout (or early version) of a new map code-named Sentinel will come online next week. This one is focused entirely on getting your feedback on the layout of Sentinel before we move it into full art production. Your feedback will help shape the final version of Sentinel before art is finalized.
Tell us what you think of both on Discord and Reddit. This is exactly what the Experimental Playlist system is here for!
Ranked: Mechs have been disabled in Ranked for now. We are watching how the competitive experience evolves without them, and we’re considering how Mechs may come back with adjustments in the future.
EA Update #2 includes a deep weapon balance pass. More details will drop in the patch notes tomorrow, but here’s a short preview:
Along with the balance tweaks, every weapon except the Finale now has an additional progression level, which unlocks the new Chibi weapon charm.
We’ve also made several changes to P.A.I.N.T. Bombs and Mechs, including:
New speedometer in the top left corner.
New speedometer in the top right corner.
Provide a caption (optional)
Phase 2 of The Sprint begins with Update #2, and you’ll be racing to unlock the serialized, Legendary Reaper skin. Good luck, and let us know on social which number you get!
See you in Freehold,
-1047 Games
To celebrate EMPULSE coming to PS5, 2XP is LIVE on all platforms now through Monday morning!
Good luck in your matches this week, and enjoy the boost!
https://www.youtube.com/watch?v=OJ0EzokOydk
Thank you to everyone jumping in on PlayStation for your patience over the last week. We can't wait for you to join us in Freehold!
Heads up, PlayStation fans: EMPULSE arrives on PS5 on Wednesday, July 1 at 9 AM PT!
Thank you to everyone who's been patiently waiting for the PlayStation release, we'll see you in a few days!
The first EMPULSE update is now live! Update #1 includes crash fixes, performance improvements, a movement pass that should feel noticeably snappier in your hands (including a buff to Speed P.A.I.N.T.), a nerf to controller aim assist on PC, mech-on-mech balance changes, general weapon tuning, and more. Read on for the full breakdown.
Every Crew in Freehold has a unique identity that aligns across an ideological spectrum and every crew member expresses it in their own way.
What are some of your favorite potential designs? Let us know in the comments!
EMPULSE is better when more players are playing.
More players means more chaos, more movement, more clutch plays, more ridiculous P.A.I.N.T. moments, and more reasons to queue up again. So for Early Access, we’re launching Refer-a-Friend: a way to reward players who help bring more people into EMPULSE.
Share your code, bring your friends in, and earn in-game rewards and real cash when they play.
Every player gets a referral code. Share that code with a friend who is new to EMPULSE. When they buy the game, enter your code, and play 2 hours, both of you earn in-game rewards.
And you can also earn real cash for each friend you refer!
To earn cash rewards, you need to have a 1047 Games account. Once your referral goes through, you will get an email from us with instructions on how to claim your cash rewards.
We want to reward and celebrate players who help grow EMPULSE from day one.
Both the referrer and the referred friend earn in-game rewards.
Eligible referrers can also earn up to $5 per referral. Cash rewards may vary based on the referral’s local purchase price and region.
We know cash rewards can get confusing, so here's the gist: you earn based on what your friend actually spends. If they're in a region where the game costs less, your reward will be a bit lower to match, but in regions that are full price like the US, you will get $5 (not counting any potential bank processing fees).
To redeem cash rewards as a referrer, you need to:
Cash payouts are currently only supported for eligible players in the United States and Europe. That limitation comes from our payment provider’s current regional support, and we hope to expand availability to more countries in the future.
Players outside supported cash payout regions can still participate in Refer-a-Friend and earn in-game rewards.
For a referral to qualify, your friend needs to:
Referral codes are locked once entered, so make sure your friend uses the right one.
Cash rewards will take roughly 30 days to become available.
The reason is simple: we need to make sure the purchase sticks before we pay out the reward. This helps prevent refund abuse and keeps the program fair for everyone. Basically, you get paid once we do.
Once your reward is ready, you’ll receive a link with instructions for how to claim your cash. You may need to link your bank account and complete any required verification before funds can be transferred.
There is no upper limit to how much you can earn by referring friends. As long as you keep bringing in more players, you can keep cashing out!
If you earn more than $600 and are in the US, you’ll have to file a tax form - but don’t worry, if that happens you’ll receive an email with the correct forms.
On the flip side, the minimum cashout amount is just $5 (a requirement of our payment processor). That means you’ll be able to cash out as soon as you’ve referred one or two friends (depending on where they’re from) once they’ve played for a while.
EMPULSE is still early. That is the whole point of Early Access. We want more players in the game, more feedback coming in, and more friends stacking into matches together.
If you’re having fun, bring someone in.
If you think they’ll love the movement, send them your code.
If they want to fly across the map, slam into a fight, miss every shot, somehow win anyway, and immediately queue again, EMPULSE is probably for them.
Refer-a-Friend is live now!
Grab your code, bring your friends, and we’ll see you in Eidolon.
Participation is subject to eligibility, regional availability, applicable law, and the full Refer-a-Friend Terms.
Learn more about Serialized Skins, Sprints, and Gigs (Challenges).
Phase One is LIVE right now, and Phase Two begins July 9.
EMPULSE Twitch Drops are LIVE through July 8! Earn one set of Sorcery weapon skins after watching EMPULSE streams for one hour, and a second set after watching for two hours.
Anyone streaming the game on Twitch can activate Drops on their channel!
After 250,000 wishlists and a fantastic week during Steam Next Fest (read the recap here), EMPULSE Early Access is here! It’s available on Steam, and Xbox Series X|S for $14.99 (Normally $19.99, but it’s 25% off for the first week!) and will be available soon on PlayStation 5 once certification is complete. No microtransactions, no battle pass, no store… no MTX at the start of Early Access, just us building with you, the community.
This blog is a rundown of what you can expect at Early Access launch and how we are approaching the months that follow.
We are going the Early Access route because the best version of EMPULSE is the one we build alongside you. Our update cadence will be shaped by player feedback, not by a seasonal calendar.
To make sure that happens in practice, we are committing to a few things:
The Early Access build is a step up from the Steam Next Fest demo in size and scope. Here is what is new at launch:
Gigs are our challenge system in EMPULSE to earn cosmetics, and there are a variety of types to complete: Daily Gigs, Mastery Gigs, Crew Gigs and then there is The Sprint, which hosts phased Gigs for Legendary rewards.
Drops are another one of the ways you can earn cosmetics in EMPULSE.
Playing matches, leveling progression, completing Gigs, and a handful of other in-game activities earn you Cred. Take your Cred to the Broker and trade them in for an HDD Drop. Each Drop gives you a random weapon skin ranging from Rare to Legendary. Each gun skin can also be found with a rarer “kill counter” variant, which provides a viewable tracker of your kills with that particular weapon skin. Serialized Legendary weapon skins can also be found in HDD Drops. In case you were wondering, the hammer has skins too :)
https://i.redd.it/n58x06e3b99h1.gif
Every EMPULSE player gets a personal referral code at Early Access launch. When a new player signs up using your code and meets the referral requirements, eligible referrers can earn a real-money payout of up to $5 per successful referral (depending on region and availability). You and your friend both get Cred, EMPULSE’s in-game currency.
We want to put EMPULSE in front of the players who will love it most, and you know your Crews better than any ad we could run. This is our way of saying thanks for the players you bring with you.
There are regional restrictions that prevent us from offering this system outside of the US and EU at launch but we are looking into options to make the program accessible in other regions in the future. Regionally-restricted referrals will still be eligible to receive Cred. More info coming on the Referral Program later today!
Twitch Drops go live beginning at 11am PT on June 24 and are live through July 8. Here’s how to link your account and how to earn them.
Account Linking: Link your Twitch account to a 1047 Games account to claim Twitch drops. Log in, or create your 1047 Games account here.
Drop 1: Watch 1 Hour of anyone streaming EMPULSE on Twitch
Rewards:
Drop 2: Watch 2 Hours of anyone streaming EMPULSE on Twitch
Rewards:
Starts: June 24, 2026
Ends: July 8, 2026
Welcome to Freehold.
The team at 1047 Games
Movement is freedom.
EMPULSE Early Access is now LIVE on Steam and Xbox X|S!
The demo was our first chance to put EMPULSE in your hands at scale, and you showed up. Thousands of you filled out our survey, started Discord threads, and gave feedback via X, Reddit, and videos. That kind of response is exactly what makes building EMPULSE in the open possible. We also hit 250,000 Wishlists which is an amazing milestone. Thank you all!
The demo averaged an 8.1 out of 10 on fun in the survey which shows us that the core of the game is landing. An 8.1 is not a 10 though and we know there is room for improvement. We are reading everything and here is what stands out most to us after the Next Fest Demo:
• Favorite weapon: the Modulator assault rifle
• Least favorite weapon: the Finale hammer
• Favorite P.A.I.N.T.: Speed
• Favorite modes: Upload and TDM
• Favorite map: Elevation
• Biggest art note: the character art style needs more personality
• Biggest gameplay frustration: fighting against mechs
Each of your responses gave a lot more specific and actionable feedback, but these are the initial standouts that we plan to act on. The Finale hammer is getting attention for day one of Early Access, and the art style and anti-mech feedback are both things we are exploring. Here is what came through loudest and what we are doing about it.
A few things were disrupting the player’s flowstate, and making the moment-to-moment action less fun.
1. The hammer was too strong. We are nerfing it for day 1 of Early Access
2. Speed P.A.I.N.T. was the obvious pick in almost every situation, and when everyone gravitates to one option, that is a balance problem. We have a small nerf for day one and we will keep tuning it based on how it plays.
3. The grapple hook is now slightly faster and holds onto more of your speed, so chaining movement feels as good as it should.
4. We are actively monitoring weapon balance and will have more to share on that soon. Balancing is never finished, and we will keep adjusting as more of your feedback comes in.
The most consistent piece of art feedback is that the game looks too clean and too simple. Early on we aggressively leaned into readability, both because this is a movement shooter and P.A.I.N.T. already adds a layer of color to the maps. The trade-off is that the world lost some of its personality, and we want that back.
We have the team adding more destruction and detail to the maps. We are also improving the existing characters to look more realistic, and we will be sharing character concepts soon to get your input on where we take character direction next.
The below image is very early exploration on how we are adding more “character” to the maps.
(Early Exploration, in-engine)
A lot of you want more room to move. Our level design team is building two new maps, both of which are bigger than anything in the game today. We plan to drop them into an experimental playlist in the coming weeks so you can play them early and tell us what is working before they reach the main rotation.
The below image is a WIP blockout (very early, and not final art) for an upcoming map that we’re excited to have you all playtest in the future.
You want the option to aim down sights, but not at the cost of the accurate hipfire that makes the movement feel good. We are working on ADS animations now. Rather than just adding ADS to the game, we will share work-in-progress videos as it comes together so you can weigh in before it hits the game… and eventually test ADS in experimental playlists before implementing it into the main experience. Make sure to join our Discord to see the WIP videos and give us feedback.
You want more variety and more depth from the mechs, and we’re working on two things already. First, an animation to get into the mech, so players have to fight harder to cleanly enter a mech. Second, we are exploring ways to add variety, starting with different mech weapons, and possibly entirely new mech types in the future.
Right now the hammer carries a lot of the weight as your answer to mechs. After reading through the initial feedback, we noticed that a lot of players want a variety of secondaries, both to customize their playstyle and to counter mechs. We are exploring concepts for alternate secondary options and new dedicated anti-mech secondaries.
We could keep this list going, because you gave us a lot to work with. The more of you playing and talking to us, the faster EMPULSE becomes the game we all want it to be. We will keep reading your feedback, developing in the open, and shipping updates as quickly as we can. See you on June 24 for the start of Early Access and keep the feedback coming.
See you in Freehold.