Daily Games
·16/06/2026
The screen glowed with a familiar, harsh light. For the team at 1047 Games, the title of the Reddit thread must have felt like a gut punch: “Can we ban Empulse posts?” With over a thousand upvotes, it was a stark reminder that a good idea isn’t always enough. Trust, once broken by a past launch, is a difficult thing to rebuild. This is the battlefield upon which their new game, Empulse, now stands.
To understand the tension surrounding Empulse, you have to remember Splitgate. 1047 Games had captured lightning in a bottle, a brilliant shooter that players genuinely loved. But the studio struggled with maintaining it, and the launch of a sequel soured much of that goodwill. Now, just one year after that stumble, they’re back, not with a quiet apology, but with a loud, jet-powered Hail Mary of a game. It’s a move that feels both brave and desperate.
At its core, Empulse is a 6v6 shooter that wears its heart on its sleeve—a heart that beats for games like Titanfall and Call of Duty: Black Ops 3. The free demo on Steam Next Fest reveals a foundation built on pure, expressive movement. You sprint, slide, grapple, and run across walls with a fluidity that feels immediately satisfying. It’s a game that seems to understand that outsmarting an opponent with clever positioning can be just as thrilling as a perfect headshot. The gunplay is crisp and arcade-like, a return to the simple strengths that made 1047’s earlier work shine.
6v6
The format signals that Empulse is aiming for classic team-shooter energy while layering mobility and arena-style expression on top.
But this isn't just a tribute. Empulse brings its own twists to the arena. The first is the mech. It’s not a constant presence, but a power-up, a temporary reign of terror with chainguns and rockets that can swing the momentum of a match. The second, inspired by Portal 2, is paint. Instead of standard grenades, you toss paintballs that create bouncy surfaces or healing pools. These aren't just gimmicks; they’re creative tools that add a splash of tactical color to the fight.
The demo’s identity comes from two additions that try to separate Empulse from its obvious inspirations: a momentum-swinging mech and utility-focused paint.
Mech power-up
A temporary, high-impact machine loaded with chainguns and rockets, designed to seize momentum rather than dominate the whole match.
Paintball utility
Instead of ordinary grenades, players deploy paint that creates bouncing surfaces or healing zones, adding movement and support options to fights.
However, the game’s visual palette is where its rushed, one-year development cycle shows. The maps, while functional as playgrounds for movement, are dominated by flat, grey surfaces that lack character. The time-to-kill feels punishingly fast, and some weapons, like the shotgun, feel wildly overpowered in their current state. 1047 Games seems aware of its precarious position, promising a $20 early access launch with no microtransactions—a clear penance for past mistakes.
The demo is a digital olive branch, extended to a community that has every right to be skeptical. The journey for Empulse isn’t about chasing the glory of another game; it’s about proving that its creators can listen, adapt, and finish the story they started. The game is in the players' hands now, and their verdict will be the final chapter.