Splitgate Devs’ New Titanfall-Like Game Looks Surprisingly Cool

Splitgate Devs’ New Titanfall-Like Game Looks Surprisingly Cool

I watched the first EMPULSE trailer alone in a noisy lobby and felt a weird mix of déjà vu and curiosity. You could almost hear the industry whisper: try Titanfall, but better. I surprised myself by liking what 1047 Games has sketched so far.

I’ve tracked 1047 Games since Splitgate first broke out, and I’m not handing out blind optimism. You and I both know the free-to-play arena is a graveyard for clever ideas that don’t find traction. Still, EMPULSE feels intentional—an attempt to answer a single question: what happens when a studio that learned its lessons goes full-on mech and vertical movement?

On the PC Gaming Show stage, the trailer’s bass made people lean forward

The short reveal before the PC Gaming Show felt like a dare: more verticality, more movement, and mechs that matter. 1047 Games framed EMPULSE as an arcade-style FPS that rewards player expression and skill, and yes—those words are meant to steady nerves and attract players who liked Titanfall. EMPULSE is a neon rollercoaster.

Image via 1047 Games

In a cramped playtest, someone shouted ‘mech down’ and the room erupted

That moment—teams rallying to take down a mech and immediately converting that kill into momentum—was the exact scenario 1047 leaned on in dev notes. They call mechs a “power spike,” comparable to fighting over the rocket launcher in classic Halo. The stakes are simple: a mech in skilled hands can decide a round; a crew that coordinates can steal it back. The mech is a hurricane in a steel suit.

Mechanically, EMPULSE stacks familiar toys: wall-running, grapple hooks, jump pads, throwable bombs that create movement opportunities, and—yes—Titans, but treated as contested objectives rather than a permanent state. That “push and pull” over mech control is the hook; the studio says some of the best playtest moments came from that swing of momentum.

EMPULSE grapple hook
Image via 1047 Games

Is EMPULSE like Titanfall?

Short answer: yes, and no. You’ll see the lineage—wall-running, vertical combat, giant mechs—but 1047 positions EMPULSE as an arcade-first game that centers on player expression. If Respawn’s work is the genetic code, 1047 is asking how to remix it for tighter, more competitive rounds.

When does EMPULSE enter early access?

The studio has slated EMPULSE for early access later this year, and it will be shown in more detail during the PC Gaming Show. If you want to be first in line, the Steam store page is accept-ably obvious—you can wishlist it now.

At my desk, I wishlisted EMPULSE on Steam and sat with mixed hope

Splitgate’s story is a reminder: good ideas don’t guarantee long-term success. 1047’s pitch is to pivot toward what their community has asked for—more movement, more verticality, more tools to express skill in a fight—and present that in a new package. The bet is that players who love fast FPS combat will trade nostalgia for something that feels immediate and playable.

Platforms like Steam and events like the PC Gaming Show matter here: they give EMPULSE visibility and a testing ground for whether the mech-as-power-spike idea lands with a broader audience. The free-to-play market has little patience; if EMPULSE charges a premium or relies on microtransactions, those decisions will be judged quickly by players and press.

I’m watching because this is a story about learning from failure and trying again, not about copying a winner outright. You can wishlish it on Steam if you want to follow along: EMPULSE on Steam.

Do you think 1047 Games can turn a second act into a real comeback or is EMPULSE just another nostalgic echo chasing a franchise name?