Following a turbulent launch for Splitgate 2 and its subsequent pivot to Splitgate: Arena Reloaded, the team at 1047 Games is returning to the spotlight just one year later with a fresh project. Stepping away from the “Halo-meets-Portal” concept that defined their previous hits, Empulse (stylized as EMPULSE) embraces a high-octane, Titanfall-inspired movement shooter aesthetic. The studio is targeting an early access release for the title later this year.
In an exclusive conversation with Polygon prior to the formal reveal, 1047 Games CEO Ian Proulx discussed the studio’s internal evolution over the past twelve months and how they intend to balance this new endeavor alongside Splitgate: Arena Reloaded. While Proulx confirmed that the studio remains committed to supporting their existing title, he was clear that Empulse has become the team’s primary focus.
Empulse is designed as a 6v6 arcade shooter that prioritizes fluid movement, mechanical combat, and the punchy, hip-fire gunplay found in the Splitgate series. The influence of EA’s Titanfall is evident; players will utilize wall-running and grappling hooks to traverse environments with speed and precision. However, Empulse puts a unique spin on mechs. Rather than acting as personal loadout tools, these hulking machines serve as high-value power weapons that spawn on the map, turning them into contested objectives similar to a rocket launcher in Halo. According to Proulx, the kinetic sensation of traversal is the core hook of the experience.
“We analyzed many of the premier movement shooters—Titanfall 2, Black Ops 3, and several entries in the Call of Duty franchise—but we also looked at non-shooter inspiration,” Proulx shared. “We drew from titles like SSX Tricky, aiming to capture that distinct flow state. We wanted to design jumps and map geometry that felt more like snowboarding transitions than static, predictable jump pads.”
While the portals are gone, the influence of Valve’s Portal 2 remains, specifically regarding environmental manipulation. Players are equipped with P.A.I.N.T. (Plasma Activated Infusion of NanoTech) Bombs, which can be deployed on surfaces to grant velocity boosts or high-jumping capabilities. Proulx notes that these can be integrated into the broader movement suite to ensure the gameplay remains constantly active, a philosophy that will be reflected in the game’s various modes.
The swift development of Empulse is notable given the challenges 1047 Games faced last year. Development began roughly a year ago, coinciding with the launch of Splitgate 2 at Summer Game Fest. At the time, Proulx sparked significant debate by wearing a “Make FPS Great Again” hat and critiquing the current state of the shooter genre—a stance that many fans felt was undermined by Splitgate 2‘s aggressive monetization and launch-day technical hurdles.
Following the “unlaunching” of Splitgate 2 and subsequent staff reductions, the studio attempted to salvage the project by releasing Splitgate: Arena Reloaded in December 2025. Despite their best efforts, the game struggled to capture a substantial audience. “The reality is that our player base simply wasn’t large enough to sustain it,” Proulx admitted regarding the studio’s pivot.
Behind the scenes, Empulse was quietly taking shape, born from two disparate prototypes: one focusing on momentum-based movement and another experimenting with long-requested wall-running mechanics. Though 1047 initially felt wall-running didn’t fit the portal-centric design of Splitgate, the mechanic found its true home here.
Empulse is currently being developed by a core team of 15, reflecting the modest size of the group that built the original Splitgate. However, with the studio’s headcount currently around 100, the vast majority of the staff is now dedicated to preparing Empulse for its early access debut.
In hindsight, Proulx’s controversial Summer Game Fest speech feels less like a corporate stunt and more like a preview of the studio’s shift in direction. He believes there is a genuine appetite for the kind of movement-heavy, high-skill shooters that have been absent from the market for years. “I think some studios fail because they chase fleeting trends instead of listening to what players actually want,” Proulx remarked. “This time, we are focusing on creating the specific type of game our community has been requesting.”
This launch feels like a reset for 1047 Games. After the organic success of the original Splitgate led to rapid, arguably premature expansion into “AAA” territory, the studio is opting for a more measured approach. By utilizing the early access model, they hope to rebuild trust by iterating alongside their players rather than working in isolation.
Ultimately, we have something that I think is just really freaking fun.
The road ahead will not be easy; the studio faces a skeptical audience after the recent volatility of the Splitgate franchise. Whether they can regain the goodwill of their core fans remains to be seen, but Proulx remains cautiously optimistic, emphasizing the need for patience and transparency.
As for the future of Splitgate: Arena Reloaded, the path is less defined. Proulx expressed a desire for 1047 Games to operate as a multi-game studio, yet he is realistic about the current state of affairs. While he hopes the potential success of Empulse might eventually revitalize interest in their existing catalog, there are no plans for further significant overhauls. Regarding the fate of Splitgate: Arena Reloaded, even the CEO seems uncertain: “I still believe in it,” he admitted. “But to be honest, I’m not entirely sure what it needs right now.”
Source: Polygon

