EMPULSE - Logo and key art

The 1st major update for EMPULSE has landed since it’s Early Access launch

Table of Contents

Only days after hitting early access on June 24th, the team behind high-mobility shooter EMPULSE has rolled out its first major update.

Early Access Update #1 is a sweeping pass targeting stability, performance, and weapon tuning, but the real headline here is a massive adjustment to how the game handles in your hands.

EMPULSE - Winner


EMPULSE

If you felt the initial release was a bit sluggish, the developers were listening.

Movement receives a massive buff

The core theme of this update is momentum. The developer’s mantra, “Movement is Freedom,” is getting a literal translation in the patch notes with across-the-board buffs to acceleration and velocity.

  • Base Acceleration: Skyrocketing from 2000 to 3500 cm/s.

The devs have adjusted multipliers for Wall Boost Pads and Speed P.A.I.N.T. so you don’t instantly fly out of bounds, but the net result is a significantly snappier, more responsive neutral game.

  • Jetpack Performance: Horizontal acceleration jumps from 4000 to 6000\text cm/s, making mid-air strafing a viable evasion tactic.
  • Wallrunning & Speed P.A.I.N.T.: Terminal wall-run velocity is up, and Speed P.A.I.N.T. sees its max boosted speed pushed to 1800 cm/s
EMPULSE - Action


The controller aim assist nerf on PC

In a move that is bound to spark conversation across the community, the patch introduces a specific nerf to aim assist for PC players using controllers.

Notably, console players are entirely unaffected by this change in EMPULSE.

It’s a clear line in the sand aimed at preserving competitive integrity on mouse-and-keyboard territory while the meta establishes itself.

Mech-on-Mech violence gets deadlier

Pilot-to-mech and mech-on-mech interactions have been rebalanced to make mechanical combat feel heavier and more rewarding.

Melee attacks from a mech now deal double damage (150, up from 50) against rival mechs, turning close-quarters mechanical brawls into absolute scrap metal fights.

Explosive P.A.I.N.T. follows a similar logic, now dealing twice its player-damage value when hitting a mech armour plate.

EMPULSE - Wall riding


Under the hood: Performance & bug fixes

Beyond the balance, a lot of work went into fixing early performance hitches in EMPULSE:

  • Projectile Clean-up: Long-range projectiles fired off into the distance were previously staying alive far too long, dragging down frame rates mid-gunfight.

Their maximum lifetime has been cut short, drastically improving on-screen performance during heavy firefights.

  • The Invisible Hammer: Fixed a frustrating visual bug where the Finale (Hammer) weapon would completely disappear.
  • Slide Corrections: Landing on uneven ground will no longer randomly cancel your slide momentum.
EMPULSE - Mech


Early Access

Early Access for EMPULSE has been less than a week and 1047 Games is already on it. It’s incredibly encouraging to see an indie development team move this quickly post-launch.

Tuning base movement variables this early shows a willingness to lean into the game’s high-speed identity rather than playing it safe.

It feels like the right change, but we’ve got time to invest to see if it’s really going to be a full-time investment from the studio.

Our hands-on with the demo was really promising, and now we’ve got our Early Access version of the game downloading. We’ll keep you up-to-date.


For even more gaming news like this update on EMPULSE, click right here.

About the author

Leave a Reply

Your email address will not be published. Required fields are marked *