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EMPULSENewsEarly Access Update #2 is now live on all platforms!
In-game event

Early Access Update #2 is now live on all platforms!

EMPULSE · published 9 Jul 2026, 17:32 UTC

All newsPlayers around this dateRead on Steam

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.


EXPERIMENTAL PLAYLISTS

  • ADS Playlist: We will be testing an early version of ADS on all weapons in an experimental playlist.

    • This playlist will be available when the patch drops.

    • Emphasis on this being early! Animation and balancing are not complete and there may be buggy behavior.

    • In this playlist weapons are less accurate when not in ADS, and weapons become more accurate when in ADS.

  • Sentinel Map: We will be testing a blockout of a new map, code-named Sentinel, in an experimental playlist.

    • This playlist will start next week.

    • This is intended to collect feedback on the layout of the map before we begin implementing art for it in earnest.

GENERAL

  • Phase 2 of The Sprint begins with this update!

    • You'll be racing to unlock the serialized Legendary Reaper skin.

  • Implemented speedometer option in gameplay settings

  • Fixed a number of rare crashes

  • Fixed an issue where certain inputs would behave strangely when using mixed input types

  • Fixed an issue where duplicating a loadout could result in that loadout having a kill counter on a weapon that shouldn't have one

  • Fixed an issue that caused muffled audio in rare circumstances

  • Fixed an issue where mechs could melee other players through walls and ceilings in specific circumstances

  • Improved hit registration for mech melee

PERFORMANCE

  • Performance improvements when firing a large number of projectiles

  • Reduction in VRAM usage on low/medium texture quality settings

  • General optimization across multiple maps at lower quality settings

  • Improved motion blur when using low post process quality settings

GAME MODES

Ranked

  • Mechs have been disabled. We may bring them back in the future with tweaks.

MAPS

  • Collision and out-of-bounds zones on multiple maps have been fixed

PROGRESSION

  • An additional level has been added to each loadout weapon that gives a "Chibi" charm once earned.

BALANCE

Movement

  • Fixed a bug where walking sideways was faster than walking forward. Slightly lowered min slide speed to compensate.

Weapons

  • All

    • Grip effectiveness: 75% → 50%

  • Oscillator (LMG)

    • Dropoff distance stops: 0, 30, 45, 60, 75, 90 → 0, 20, 30, 40, 50, 60m

      • This is a reduction in damage at longer ranges.

    • Time between bursts: 0.15 → 0.16s

    • Vertical recoil increased 0.50 → 0.65

    • Horizontal recoil increased 0.175 → 0.200

  • Triad (Burst Rifle)

    • Dropoff distance stops: 0, 40, 60, 80, 100, 120 → 0, 30, 45, 60, 75, 90m

      • This is a reduction in damage at longer ranges.

    • Time between shots: 0.38 → 0.35s

  • Resonance (Carbine)

    • Dropoff distance stops: 0, 40, 60, 80, 100, 120 → 0, 30, 45, 60, 75, 90m

      • This is a reduction in damage at longer ranges.

    • Time between shots: 0.225 → 0.235s

  • Percussion (Explosive SMG)

    • Spread Angle: 2.0 → 0.5 degrees

      • This increases overall accuracy (reduces spread)

    • Dropoff distance stops: 0, 12.5, 18.75, 25, 31.25, 37.5 → 0, 15, 22.5, 30, 37.5, 45m

      • This is an increase in damage at longer ranges.

    • Projectile speed: 80 → 120m/s

  • Opus (Heavy Pistol)

    • Spread Angle: 1.0 → 0.5 degrees (increases accuracy / reduces spread)

    • Dropoff distance stops: 0, 40, 60, 80, 100, 120 → 0, 30, 45, 60, 75, 90m

      • This is an increase in damage at longer ranges.

    • Time between shots: 0.33 → 0.30s

  • Volta (Homing AR)

    • Base Damage: 11.2 → 12.5

    • Homing Acceleration: 35 → 40m/s²

  • Echo (Shotgun)

    • Projectile range: 35 → 30m

  • Coda (SMG)

    • Dropoff distance stops: 0, 12.5, 18.75, 25, 31.25, 37.5 → 0, 15, 22.5, 30, 37.5, 45m

      • This is an increase in damage at longer ranges.

  • Requiem (Sniper)

    • Hip-Fire Spread Angle: 20 → 12 degrees

    • Time between shots: 1.0 → 0.8s

    • ADS animation time: 0.316s → 0.25s

    • Sniper fire no longer blocks or cancels ADS (you can stay ADS'd and shoot multiple times)

P.A.I.N.T

  • Explosive

    • Time between explosions: 1.00 → 1.25s

  • Sticky

    • Thruster Acceleration Multiplier: 0.5 → 0.0x

      • This disables jetpack acceleration while you are under the effects of Sticky P.A.I.N.T.

    • Jump Z Velocity Multiplier: 0.5 → 0.25x

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