1047 Games has announced that it will cease active development on its two flagship titles, Empulse and Splitgate: Arena Reloaded. The studio also revealed that, as of September 3, both games will move from dedicated server infrastructure to a peer‑to‑peer (P2P) networking model, marking a clear pivot away from the live‑service shooter model that has defined the company for the past decade. In a brief statement posted on X earlier today, the developers explained that the revenue generated by the two titles no longer justifies the ongoing expense of maintaining dedicated servers.

While the company had continued to subsidize those costs in the hope that the games would eventually become self‑sustaining, it now acknowledges that this approach has become "no longer sustainable" from a financial standpoint. "We have loved working on these games, playing them, and building them with this community, and we wish we could continue supporting them," the studio wrote, underscoring the emotional attachment the team feels toward both projects despite the hard business decision. Effective September 3, the dedicated server back‑ends and official matchmaking services for Empulse and Splitgate: Arena Reloaded will be shut down.

Players will instead rely on a P2P system that includes a server browser, allowing them to host their own matches and discover others' sessions. To give the community a final send‑off, Empulse will receive one last map addition and a price reduction across all regions, which the studio has dubbed the "final update" for the title.

This transition mirrors a similar move made with the original Splitgate earlier last year. After its dedicated servers were retired, the game shifted to P2P hosting and remains fully playable on PC and console platforms. That experience likely informed the current decision to adopt the same model for both Empulse and Splitgate: Arena Reloaded. The background to these changes is rooted in a turbulent period for 1047 Games.

Splitgate 2 launched in June 2025 amid a wave of controversy, including the release of a politically charged "Make FPS Great Again" hat and a $145 cosmetic bundle that sparked community backlash. Within weeks of the launch, the studio announced a round of layoffs, the size of which was not disclosed. A further month later, the company pushed the title back into a beta phase and initiated a second wave of staff reductions. Empulse, marketed as a 6‑v‑6 movement‑focused shooter and often described as a spiritual successor to Titanfall, entered early access in June 2026.

Its debut was quickly followed by multiple rounds of layoffs, reflecting the broader financial strain the studio was experiencing. Co‑founders Ian Proulx and Nicholas Bagamian used the recent announcement to signal a strategic shift. After ten years of concentrating on live‑service shooters, they said the company's future direction is "changing," and that any new projects may look very different from what fans have come to expect from 1047 Games.

"We started 1047 Games ten years ago because we love video games," they wrote. "Since then, more than 25 million people have played our games, and many of the people we've met along the way have become lifelong friends. After ten years of focusing on live‑service shooters, our focus is changing. What we build next may look very different from what people expect from 1047 Games, but what has not changed is why we are here: we love making games.

We have learned a lot over the years, and we will carry those lessons into what we build next." While the statement did not provide specific details about the current staffing situation, it is worth noting that 1047 Games has already undergone several rounds of layoffs, the most recent occurring in July, just weeks after Empulse's early‑access launch. It remains uncertain whether the latest shift to P2P hosting will trigger additional workforce reductions. In summary, 1047 Games is winding down active development on Empulse and Splitgate: Arena Reloaded, moving both titles to a peer‑to‑peer architecture to reduce operational costs.

The company is also positioning itself for a new creative direction after a decade of live‑service shooter development, promising that future projects will reflect the lessons learned while staying true to its core passion for game making.