Jump Space
by Keepsake Games · 19 Sep, 2025
24 downloads
About the Game
Jump Space (formerly Jump Ship) is a mission based co-op PvE for up to 4 players, where you are the crew of a spaceship. Transition seamlessly from crewing the ship to on-foot exploration and space walks. Engage in intense battles both on the ground and in space, and always keep your ship upgraded and intact. Teamwork is key for survival and victory.
We love co-op games, and we love space. Jump Space is our attempt to make both work together.
Features
Jump across the universe - Select from a variety of hand crafted missions with random elements. No two runs will be exactly the same.
Seamlessly go on and off ship - Once you’ve jumped with your ship, you can switch seamlessly between operating your ship, space walking and on-foot planetary exploration, it just works.
Upgrade, maintain, repair - Manage your ship as you scavenge for parts to upgrade or repair it, and adapt it to fit your needs.
Fly with a crew, or go solo - Jump Space is best enjoyed with friends, but solo adventurers are welcome too.
Manage Your Jump Ship
Upgrade and customise your ship as you face off against the challenges of space exploration, and scavenge resources to ensure your survival. Reinforce your defences, adjust your energy output for speed or bolster your ship’s attack capabilities - the choice is yours.
Immerse Yourself in Space
Experience fluid gameplay as you switch from steering your ship out of an asteroid field to jetpacking towards an enemy vessel to sabotage its core. Seamlessly transition between exploration, combat and traversal.
Improvise and Adapt; Together
Go on missions with your friends and take on roles, from piloting to engineering and field exploration. Work together to overcome enemy attacks, extinguish fires on the command deck or adjust your ship’s power grid on the fly. There are no set classes in Jump Space, improvise and decide how you want to engage.
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Version 0.7.15.13 – Patch Notes
Released July 16, 2026
Okay, THIS one is the last Weapons Update-related patch for a while, we will be back in August after vacation to keep working full force on the next content update and fix more bugs.
Read our latest proper Dev Update to catch up on what our next plans are:
[dynamiclink href="https://store.steampowered.com/news/app/1757300/view/681880049901637756?l=english"]
Bug Fixes
Fixed EMP Shield Restore, the module that had no effect when equipped.
Fixed Shield Downtime not correctly reducing shield downtime.
Improvements
Added Bonus Damage ship modules since it was not in any drop tables.
Railgun damage now scales up with level and its extra-shot module grants a flat number of additional shots before recharge, rather than increasing magazine capacity
Corrected stat values for several modules, including Engine Turn Rate, Shield Emitter Stability, Ruptured Armour, and Dual-Burst Actuator
Fixed inaccurate or unclear descriptions on multiple modules, including Corrosion, Ruptured Armour, Melee Kill Rush, Dual-Burst Actuator, EMP Shield Restore, and EMP to Irradiation
Update 0.7.15.12 – Patch Notes
Released July 15, 2026
Balance Changes
Cure Critical condition at Med-Station: Materia cost has been reduced from 30 to 20.
Weapons
Bolt Accelerator: Ammo cost per shot reduced from 3 to 2, reload time reduced from 1.5s to 1.25s, and damage increased from 350 to 400.
Disruptor Laser: Damage reduced from 100 to 80.
Ship Missile Launcher: Missile damage doubled from 500 to 1000.
All pilot and multi-turret weapons now correctly scale damage based on their own level progression, meaning more damage. Previously they were incorrectly using on-foot damage scaling.
Modules & Abilities
Splinter Shell: Now correctly increases damage instead of reducing it.
Shotgun: Slight buff to higher rarity tiers to improve progression feel.
Emergency Vent: Damage and level scaling increased.
Chain Link Module: Chain Link used to chain to enemies through an AoE hitbox. It now fires real projectiles from where the initial projectile hit, meaning it can trigger status effects and interact with other systems properly.
Chain Link for Ship Weapons: Now also chains with real projectiles instead of AoE.
Bug Fixes
Fixed an issue where the health bar would display the death timer instead of your actual health after being revived.
Fixed the bonus objective calculation for the Escape Finale mission, which prevented you from getting every last crate and bonus rewards..
Fixed an audio error that occurred when a buddy NPC was using the Vulcan special weapon.
Fixed a broken description on the Extended Railgun Magazine module.
Fixed incorrect descriptions for the Micro Bullets and Larger Bullets
Updated the Shotgun Ship Module description to more clearly explain what it does.
Visual & Audio
Reduced the size of the Sear status effect visuals.
Made the Corrosion effect less visually noisy.
The Heavy Raptor enemy now correctly displays status effect visuals when affected by status conditions.
Improvements
- Boarding Blitz damage increased
Bug Fixes
- Fixed an issue where loot that rolled a high rarity could land on an item that only exists at low rarity, downgrading the drop to standard. This caused far more standard items than intended at higher challenge ratings, you should now see fewer standard drops and more items at their intended rarity.
- Fixed Ship Minigun spinning animation playing when not firing
- Fixed Boarding Blitz explosion not centered on the target ship
- Fixed med-stim and other stackable consumables so they stack correctly when picked up
- Single destination missions now give rewards in line with Salvage missions
Improvements
Weapons & Modules
- Corrosion Overhaul: Corrosion has been reworked to better fulfill its intended fantasy of rapidly stacking debuffs that deal big damage when players reach a high stack count. The status effect now lasts longer (4 → 8 seconds) and activation chances have been significantly improved across the board, encouraging stack buildup. Damage has been decreased per stack on all Corrosion Modules. We fixed a visual issue where the reported damage of corrosion modules was half of what they actually did.
- Shotgun Center Pellet: Shotgun weapons now always fire one pellet directly at the center of your aim for more consistent and satisfying feedback.
- Additional bullets: Added the amount of damage reduction they caused into the description. Previously this was hidden information.
Loot & Economy
- Materia Ingots: Lowest-tier Materia Ingot pickupables have been removed from CR4 and CR5 missions. Higher-tier ingots now drop more frequently in CR3, CR4, and CR5 missions.
- Mission Reward Changes: Crude and Flawed Materia Ingot mission rewards have been increased at higher challenge ratings
- Single Missions — CR3: Crude 1 → 3 · CR4: Crude 0 → 4 · CR5: Crude 0 → 5
- Salvage Missions — CR3: Crude 1 → 3 · CR4: Crude 0 → 4, Flawed 2 → 5 · CR5: Crude 0 → 5, Flawed 1 → 6
- Regular Missions — CR2: Crude 3 → 4, Flawed 4 → 3 · CR3: Crude 2 → 5 · CR4: Crude 0 → 5, Flawed 4 → 6 · CR5: Crude 0 → 6, Flawed 3 → 8
Gameplay & Maps
- On-Foot Combat Pacing: Updating wave spawning pacing in On-Foot enemy encounters for solo players and further increasing the breathing room between the waves.
- Data Center: Updated navigation and fixed a potential softlock that could occur when waves were still active.
- Sulfur & Lockdown Maps: Fixed navigation issues in the Sulfur and Lockdown levels.
Balance Changes
- Ember Slugs: Damage increased across all tiers. Damage cap has also been slightly raised.
- Chain Link: Gains one additional bounce and deals slightly more damage per bounce (damage reduction reduced by ~10%).
- Sear: Damage increased, making Sear hit harder at every level and tier.
- Flechette Rounds: Reduced projectile count gained per upgrade and reduced spread improvement per upgrade. Damage reduction now correctly applies. Overall effectiveness has been reduced as the module was overperforming.
- Corrosion (Ship Weapon): Increased activation chance on each tier. Increased base damage on each tier. Lowered damage scaling on each tier. This results in a damage reduction per dot but allows the module to fulfil the high stack count play style we aim for.
- Basic Damage Module: Reduced overall effectiveness.
- Shell Duplicator: Reduced pellet count per tier and increased damage reduction per tier.
Bug Fixes
- Additional bullets: Fix an issue where damage reduction was not applied the way it should. They should now be closer to our intended design.
- Static Cascade: Reworked. Now reliably applies EMP on a critical hit. Has been removed from full-auto weapon drop-tables to prevent balance issues.
- Missile Launcher: Now correctly displays stats and properly scales damage with equipped modules.
- Minigun & Heavy Cannon: Now benefit from damage scaling leveling.
- Corrosion: Corrosion can no longer last-hit an enemy.
- Corrosion: Corrosion at high stacks could previously cause performance issues.
- Ship Fires: Fixed an issue where fires could erupt on a ship while its shields were still active. Note: A failing radiator can still cause fires regardless of shield status.
- Chain Link: Fixed a bug that caused Chain Link to be completely disabled.
- Buddy Bot: Fixed an issue where Buddy Bots On-Foot weapon dealt 0 damage when hitting a critical point. He now correctly deals +50% damage on critical hits.
- Single Missions — CR3: Crude 1 → 3 · CR4: Crude 0 → 4 · CR5: Crude 0 → 5
Changelog
July 6th, 2026
Bug Fixes
Fixed an issue where explosive barrels did not disappear for some clients
Fixed several emergencies not being synced for client players
Fixed supply drops chests and loot breaking for client players
Fixed a bug where the Supply Drop Beacon sensor could only be used once per mission
Fixed wave 20 soft lock bug in the Data Breach mission
Fixed capture point announcements not being localized in Arch_WaypointCapture_Ship
Fixed scannable objects in scanner mode incorrectly displaying 0m distance
Fixed Buddy-Bot not being able to apply status effects when using laser weapons
Fixed an issue preventing players from reviving others inside ships and cramped areas
Fixed Shell duplicator module from spawning on laser multi-turrets
(Update: We noticed that the Chain Link "Chain to nearby enemies" Module is broken, making it have blank text and weapons with it might deal 0 damage if the Module has points in it. Will be fixed for next hotfix.)
Features
Downed players now automatically get revived on hyper jump to next sector if there is no way to revive them (no crew lives and only one core life left)
Balancing
Turn rate module - reduced efficiency across the tiers and lowered max lvl from 5 to 4. The level cap was lowered to match the other basic modules and had its efficiency lowered. The idea is to make it a bit less capable of removing the flaws of some engines and act more like a slight boost.
Microplasma engine, boost increased to 4, recharge timer decreased to 5, max boost speed increased to 120% - Intention is for this engine to live more on its boosts than normal engine performance. It currently is missing a bit of a place in-between the other engines and this is a first step to make it a bit more unique.
Nitro pulse engine, boost time decreased to 1.5 from 2, and decreased boost recharge from 10 to 9, acceleration reduced from 75% to 50%, Turnspeed reduced from 75% to 65%. Max boost speed and max speed modifier reduced from 140% to 125%. - The nitro pulse engine just overperformed compared to other engines. This is a step to bring it more inline with the others while still keeping its higher top speed.
Drift Phase engine - Increased boost recharge from 7 to 8
Mass Ejector engine - Reduced boost recharge from 6 to 5
Reduced efficiency on engine speed and turn rate modules to address balance issues at high speeds. This should fix the bug of ships flying too fast for networking to keep up with, resulting in visual "teleporting ship" for clients in the lobby.
Sear module change:
Standard, increased damage per level scaling common from 5 to 10
Refined, reduced sear proc growth from 10% to 7.5% and reduced max value rolled from 15% to 12.5%. Increased damage scaling from 10 to 15
Advanced, Proc chance scaling reduced from 15% to 10%
Superior, Proc chance max value reduced from 30% to 22.5% and growth reduced from 20% to 12.5%Reduced spread on Flechette Rounds by half. This is also to fix a visual bug of muzzle flashes filling the whole screen.
Splintershell module spread reduced by 1
Improvements
On-foot enemy wave spawns now have longer breathing times between waves when playing Solo or in a Duo crew
Increased explosive barrels damage to enemies to keep up with the higher CRs and new stronger versions of enemies
Removed the materia maximum cap (previously 250)
Engine item modules reverted to using multipliers instead of additive values, which caused issues with UI displaying wrong speeds
Weapons Update Hotfix 6 - Reducing Difficulty and Deadzone Settings - v0.7.15.8
Over the week since we launched the Weapons Update, we have been monitoring which modules and status effects may be too powerful or too weak, and one thing that stood out is that the Corrosion status effect is vastly more powerful than we originally intended. For that reason we are bringing it in line with the other effects, at the same time as we are buffing some of the weaked effects and the base weapon damage of on foot weapons.
Deadzone settings for controllers have been added, we know many players have been waiting for this.
Thank you for leaving your feedback on combat difficulty after the Weapons update dropped, we will continue to monitor but we hope this improves your experience during objectives that spawn waves of ground enemies.
For those who feel Ingots should be refunded when an older, already upgraded blueprint is abandoned for something better - we are working on some kind of refund mechanic so stay tuned for that.
We are aware of Engines not being affected by their Modules and the math of stat Modules not lining up perfectly - we will have a patch for this early next week
Features
Added individual deadzone settings for the left and right sticks in the gamepad options menu
Improvements
Sear & Corrosion Balance: Sear and Corrosion status effects have been brought more in line with each other. Proc chance and Damage for Corrosion has been lowered. Corrosion base duration increased by 1 second to compensate for its damage reduction. Sear has had damage increased across all tiers and now ticks damage as often as Corrosion does.
Weapon Scaling: Damage scaling improved across multiple weapons to be higher when fully upgraded.
Improved Damage Module: We have reduced the effectiveness of this Module, compensating with the above Weapon Scaling change. This is to make damage stay the same, but prevent weapons without "Improved Damage %" from feeling useless due to dealing way less damage.
Slightly Reduced Magasize Size: To keep guns feeling distinct, all guns got reduced magazine size in different capacity. One example being, the LMG should have the largest mag by far. This was compensated by the damage change.
Ship Modules: Several components can now access additional damage affinity Modules simultaneously
Targeting Module: The Targeting Module component will now only drop at Green rarity, due to lacking any stats and unique Modifiers.
Buddy Bot projectile damage increased by 33% (15 > 20)
Rocket Drone missile speed reduced (29 > 23) and explosion radius reduced (6 > 5) for better balance
Reduced the amount of Drone spawns in waves
Bug Fixes
Fixed a soft lock that could occur at Wave 20 in Data Center
Fixed an issue where object outlines would incorrectly remain visible during cinematics
Fixed Rocket Drones and Sniper Drones not properly resetting their wind-up animations when they stopped firing
Laser ship weapons can no longer spawn with multishot Module
The design team who have all worked a ton on crafting the Modules has a few words on these changes:
"Hello! Let's talk about some ideas and thoughts around two of our status effects, namely Corrosion and Sear. Corrosion is currently very powerful, to the point of making everything else kind of irrelevant.
So to make it easier to balance the rest of the effects, it is being hit with a reduction in damage and proc chance. BUT, it is gaining a slightly longer lifetime to make it a little easier to still keep a decent stack number up.
Corrosion is meant to be an effective single-target killer, but in its current configuration it does that, and everything else. I understand that many have seen Corrosion as the gold standard for weapons now, and there might be some disappointment with its nerf. But hopefully the other changes made will mitigate it a bit.
Speaking of other changes, we've upped how much damage that weapons gain from just being leveled up, going from 2.5 to 4.5 percent. This comes in tandem with a reduction in effectiveness of the improved damage module, but from testing we've gathered that the effective damage loss is matched by the gain in damage from the level buff.
Another smaller change coming along with this is Sear being buffed. We're working on more changes to it, but this is what we have for now. Besides a damage boost across the board, both its shown damage and how often it ticks this damage is increased. It is getting a fixed lifetime across levels and tiers; with this it will provide much more reliable damage.
Our intention with Sear is for it to be a thing to handle multiple enemies vs. corrosion's single-target damage. Spraying down a horde to light them on fire so you can focus on other ways of staying alive while the fire does its job, while corrosion stacks up damage on the bigger targets. With these changes, we hope to give more defining roles for these two effects. The other status effects will get more love as well, but it will be easier to focus on a few at a time to give them attention.
Now, early on in this update there will probably be some bigger swings in balance as we make a more interesting balance curve for everything, but we will be observant and look at how these effects impact the larger statistics over the weekend and be ready to address issues next week!
Thanks for helping us make this as great a game as possible."
Update Notes
Bug Fixes
- Fixed an exploit that allowed players to gain infinite Materia
- Fixed an issue where the Sideclip obtained during the tutorial was not carried over to the Hangar upon completion
- Fixed the On-Foot Ammo Box displaying incorrect information in the equipment bar
- Fixed ship icons incorrectly appearing when wielding a railgun or rocket launcher inside interiors
- Fixed enemy ship icons failing to appear when the player is standing on their ship while armed with a railgun or rocket launcher
- Fixed the assembler incorrectly displaying Materia crafting costs in the Hangar and on empty slots
- Fixed an issue where engines were displaying incorrect stats
- Fixed a bug where distance indicators were not updating correctly
- Fixed an issue where the no longer existing BulwarkCore augment was still equipped for some players, and could not be unequipped
Improvements
- Laser weapons now recharge heat when not firing. A heat indicator has been added to the pilot HUD to display heat levels across all weapons
- Engine speed modules now use additive values for improved clarity when viewing stats
Update Notes
June 30th, 2026
Balance Changes
Enemies
Enhanced enemies now move faster but deal less damage.
Elite enemies are faster and more accurate, but have reduced damage output.
Weapons
Increased Javelin damage
Reduced clip size on the Sideclip and Stinger
Tightened shotgun pellet spread for improved accuracy consistency
Ship & Mission
Boosted Transporter health and Beam Cruiser damage in the Defend Ship finale mission.
(This is to fix a rare bug of Transporter being melted by Beam Cruiser lasers in 3 seconds.)
Features
Laser beams now support aim assist on gamepad with smoother movement
Added a visual status effect indicator for the Virus status effect on enemies
Improvements
Fixed some issues where some hull damage points could not be repaired from certain angles
Fixed an issue where crew members could not be revived when you had no more crew lives or core lives
Jump seat icons no longer appear for already occupied seats
Component descriptions are now visible on the ship setup board
Basic upgrade modules now display rarity more clearly
The Assembler UI has received several polish updates:
Your current Ingot balance is now shown in the main Assembler view while in the Hangar
Category headers now appear consistently
Materia transaction info display updated to better reflect current game systems
Improved audio mixing for pilot and combat seat weapons, so whichever role you are playing takes priority in the mix
Updated visual effects for radioactive mines dropped by gunships
Bug Fixes
Fixed an issue where radioactive pickups could cause persistent radiation on the ship
Fixed the Plague module incorrectly healing enemies when the effect spread
Fixed several modules (Emergency Vent, Chain Link, Firestorm, Shockwave, Contagion, Radioactive Retaliation, and Plague) failing to deal damage for non-host players in multiplayer
Fixed a bug where the minigun could not be placed on shelves
Fixed an item duplication glitch using the minigun
Fixed broken loot spawns in Data Center
Fixed player colors sometimes being assigned incorrectly in multiplayer
Fixed options menu buttons displaying incorrectly due to missing materials
Fixed blinking icons appearing at the edge of the screen near jump seats
Fixed the ability to spend Ingots on upgrading blueprints beyond the maximum upgrade limit
Fixed the Kill Protocol status effect missing its icon
Enemies should no longer flinch when taking damage from status effects on clients
Fixed a collider issue on the Hammerhead
Update Notes – June 25, 2026
Third and final hotfix for today, promise!
Improvements
The Shotgun Ship module has been slightly buffed.
Bug Fixes
Fixed an issue where some background planets were displaying incorrectly.
Fixed issue where outlines could cause the game to crash.
Weapons Update Hotfix 1 - v0.7.15.3
June 25th, 2026
(We are aware of other common bugs and are working on tracking them down - please comment if you encounter very common, very disruptive bugs and what they are.)
Features
Clarified "Enhanced" on-foot special enemies.
Implemented Shield Recharge Rate module.
Added new audio events for the Reaver Rotary Cannon and mining lasers.
Added a text message that informs returning players when old data has been migrated and converted to new ingots, why MK3 components are now Refined and Level 1.
Improvements
Audio
Mixing adjustments and new sounds to ship weapons.
Balance & Modules
Increased critical damage multiplier from 1.5x to 2x for Fragment Cannon, Reaver Rotary Cannon, Assault/Gatling/Flak Turrets, Thunderburst Heavy Cannon, Vulcan Rotary Cannon, and Lance Railgun.
Increased Bolt Accelerator base damage from 300 to 350.
Updated module blacklists and allowed lists (Burstshield, Power Amplifier) to prevent invalid module assignments.
Power Amplifier can now reach max level at Refined rarity instead of Epic.
Buffed affinity modules and updated their formatting and localization.
Adjusted school module drop chances and shotgun balancing.
Reduced Blueprint Efficiency (Reduced Materia cost) effectiveness and Corrosive Ship damage.
Restricted certain items from dropping at specific rarities.
Gameplay & Content
Improved animation transitions for downed and defeated states (e.g., when tasered or in Zero-G).
Beamcruiser can now be killed by laser guns.
Sniper Drone no longer gets stuck in spawn closets when it sees the player on spawn.
Updated venture rewards: standardized ingot reward icon colors and increased ingot/credit payouts.
Updated venture description for "It's an Engineer Thing" to reflect new upgrading gameplay.
Restored a missing Berit intro voiceline and removed a deprecated one.
Removed unobtainable Bulwark Core trait from the wardrobe.
Visuals & UI
Truncated invite link text in the pause menu to prevent stream snipes; use the Copy button to obtain the full link.
Increased terrain Base Map Distance in Dest_JustIce and Dest_Shatter.
Hidden VAssist when missions end to prevent overlap with the outcome screen.
Bug Fixes
Weapons & Combat
Fixed broken Bolt Gun caused by a weapon windup time issue.
Fixed Rampup Firerate module incorrectly applying to other players.
Fixed ship weapon critical damage multiplier being applied twice; damage numbers now display correctly on crits for both on-foot and ship combat.
Fixed radial damage behavior to match prior functionality
Fixed basic damage calculation issue.
Fixed Shotgun_Ship item module.
Fixed enemies behaving like zombies.
Improved server-client HP synchronization for server-controlled entities.
Missions & Levels
Fixed SMG in the tutorial not being scannable.
Fixed missing "No mission heat added" message when sending Ingot to the ship (JS-2371).
Fixed player being able to destroy friendly ship in Arch_DistressCall after completing objectives (JS-2361).
Prevented Hull Repair Kit count from dropping below one during the tutorial.
Fixed enemies getting stuck under the map in Dest_DataCenter, and fixed navmesh issues.
UI & Input
Fixed extended tooltip issues and restored deleted content.
Fixed placing a plug on the engineer board with a gamepad also triggering a weapon reload (JS-2366).
Fixed engineer panel multiple plug race condition (JS-2391).
Fixed missing VAssist button prompt for flushing items (JS-2360).
Fixed Repair Tool socket still accepting weapons (JS-2380).
Fixed first quit being a no-op in the main menu.
Other
Ensured hangar vendors, purchases, and non-materia vendors cannot be modified by gameplay modifiers.
"Allow Modification" for ship in Hangar now defaults to Allowed.
Fixed engineering plug having the wrong footprint.
Removed Dualburst Actuator trait.
Ensured focused enemies spawn in correctly.
Bug Fixes
- Fixed freeze on first objective text load when starting the game in a different language than English. Seen in Prologue and in loading screen during mission load. (Thanks @mototo and @MaxIblis)
Improvements
- "Ready Up" input is now ignored in all UI except the Galaxy Map, preventing accidental ready up from e.g. ship rename prompt
Bug Fixes
- Resolved multiple potential startup deadlocks related to localization, audio loading, and shader warm-up to prevent freeze on non-English languages
This hotfix also includes the changes in v0.6.14.1 which were rolled back yesterday due to instability (which this hotfix deals with).
Current Release
Build 24224427
Uploaded Jul 17, 2026
System Requirements
How to Install
Jump Space.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
11.1 GB
24224427
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