Jump Space
by Keepsake Games · 19 Sep, 2025
13 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
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.
Rejoice, Atirans!
The Weapons Update - our biggest so far - is out!
(Update June 24th: It's clear that we understated the significance of the conversion of old MK2/MK3 components to the new loot system, and we've seen all the feedback complaining about the "progress reset" with no compensation. Players who do not read these posts thoroughly might have missed it fully.
Your hard work upgrading components was rewarded with Refined variants of those components in the new system, and you will quickly upgrade those and new components beyond the previous power levels, especially if you had old Ingots saved up that you can now trade on the table next to Buddy in the hangar.
We will do our best to inform players in every way we can when progression items are affected like this in the future, to avoid confusion about what happened to your progress.)
This post will be very long, as we have so many new systems and things to cover, so I'll skip the theatrics and just get right into it.
At the bottom of this post you can watch a Hype Trailer for the update and a long Overview video covering all the new stuff. This post is basically a written version of the Overview video
Here's a list of all the major new features, and keep reading for a detailed breakdown for each:
Hotjoining / Instantly Rejoining Lobbies
Reworked Looting, Upgradeable Modules, Blueprints
3rd Player Ship, Hammerhead
Reworked Ship and Crew Life System
Improved Ship Combat
New Guns
Enemy Changes
[img src="{STEAM_CLAN_IMAGE}/44958487/dfd3e227683e282c3bd1f39e6ff4a4171ce20a29.png"]
Hotjoining / Instantly Rejoining Lobbies
We wanted to start here, as it's been a common painpoint for players for months.
Getting disconnected sucks.
You have to wait in a loading screen until your crew makes a jump to another level before you're allowed to join, and worst case scenario - you miss the Finale and the mission completion rewards altogether.
No longer!
You no longer have to wait when connecting to a lobby, and spawn immediately into the ship mid-objective.
[img src="{STEAM_CLAN_IMAGE}/44958487/579012401a3bae82325eac39b825f32685fe3c9f.jpg"]
We have more of these big Quality of Life features on the roadmap coming soon, like Offline Mode for the solo players.
Speaking of, we're currently making a sort of auto-save feature, that lets the lobby host resume a mission from the last ship jump. For when the game and lobby crashed completely, or if you needed to take an emergency break and left the game. This isn't quite ready yet but we'll share more info in the future update when this feature actually gets added.
Reworked Looting, Upgradeable Modules, Blueprints
Strap in because this segment is huge.
Our second most common feedback is players wanting to save their favorite gun, "make a locker for weapons!"
So we are doing that, but so much more.
MK system is scrapped - upgradeable weapons and components with Modules are in!
All weapons and ship components in the wild will now have full stats displayed, rarities, randomized color scopes and most importantly - Modules.
[carousel autoadvance="true"][img src="{STEAM_CLAN_IMAGE}/44958487/55da1548ddf61a600201705a26a698d9c80be855.jpg"][img src="{STEAM_CLAN_IMAGE}/44958487/62d1e482584bab5bf3c21a2840029c6e27a67a99.jpg"][img src="{STEAM_CLAN_IMAGE}/44958487/5939d495ff43e9b6f050e7ad1f00d2c6333613e0.jpg"]Modules are random perks and modifiers that can be upgraded with different Ingot types, to take a weapon to its maximum potential.
Modules do A LOT of different things, like purely increasing stats or applying status effects onto enemies.
There are some seriously crazy combos and effects you can get, but I won't spoil the excitement of discovery here.
More difficult missions will have higher chances of spawning higher rarities of a weapon, which have more modules. There are Standard, Refined, Advanced and Superior rarities.
The Ingots needed to upgrade weapons and components are gained through loot salvage, mission rewards or buying them from the Hangar with credits or other Ingots.
So the flow of acquiring new guns and components is like like this:
You find a cool thing during a mission, and scan it by holding E.
A scanned item gets added as a Blueprint that you access through the Assembler.
Upgrade or craft copies of your weapon or component at any time through the Assembler.
This is how we've chosen to solve the demand for storage for weapons, and we think it kicks ass.
Players' old stash of MK2/MK3 player weapons and ship components will be converted into a Refined/Blue rarity equivalent with random Modules.
Each player can hold 4 different Blueprints per item category to start.
So 4 guns, 4 Engines, 4 Pilot Weapons etc.
By spending Credits you can upgrade this to 6 slots, for now.
This new looting system also applies to every category of ship component, each with their own set of Modules.
Blueprints can also be renamed to whatever you want. Please use this responsibly.
[img src="{STEAM_CLAN_IMAGE}/44958487/8508cc12dd24920044335485b5f12a1958e214a6.jpg"][img src="{STEAM_CLAN_IMAGE}/44958487/b1f9cd44c79926a603e731b171d3b9c33d9c357a.jpg"]Grenades, RPGs and consumbles are unchanged with no Modules.
Same goes for the Multi-Tool, but only because we have special plans for it in the future. So look forward to that.
Some important notes about this Blueprint upgrading system:
- In case you forgot to scan something during a mission, you can view a "Loot Log" in the Assembler which lists all loot found by anyone in the same mission as you. From this list you can retroactively scan something to add it to your saved Blueprints.
This means you cannot get a Blueprint from a friend's weapon that they found separately in another mission, because you weren't there when it was discovered. But your friend can craft copies of their weapon in the Assember to share. That copy will last as long as you play together in that current lobby.
- You can't currently change or swap around Modules, colors or scope between weapons. What you see is what you get for that particular item when it was discovered. If players really want us to expand this in the future to full gun customization, we shall consider it.
[img src="{STEAM_CLAN_IMAGE}/44958487/70480d5958d55c56823416cc434e9154d9977c0b.jpg"]
This system is real deep, and there's more nitty gritty details that would be too long to cover that you'll discover as you play. We look forward to seeing what crazy gun combinations you find out there.
[img src="{STEAM_CLAN_IMAGE}/44958487/9968fedd282d5fc3d537f51790e4efe148e3d8a2.jpg"]
3rd Player Ship, The Hammerhead
Alright let's talk about the Chunky Lad.
This bad boy is well-suited for a full crew, and is slightly larger than the Catamaran with more vertical space. It's slower but has the most Health, and:
- 0 Pilot Weapon slots
- 4 Special Weapon slots
- 2 Gunner Seats
- 25% Reduced Damage from Enemy Ships
- 25% Reduced Ammo Consumption
This is the ship to pick if you want a tank that can soak up damage and dish it back out with crazy firepower.
4 Rotary Cannons at the same time? Go for it.
We've also added 2 new Special Weapons that are perfect for the Hammerhead, which we will show off further down in this post.
[img src="{STEAM_CLAN_IMAGE}/44958487/f0f97f813393487109a42bc9b48c1a2918ef1f84.jpg"]
Reworked Ship and Crew Life System
While talking about player ships, we have to dive into the new systems for health, repairs and lives.
We've remade the HUD elements and several mechanics, so let me break it down what this all means.
The red dots (3) represent Core Lives, meaning Iris and her ability to keep the ship alive.
The green bar is the classic ship health. When this hits 0, one Core Life is consumed to restore parts of the ship health.
The green figure icons represents the crew/players, and how many times you can die.
Dying and being forced to respawn on the ship will deplete one "Crew Life". Once all Crew Lives are spent and a player respawns again, one Core Life will be consumed to restore Crew Lives.
If a player is downed once, they receive a debuff which makes the next down into an instant death. This debuff is removed by using the Med-Station onboard your ship or in some on-foot segments in sectors.The blue segmented bar is the old ship Shields, with some small tweaks.
The Shield Component will automatically restore shield bars, and the old Shield Unit will repair a bar of the shields in case it gets too damaged and starts flashing red.
While Shields are up, ship hazards like Fires will not happen.Having the Shield Component installed will give Pilots the ability to deploy a Front Shield, blocking all projectiles. This will reward good piloting against those pesky Sniper ships and homing missiles.
We think this system is more fun and fair to keep you alive longer, while adding some stakes to continously being downed as players down in the on-foot segments, but we're keen to hear your feedback.
Core Lives can be restored, but only by finding Core Life Kits as loot. For now.
The Hull Repair Tool
[carousel autoadvance="true"][img src="{STEAM_CLAN_IMAGE}/44958487/faefbacb55e7865e3b81c18a354f7a766cf0e608.jpg"][img src="{STEAM_CLAN_IMAGE}/44958487/f6e5b4328f0976650ce88606cd502c060850777e.jpg"]Now we wouldn't just take away your ability to heal the ship HP!
We may have turned the old Core Repair Kits into Core Life Kits to serve another purpose, but instead we've given you the Hull Repair Tool!
Ship health is now restored by physically repairing damaged points that will spring up all over the ship hull with this tool.
Think of it like the Fire Extinguisher, but it restores health and has charges, to balance things out.
While it can be beneficial to repair a little during combat, we don't want that to be a necessity all the time. So most of these repairs can be made at your own pace after combat is over.
[img src="{STEAM_CLAN_IMAGE}/44958487/284bac7c0ef8e33a1082add449a2f7f69b088d12.jpg"]
Improved Ship Combat
Following last update's improvement to ground enemy behaviour and balancing, we've now done the same to Enemy Ships and Ship Combat overall.
First off, the Catamaran and Hammerhead now have these manual terminals next to each Special Weapon, allowing one player to manually control that weapon.
This means you can effectively be 2 gunners on the Catamaran and 4 gunners on the Hammerhead, controlling one Special Weapon each.
Enemy ships have been rebalanced, and will now perform more evasive maneuvers to make shooting them not feel so... static. You'll now see these aiming reticles to hit, which will score critical hits.
Gunship will drop these Radioactive Bombs, which will trigger the Radiation hazard on your ship if you fly into it. So watch out!
Corvettes and their loot has changed a little, to tie into the new component-blueprint-rarity system. In the future the Corvettes will be remade further to act like a proper boss, and be way cooler.
For player ships, max range for all weapons has been increased but with damage fall-off at longer ranges.
We know some of y'all have wanted the Lance Railgun to get its sniper range back, so here you go. Nice!
[img src="{STEAM_CLAN_IMAGE}/44958487/dfa2b038b52607fb2a3483bfa6c3b66c7e0995b1.jpg"]
New Guns
For player weapons, we have the Minigun and Stinger SMG.
The Minigun is another consumable weapon like the RPG with limited ammo.
So when you get lucky and find this, send those machine scum to Robo-Valhalla expeditiously.
The Stinger is a normal, permanent weapon like the other guns.
Now the two ship Special Weapons I mentioned above; there's the Vulcan minigun and Thunderburst cannon.
These provide a more consistent rate of fire, similar to pilot weapons to compliment the Lance and Missiles Launcher. Perfect for a well-rounded loadout for the Hammerhead!
For a demonstration of how satisfying they sound, check out the videos for this update.
We've also reworked the Pulse Cannon pilot weapon into the Reaver
[img src="{STEAM_CLAN_IMAGE}/44958487/b45c2767e0e1df16c0529458f54e2675db91456a.png"]
Enemy Changes
To compliment the addition of Modules and varying damage stats, ground enemies now have a health bar and displays status effects affecting them. Same for ships.
To ensure a fair and flexible enemy difficulty, Elite enemies are now split into two groups with different colors. Yellow Elites are the usual ones, while the white ones are like, "Elite-Elite".
Weapons Update Launch Trailer:
[dynamiclink href="https://youtu.be/lWI08BDVFcw"]
Overview video explaining the new content in video form:
[dynamiclink href="https://youtu.be/JXYUTLVwDSs"]
Release Notes:
New:
Joining lobbies mid-mission is now instant, without needing to wait for a jump to happen.
MK system for player weapons and components has been remade into the Blueprint and Module system.
Materia Ingots has been split into 5 variants for Module upgrades. Player's stash of old Ingots will be converted into the first Green Ingot variety.
Player's old stash of MK2/MK3 player weapons and ship components will be converted into a Refined/Blue rarity equivalent with random Modules.
Major changes to Assembler and added several Blueprint-related menus.
Added 3rd Player ship, Hammerhead
Major rework of Ship Health, added Core Lives, Hull Repair Kits to all ship interiors.
Catamaran and Hammerhead Special Weapon mounting points now have a manual terminal next to them for manual weapon control from the outside.
Added Expendable Minigun and Stinger as player weapons, and Vulcan Rotary Cannon and Thunderburst Cannon as Special Weapon ship components.
Pulse Cannon pilot weapon has been reworked into the Reaver Cannon, and Bolt Accelerator ship weapon has also been reworked.
Most enemy ships now make occasional evasive maneuvers.
Enemy gunships can now drop Radioactive Bombs as an additional attack.
Elite ground enemies now appear as either yellow or white depending on their elite-eliteness and power.
All player ship weapons have increased range.
Enemy ships have been rebalanced in some way, Corvettes now contain components with Modules.
Changes/Quality of Life of Note:
Taser drone has been nerfed, both with shorter stun and reduced health.
Ship emergencies like fires etc, no longer occur while you have active bars of Shield protecting you
Artifacts have been rebalanced across the board to align with the new weapon Modules and higher level of power.
Players can now crawl around in the downed state. Added the downed debuff as described in the Crew Lives segment above.
To accomodate both pilot abilites of Front Shields and Engine Flares, the keybind to active these abilities has been changed slightly.
Bug Fixes:
Too many fixes to mention.
Situations of ground enemies clipping into walls might still appear.
Enemy ships flying through geometry can still appear, we are aware and it is a larger problem that takes more than a bug fix to resolve.
Please let us know of any major and disruptive bugs that hinder progression or seriously affect balancing, and we will fix them post-haste.
(Update June 26th: We are aware of a bug affecting the fire spiders appearing upside-down in some circumstances. Will be fixed with the next hotfix ASAP)
Woooo! Guns!
Enjoy the update, and don't miss that Jump Space will be 20% off during Steam Summer Sale between 25 June — 9 July!
As always, thank you so much for playing our game and supporting us. We've got plenty more to add from the our Dev Roadmap, and we're not slowing down.
We're looking ahead to our 1 Year Early Access Anniversary! Maybe that's when we drop the next update, together with other cool stuff to celebrate one whole year of Jump Space.
We'll give you more info when it's time... But first, summer vacation!
Fly safe, Atirans.
- The Keepsake Crew
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).
Improvements
- Added a lock icon to Lobby Browser entries that are password protected.
- Improved localization preloading to reduce loading hitches at startup.
Bug Fixes
- Fixed some buttons being blank in certain languages.
Hey again, Jumpers!
A smaller Quality of Life update is now live!
We have some improvements that we wanted to push live now, rather than wait until the Summer update.
Better Lobby Browser
[img src="{STEAM_CLAN_IMAGE}/44958487/4e50697b7de0fc704bee0fde72d58127cef510e4.jpg"]
The Lobby Browser now displays a lot more information - Current Mission, Challenge Rating, Amount of Jumps, Ship, Host Region, Player Number.
You will also be able to set a Password for your lobby, and generate a sharable link to easily invite people without needing to add them on Steam etc.
DX12 Loading
[img src="{STEAM_CLAN_IMAGE}/44958487/702aecfd117189a6dba9cf32f126dcfabed0eb67.jpg"]
If you're launching Jump Space with the DX12 option, then you've seen this screen before.
We've reworked the shader warm-up to perform better, reducing the load times and fixing some of that stutter you may have experienced when a visual effects loads for the first time in a level.
Hammerhead Ship / Recapping the last Dev Stream
[img src="{STEAM_CLAN_IMAGE}/44958487/d9617b85e81da4059185548a4eaa409f392fcd2f.jpg"]
As we revealed in the last Dev Stream, this is the work-in-progress Hammerhead! You'll get to test this 3rd player ship later in June when it hits the experimental branch.
The Hammerhead is a real tank, bigger and slower than the Catamaran. It has no Pilot weapons whatsoever, but instead has 4 Gunner stations and 4 Special Weapon slots along the sides for maximum firepower.
We will also add a new Minigun Special Weapon, so you can rock 4 Miniguns, or 2 Miniguns and 2 Railguns - whatever mix of Special Weapons you want.
The Hammerhead is definitely optimal for a crew of 4, but we can't wait to see smaller crews handle this beast as well.
We're sure you will have a lot of questions, like the Power Grid or Ammo size to accomodate all these components, how much Health or Shields it will have, how big is the interior, will there be too many fires to handle if it's so large etc.
We anticipate this and rest assured, we are accounting for all of this to make sure it's a balanced and viable ship. This is just a WIP sneak peek, and you'll learn a lot more soon and in June.
But with that being said...
Reworking Ship Health / Player Weapons
[img src="{STEAM_CLAN_IMAGE}/44958487/c21e8b17d143cf1f9fe431d10829b333cf243739.png"]
Eagle-eyed viewers of the stream noticed that the HUD looks very different now.
We're haven't given any details yet on what all this means (please look forward to the next Dev Stream) but the reworked Ship Health system will change a lot. So when it comes to core health, ship shields, ship emergencies - Forget everything you know and look forward to some great changes.
🚨 We also let slip that how you collect Player Weapons are being greatly changed as well. 🚨
We know that a super common feedback has been "why aren't weapons permanent, make a weapon storage locker, losing my MK3 gun feels awful" or other similar quotes.
Which is totally valid feedback!
So we're fixing all of these points in the next update.
Not promising that we're literally adding a storage locker for weapons, but we guarantee you'll be very happy with the new weapon system if you've also been wanting some changes to how weapon looting works.
So, ARE YOU EXCITED YET for all of this to drop in the Summer update?
It truly will be our best update yet. We will share more details in the next Dev Stream, and again - you'll be able to test the new update sometime in June when it comes to the Experimental branch on Steam.
Keep an eye on our socials and Discord!
So again, lots of stuff happening in June!
For now, enjoy the Quality of Life update ːggxxacmayː
- The Keepsake Crew
Improvements
- Reduced hitches during game startup by tweaking asset loading order, most notable on slower hard drives
- Lowered threshold for 3/3 bonus to prevent edge cases on Defend Ship finales
Bug Fixes
- Fixed memory leak on levels with terrain which would tank performance and eventually crash
- Fixed issue not being able to enter Hangar or play missions when offline
- Fixed Outlines so inactive object outlines no longer occlude active ones
Bug Fixes
- Fixed artifact rarity coloration being displayed before artifact had been unlocked
- Fixed artifact rarity coloration not being displayed when installed
Improvements
- Tweaked combat, emergency, and exploration music transitions for smoother playback
- Music outro state handling improvements
Bug Fixes
- Fixed an issue where the ShockPants and Backlog Repeater traits applied movement speed to all players instead of only the intended player.
Improvements
- Overhauled the object outline visuals and enabled them by default for all players.
- Improved the combat and emergency music system - music now plays correctly based on your situation, including proper transitions and added a new finale state.
Balance Changes
- Broken components dropped by Corvettes now have a sell value of 1 ingot.
- Added a new fix where infinite enemies where spawning in Cargoship levels. They should now respect the intended wave flow.
New Features
- Component unlocks are now shown on the jump map, so you no longer need to board a corvette to discover new components.
- Corvettes no longer provide new components. You can now only find broken components there. This is a temporary fix until the next major update.
Improvements
- Buddybot can now pick up and use existing ammo packs.
- Artifact rarity color is now displayed in their info box subheader.
- Fires not on the ship now count towards extinguish fires venture progress.
- Radioactive broken components now count towards venture progress.
- Meteor storm duration reduced from 80 to 40 seconds.
- Solar flares no longer spawn fires inside the ship while the ship is in cover.
- Improved VFX and shader warmup times on subsequent boots. (DX12)
- Key rebind saving is now deferred until the settings menu is closed, improving responsiveness.
Bug Fixes
- Fixed an issue where the heat cleared popup would not appear for clients.
- Fixed restrictions and interruptions for melee ability when using jetpack, reload, and ADS.
- Fixed crowbar and heat blade shadow mesh not appearing in third person.
- Fixed a hard crash caused by the outline system interfering with shadow culling.
- Fixed stale saved input overrides that could cause input and UI to stop working, with all UI keys displaying as
'A'.
- Fixed scenario countdown and event boxes getting stuck on screen when performing a jump.
- Fixed loot incorrectly spawning in tutorial, lobby, and materia clouds.
- Fixed taser drone not able to target players issues.
- Fixed an issue where new component unlocks were not working correctly.
- Fixed a settings save that could cause stalls for some users.
Current Release
v0.5.11.18
Uploaded Nov 13, 2025
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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
8.4 GB
v0.5.11.18
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View AllDownload Jump Space for PC with a direct link or via torrent. Get the full version of Jump Space for free. Jump Space is a Action released by Keepsake Games.