One year ago at the Game Developers Conference, I first encountered Jump Ship, a four-player sci-fi PvE shooter blending elements of Sea of Thieves, Left 4 Dead, and FTL. I was immediately impressed. A recent playthrough with developers confirmed my initial enthusiasm. If any indie game can make a splash in this year's crowded release calendar, Jump Ship is a strong contender. Heading towards Early Access this summer, it's more polished and enjoyable than ever.
For the uninitiated, Jump Ship is a non-grindy space adventure for up to four players. Keepsake Games is actively incorporating player feedback, developing a compelling solo experience. For single-player enthusiasts, narratively driven AI assistants will help manage the ship. This is showcased in the Prologue, which serves as both a tutorial (covering shooting, space suit maneuvering, piloting, and ship combat) and a lore introduction.
Jump Ship - Closed Beta Screenshots
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Jump Ship features a compelling narrative centered around a galaxy-wide machine virus. Players, as Atirans, must journey to the galaxy's core to stop it. Missions are procedurally generated, varying in length from 10 minutes to an hour. The Jump Map uses color-coding to indicate mission difficulty, balancing risk and reward.
The core PvE gameplay is enhanced by Iris, a non-infected AI discovered in the Prologue, who acts as a mission narrator. The Hangar serves as a central hub, allowing players to spend in-game currency on customization, view the Galaxy Map, and even play soccer.
The four-player gameplay is incredibly fun. Missions rarely unfold as planned. Players must coordinate tasks: one pilots and defends the ship, another operates the main cannon, while others might use mag-boots for external repairs or combat. Unexpected events, like ship fires, require quick teamwork and problem-solving. Keeping that pineapple pizza-maker operational is key!Jump ShipKeepsake Games Wishlist
Once at the destination, players disembark and navigate the structure, facing waves of infected robots. Teamwork is crucial. Grappling hooks aid traversal, and securing the loot requires coordinated effort, with some players protecting the loot carrier.
My demos, both past and present, were brief. While this highlights *Jump Ship*'s appeal for shorter play sessions, it also limits my assessment of the long-term replayability of the larger mission structure and procedural generation. However, the potential is undeniable. *Jump Ship* has the ingredients for success, and I eagerly anticipate further playtime.