
Jump Space (formerly Jump Ship) is a mission based co-op PvE for 1-4 players, where you are the crew of a spaceship. Transition seamlessly from crewing the ship to on-foot exploration and space walks. Explore, upgrade, and survive intense encounters in deep space together.
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Every market we collect.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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.
Jump across the universe - Select from a variety of hand-crafted missions with random elements. No two runs are ever 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. Bolster your arsenal of guns and components with tons of modifiers.
Fly with a crew, or go solo - Jump Space is best enjoyed with friends, but solo adventurers are welcome too.
Upgrade and customise your ship and guns 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.
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.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1048 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Updated review after several hotfixes To the developers' credit, some bugs have been fixed. Unfortunately, most of my original concerns still remain, and some hotfixes have introduced new issues of their own. The biggest remaining problems are: Many gameplay and balance changes continue to go undocumented, making it difficult to tell what's intentional and what's a bug. UI and tooltip inconsistencies are still common, including incorrect damage calculations and misleading stat displays. Some of these issues have persisted through multiple hotfixes, while new ones continue to appear. Some features advertised in the major update are still bugged, incomplete, or don't function as described. Hotfixes frequently fix a handful of issues while breaking unrelated systems, giving the impression that updates aren't being thoroughly tested before release. The progression system still feels unnecessarily grindy. Between heavy RNG, multiple upgrade currencies, and the constant chase for better gear, it increasingly feels like progression has become the primary objective instead of simply enjoying the gameplay. I also want to touch on the developers' balancing philosophy. I understand the goal of preventing a single weapon or module from becoming mandatory, and I agree that if something genuinely trivializes the game, it should be adjusted. Some modules were clearly overtuned, and balancing them makes sense. My concern is that the current approach seems to rely primarily on reducing player power instead of making weaker options more attractive. In a cooperative PvE game, finding an exceptionally strong weapon or build should feel exciting. If every standout option is eventually brought back to the same baseline, progression becomes less rewarding and fewer builds feel genuinely fun to experiment with. Balance is important, but so is the feeling of becoming more powerful as you progress. I still believe Jump Space has a solid foundation, and that's exactly why these issues are so disappointing. In the currents state of the game, i do not recommend to buy it. UPD: The developers have now gone on vacation shortly after releasing a major update, leaving the game in a state that still has many unresolved issues. More importantly, the update introduced a new balance framework that doesn't feel well established. I'm concerned this will create additional problems down the road, as future buffs and nerfs built on top of it may lead to even more balance issues and player frustration.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Swedish, Japanese, Ukrainian*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pirated it. Was so good i payed for it. Ship gameplay is good. Ground combat and gunplay could use some work but its fine
Honestly there definitely has been a lot put into this game, but with the recent update, it's clear they're pushing for you to have a full squad to man the ship. Shields now don't really protect you, as a singular blast will knock them out, when your hull is damaged you now have to go outside your ship to repair it, meaning you're now needing a lot more micromanagement compared to the previous system of putting ship repairs into the core. I can kind of understand the thought process, but it really damages solo players and duos, especially with how they haven't fixed buddy, so if you allow him to repair your ship, you'll run out of Matera in the first zone, because I'm 90% certain his coding wasn't updated to adjust for the new repair costs. Something I'm curious about is if the devs use AI to code at all. Normally I wouldn't make such a bold claim, but there's just a lot of... small things that I just don't think a coder would get wrong? Eg, Exiting from the charting map is labelled "A". In *what* world is that the case? Esc is the key to back out, but how could something like that go unnoticed? Another is obviously Buddy, how he can't interact with the new systems, so he's constantly spamming shields the moment an enemy ship comes into range, even if they haven't fired yet, or as I said, eating your matera to repair the ship, leaving you with no ammunition to fire. Another thing is the revamping of modules. In the past, it was very much a linear progression, you levelled up your kit using ingots and you explored in more dangerous zones for better stuff. Now it's all pure chance, with a starting 4 slots. To me, it just says that this game isn't for the casual player anymore who wants to play with a friend or two, now you've got to lock in or risk getting blown to smithereens. Even if you had played before this update, it's nice you've gotten some ingots as replacement, but with there being green, blue, purple, orange AND red ingots, you've just made the grind so much more tedious in order to artificially lengthen the playtime. If you were to purely say buy one red ingot using credits, you'd be spending 3,750,000 credits. On a SINGULAR red bar. Granted, you might just end up crafting them up from the bars you find in missions instead, however the rewards are *pitiful* and it doesn't feel as if your time is being rewarded at all, because remember, they've changed how modules work now. You *might* find a better weapon, but it's a pure dice roll, and when you do, the resources that are required to actually upgrade them are astronomically high, and what happens if you find something better? Do you get the ingots back? Because if you don't, then you are 100% SOL, though if I'm wrong I'm happy to be proven so. My point is more, this game doesn't respect your time anymore, and has been changed in ways that make it inconvenient to the player, it's almost as if it's been tuned for the hyper optimiser players, which is fine I guess, but that doesn't apply to me. I do think the weapon update is somewhat cool, but it's also clear that the focus was only on the new content, and not how the old content would merge with the new stuff. Along with this, I do think they use AI to code their game without telling us, and despite having AI voices in for many months now, without even changing the voice lines, they still haven't gotten people in to properly voice these characters. It's a decent game at heart, but I do think Voidcrew probably has the better experience now, which is a huge shame because I really hoped that Jump Space would want to try and be its own niche.
It's becoming more chaotic and sweaty with every update. The game gives you loot and things to pick up but absolutely zero time to look at any of it. The ground combat is literally non-stop waves of enemies with no time to do anything other than shoot, and most of the space missions seems to include endless waves of ships as well. Enemies don't drop anything, or give you any experience, or ever stop coming, so it almost feels pointless to fight them. For me, periods of high-stakes tension only works if there are alternating period of recovery time between them, otherwise it's just non-stop, exhausting chaos. I'm too old for that ♥♥♥♥. Void Crew is a better experience for me because even the super difficult missions have like 5 minutes or so at the end of each mission to go around collecting and sorting loot, and that game gives you a lot of time when warping between missions to rearrange equipment, make emergency repairs, etc. Jump Space is just... it's pure chaos. And it's not the enjoyable type of chaos either. Calm down a bit, guys.
USED to be quite fun and light-hearted for a group of friends, maybe a little TOO chill in some aspects, but recent updates gutted any sense of fun in this game Reminds me of another game I play called Helldivers 2, but even Arrowhead is NOT this bad, not even before the backlash and the following 60 day patch. It's like the entire dev team of this game is a group of Alexus clones General gameplay: - Previously fun artifacts nerfed all into the ground for "balance" - Get better gear? I'd love to, but where? - Loot at the highest difficulty is worthless bunch of blue rarity items. May find one purple if you are lucky. VERY lucky - A lot of the time it's not even an item but some trash to sell and a +15 materia canister. Sometimes, an entire 3-slot orange item container would have nothing BUT a single materia canister. Totally worth fighting Skynet hordes with a pea shooter - Even purple loot has marginal at best upgrade paths, say purple bolt-action top DMG is... +23%. Riveting improvements! Space gameplay: - Enemy fighters don't need to face you to shoot. Looks like everything and their grandmother has a turret - Enemies also have phase generators allowing them to ignore certain solid objects and laws of physics - Enemy plasma bolts don't just lead you, they lock on and track like missiles with perfect accuracy. Fancy flying skills won't save your hide. You can in fact see enemy plasma bolts curve in to hit you - Ship components suffer damage even before you lose your first bar of shield - Fires start before you lose a single bar of shield - Single corvette sniper hit fully strips my full-upgraded 750hp shield yay - From full HP to none in less than a second? Easy. On-foot gameplay: - I beat every modern Doom on Nightmare and classics/mods on Ultra-Violence, and balance of this game is atrocious - Pistol weapon is a noob trap. It's not good on ANY level. Used to be meh but viable. Not anymore - Melee wasn't great before. It's suicide now. Purple sword with upgrades? Could as well be a purple floppy bedroom appliance from Saints Row with how it performs. Correction: floppy bedroom appliance is actually a decent weapon, unlike the sword - Inventory weapons are barely passable, even purple rarity and max upgrades everything is a bullet sponge - A single enhanced raptor can burst down 40 shields in 1 attack. Seems legit - 2 mag dumps to enemy weakpoint with blue upgraded LMG, and that big raptor thing is still at 25% HP. Lovely - Basically, everything on 4/5 is a bullet sponge, and this ain't Borderlands. You aren't getting legendary weapons to compensate - Taser enemy also has a phase generator and can phase stun you through walls and cover Overall, the experience becomes frustrating, tedious, and generally unpleasant Personally, I'd say wait until/if devs amend the situation. My group and I are taking a break from this mess
These guys are evil arrowhead, they made the game way better and gave us deep and meaningful progression along with slightly goofy buildcrafting. Also the game is quite optimized, and best played w/ at least 1 (one) friend
I played this game lots earlier on in EA, but this newest update (Weapons) finally pushed me to actually reccomend it. The devs show they are capable of listening and making changes that people are asking for. Notibly: Shields. In previous versiona, shields were an archaic, awful system. You'd be spending most of your crafting resource in any given mission just topping them up, as they were just a second health bar that you had to maintain constantly, as hull damage is even worse for your ship. With this new update they act much more like shields in most ofther si-fi games work, where they recharge on their own. Though occasionally your emmitters will still break, necessitating shield repair units. This on it's own is a game changer for the absolute better. You have much more flexibility in how you spend your resources. In previous updates, I was barely able to do moderate (level 3 of 5) difficulty missions because the difficulty spike was just too big and I just took too much damage, too quickly and was constantly on the backfoot just keeping up with repairs. Now I'm doing Hard and Very Hard missions with relative ease since survivability in ship combat is so much better. Overall, I still think ground combat in higher difficulties needs a good bit of work, some enemies are far too spongey, and the format of on-foot segments needs an overhaul, as the best stratagy for basically any objective is just "run past all the enemies and do the objective" since the enemies respawn basically immediately in most timed segments, making defeating them pointless. But I have faith in the devs to continue listening to the community and making this game even better!
Штож. Для раннего доступа это очень и очень хорошо! На данный момент, проведя здесь всего 8 часов я крайне доволен состоянием игры, её механиками и наполнением. Это очень крепкая база для проекта такого жанра. Да, пока что не всё прям идеально, но игра и в раннем доступе находится. А по количеству и качеству выходящих обновлений видно, что разработчики занимаются игрой, видят её проблемы, слушают комьюнити и придерживаются вектора своей дорожной карты. Ребята делающие этот проект большие молодцы, они нащупали отличный баланс между космическими баталиями и боями "на земле". Несмотря на то, что больший акцент сделан именно на корабельных сражениях, пехотная составляющая выглядит крайне достойно и не ощущается каким-то придатком "на сдачу", что, в свою очередь, очень хорошо разбавляет геймплей. Игра буквально делится на две абсолютно не похожие системы, которые ощущаются совершенно по-разному, так ещё и сделаны для проекта такого класса на высоком, по моему мнению, уровне! Важный момент - игра крайне сильно завязана на командное взаимодействие, и в одиночку, как мне показалось, тут делать нечего, т.к. нет каких-то хорошо работающих инструментов, которые позволят управляться с кораблём в соло. Минимальный порог входа - две тушки, ну а больше - лучше. Если говорить непосредственно про геймплей, то тут всё прям хорошо. Составляющая космических боёв отличная. Корабль - это достаточно сложный и несамостоятельный объект. Помимо постоянного управления судном нужно: стрелять, ремонтировать, крафтить расходники (боеприпасы, щиты, инструменты для восстановления обшивки), заниматься менеджментом модулей, собирать и перерабатывать ресурсы. Всё это делать зачастую нужно одновременно, поэтому командные взаимодействия тут очень важны. Сам по себе космолёт можно достаточно сильно кастомизировать путём установки различных орудий и модулей. На данный момент есть 3 вариации корабля, каждый со своими характеристиками, компоновкой узлов, внутренним и внешним видом. Бои, соответственно, проходят в открытых локациях, наполненных астероидами/обломками/мусором. Рулевой управляет, стрелок ведёт огонь, помощники чинят/обслуживают судно. Всё одновременно просто в макро плане и сложно в микро моментах. Противников в данном сегменте тоже хватает, они хоть и достаточно "базированные", но разнообразие есть, как и подходящая стратегия к каждому виду врагов, особенно на высоких сложностях. Наземная составляющая игры сделана тоже здорово. Свою тушку можно так же настроить путём выбора оружия, расходников и перков. Стволов в игре достаточно, делятся они на стандартные классы (винтовка, ПП, дробовик, пулемёт, снайперка). Пушки нельзя кастомизировать, но у них есть разные уровни редкости, которые влияют на характеристики и пассивные усиления, всё это нужно находить на миссиях и, при желании, сохранять чертежи найденных стволов, чтобы потом была возможность их крафтить. Боевая часть заключается в следующем: высаживаемся на станцию/корабль/астероид, внутри нас ждёт определённая задача: зачистка, что-то сломать, что-то принести и т.д.. Выполняем, попутно убивая вражеских роботов разных видов и типов. Сама стрельба реализована прям неплохо, оружие чувствуется хорошо, импакт от попадания приятный, все типы стволов ведут себя по-разному. Это полноценный, достойно сделанный сегмент геймплея, а не просто затычка для растягивания времени. Ну и под конец скажу о минусах. Хотя, раннему доступу, думаю, они простительны. Во-первых, как мне показалось, достаточно скудный набор миссий. Они, конечно, разные, но, зачастую, это производная от какого-то задания с несколько изменёнными вводными, по сути, как я понимаю, есть: зачистка карты, выживание на локации, защита объекта, уничтожение объекта. Ну и может быть как задача в космосе, так и на земле, но основная суть, думаю, ясна. Эти сценарии немного могут так или иначе изменяться, но базовая составляющая остается +- такой же. Хотелось бы получить какие-то инструменты для большей реиграбельности (роуглайт-режим/выживание с постоянно усиливающимися волнами врагов/многоэтапные миссии). Во-вторых, есть некие проблемы с наземными врагами, местами они могут проходить сквозь объекты (двери/стены или даже через корабль игрока), неприятно, но, скорее всего, поправимо. В-третьих, лично мне не хватило какой-то более детальной кастомизации персонажа. Это касается как технической, так и визуальной составляющей. Внешний вид меняется, по сути, только цветом и типом скафандра, скучненько. В плане настройки перков тоже все не супер интересно, их общий набор достаточно мал. Мне хотелось бы видеть какой-никакой уклон в классы, чтобы игрок мог выбрать роль и получать те пассивки, которые усиливали бы его эффективность именно в этом деле. Сейчас можно сделать достаточно универсального солдата и это, имхо, не очень подходит к концепту игры. Если подводить итог, то даже в текущем состоянии за свою цену это отличная, полноценная игра. Если разработчики сделают то, что обещали в дорожной карте, то мы получим очень интересный проект, достойных аналогов которому я пока не видел. Я смело рекомендую данную игру!
先说结论:不推荐现在入坑。 目前本人进度:游戏时间4个小时,纯单人游戏,角色3级。 游戏做到了太空机战狗斗和地面战两种战斗玩法无缝衔接,但是就单人体验来说,我用非常糟糕来形容。 第一个,就是新手引导不足,游戏机制,飞船功能,还有操控来说,基本花费了1-2个小时才磨合。 (例:我搞了半天才知道在飞船门口可以直接将东西送到仓库,飞船中了辐射配件会随机出故障,UI显示都是何意味?) 第二个,说说这游戏主要玩什么,爽点是什么,进来之前以为是太空搜打撤,我能打,我能猛猛搜,结果进来发现是太空资源管理,是模拟舰船维修,打起来弹药吃紧(换个话说补给控制写实一些没问题),但是搜起来,你跟我说我只能拿4样东西,运到飞船我要拿着个包跑到飞船那里,旁边一个铁疙瘩跟个摆设一样,更别说我还要在仓库搓弹药,在太空修飞船,然后全套干下来的收益不够升级一个飞船设备。(想想隔壁四个矮人下矿井的还有个茉莉呢,再隔壁四人传播民主还有空投补给呢) 以我新手体验来说,我打一个任务链下来1个小时,起码有20-30分钟在做与搜打撤毫无关系的杂活,这些明明应该可以由机器人队友自动完成,或者通过我操作指令直接完成(说些很繁琐的操作:回血针占用一个背包位置;明明有一个机器人,我却要自己出仓修飞船;飞机驾驶员要离开座位才能看空域地图等等,更别说还有个奇怪的BUG:你手持任务道具的时候必须放在2、3号位才能提交任务,这个涉及安装飞船插件、提交任务道具等情况) 第三个,我想说说游戏更新可以提升体验的方向,战利品搜刮因为比较写实的背包系统是有点难受能优化最好。空战舰船维修真最好改了,他可以改成决战前补充反应装甲直接减少受到的伤害,而不是要我们频繁的去出仓修理。 我打这游戏是图个爽的,不是来做太空黑奴的。 (以上为4小时游戏体验的理解,可能较为片面,会继续体验,有新理解了后续再补充)
b游戏烂完了,装备改动以来,红装爆率低的情况下数次削弱装备词条。内容少不去赶工新内容,搁那整平衡,一查工作室地址,斯德哥尔摩,释怀了,不推荐玩这游戏
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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