
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
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.
Reviews, worldwide (the counter carries no country): 12.57/day in the week to Sep 18 → 155.25/day in the week after.
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
Engagement
Reviews
Themes across 1261 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Лаги, глюки, оптимизации нет. Модули лагают точки взаимодействия лагают. Игры шлак полнейший
My journey began when I remembered the Steam discovery cue. "Well, hello?" Space Game: Flying ships, walking on foot, multiplayer? On sale for 15 bucks, sure deal! [h3] What this game reminds me of:[/h3] [list] [*]Artemis Spaceship Bridge Sim [*]Sky Rogue [*]Space Engineers [*]No Mans Sky [/list] It is neither of those games, and that is good, because if it were, the dev team would drown rather quickly. What Jump Space is: Four friends, a pilot, a gunner, a firefighter and someone is trying to get the robots to back off for ONE DARN SECOND! What Jump Space is (thankfully) not: A sandbox base builder action role play with stealth mechanics [h3] The good:[/h3] [list] [*]Feels good to play [*]Difficulty is spot on [*]Performance is good [*]Lots of things on the ship to break, or be on fire, or contain clankers! [*]The wishing vent [/list] [h3] The meh:[/h3] [list] [*]Missions are a bit repetitive [*]Melee combat isn't really viable yet [/list] [h3] The one thing that drives me up the wall:[/h3] Got a nice scope, on your shotgun? Got iron sights on your sniper? Tough luck! This feels like a game made by some guys in a shed, but they have a vision, and are half way there!
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Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.1M | 19.6K | 94% | $19.99 | |
| $6.1M | 9.6K | 92% | $34.99 | |
| $6.1M | 4K | 82% | $49.99 | |
| $6.1M | 19.9K | 89% | $19.99 | |
| $6.1M | 9K | 94% | $39.99 | |
| $6M | 11.5K | 88% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.9K | 2 | 0% | $24.99 | |
| — | 0 | — | — | |
| $134.3M | 380.2K | 97% | $29.99 | |
| $12.8M | 28.5K | 57% | $29.99 | |
| $10.7M | 15.4K | 60% | $29.99 | |
| $2K | 24 | 54% | $3.99 |
Same day: best CA #26, worst AU #54 · 10 markets collected
US · last 30 days
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
Genres
Stats
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
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Space game with no clowns in it, no clown cosmetics either, no clown toys, no clown NOTHING... IN A SPACE GAME!!! So, 4/10. All these modern space games trying to be so serious but all the classic space games have clowns in them. Even Warhammer has clowns and thats supposedly a "grim dark" setting. This game is fun, especially with friends but without space clowns I can never fully endorse it. They do got a gnome and also the crowbar moving and swinging animation is very Gmod/Half-Life so I can slightly forgive them.
Super jeux, maj régulière et très fun avec des amis et des inconnus. S'ils continuent avec les maj regulières le jeu sera exceptionnel Bravo à toutes l'équipe vous faites un super taff
It reminds me a lot of wildgate. Just without the battleroyal mechanics.
The game is still being built, but I can see the roadmap here. Very fun game, and the seamless transition from from inside to outside the ship is very fun.
This game is an absolute blast. I have been waiting for a co-op game that fits this style for almost a decade. If you have ever played the railjack missions on warframe and wanted a gameplay loop that focuses on crewing a spaceship and taking out stations full of enemies, this is the game for you. This game rewards many different play-styles. Want to make stuff, upgrade, and provide live ship repairs? You are essential. Want to pilot and participate in skirmishes while evading hostile ships? You are essential. Want to provide gunner support and keep flanking enemies from ever having a chance? You are essential. Want to jump ship and chase down corvettes to disable them before they cause significant issues, or pick up loot, hopping between stations and the ship? Carry a rocket launcher and taking down ships without needing a ship of your own? You are essential. Every role feels impactful and unique, which is a rare thing for me in a lot of other co-op games. This is carefully balanced with a bot to help support you during solo or duo play (Though I find it is better to disable him for duo play to keep everyone busy, though this is while using the dart so...) [h2]Downsides[/h2] This game is early access and it is incredible for where it is. These downsides are things I fully believe the dev team is actively addressing or plan to address. - The customization of components and weapons is rather limited. The weapons update was HUGE. I did not play before, but that overhaul was well-warranted. However, I would love the ability to customize my weapons with modules or augmentations and the system feels shallow at the moment. - The grading of weapons and components, while fun in some ways, ultimately makes it feel pointless to upgrade and invest in them. However, now I have a bunch of green ingots that are basically worthless apart from trading them up every once in a while. This could be solved by having components and weapons having to be salvaged in order to get levels in that weapon / component (think candies from pokemon go), you could call it engineering insight or something like that and abolishing the quality/have quality be a prestige system. Ingots can still be used for enhancing the different modules, but now your progress and leveling is not put to waste. - Melee weapons... I really want to love these. Without forceful recycling, I might as well be asking for a quick death. There has got to be a movement aid or a better shielding method. There are too many enemies, for me to reliably deflect projectiles. 50% damage is not enough for having to completely abandon cover. I run in with the shotgun and am in an infinitely better position. Don't get me wrong this is already giving melee weapons an incredible advantage over real life, but I value speed, mobility, and hit-and-run tactics. Usually this play-style is provided with movement buffs and melee / akimbo weapons (many of which are paired together). I think that providing movement options (charge/boosts/slides/grapple gun free use) or beefy shield buffs / aggro pull (for the wrench users) would help give a substantial amount of use for melee, warranting the positioning risk inherent to these weapons. - Food. Why do I get the pizza relics when the dart doesn't even have a kitchen?! Also, in general, food is fun. I appreciate the kitchen... - I would like the ability to go onto the ship while it is in the hangar. I want to be able to test it out by flying around the hanger "world" and have a "training mode" where I can test out weapon systems, engines, shield behaviour, repairing locations, general ship navigation, etc... - Enemies boarding the ship should have some sort of visual indicator. Shoot a drop-pod at the ship, give me a chance to prevent it. It is jarring when they just appear out of thin air right as I am out of the ship collecting materia, attacking a corvette, or mid-dogfight. I should at least have a chance to prepare if I am keeping an eye on my surroundings. - More ships. I would love a carrier ship that can send off remote drones (other players in the gunner seats). Perhaps a ship that splits into two that can allow essentially 2 darts or a single hammerhead depending on the "mode". - Also, I am on cachyos (archlinux), I can't exit the game apart from force-quitting. I know that is more of just a bug, but on the off chance a dev sees this. Please fix this, it is a minor inconvenience.
Excellent game that doesn't feel like it's in early access. Quite a bit of depth to it. Haven't played a game like this where you can seamlessly hop out of a spaceship to do FPS fights in a building while teammates are in dogfights in space right outside. Definitely need a solid team for it, though. I play with siblings and it kind of reminds me of the synchronization and vibe we had on Sea of Thieves, but with way more depth and progression and customization.
this game is ASS
Good game but has some QoL issues. You can scan equipment but you cannot rearrage them. This can cause slots to be empty anywhere between slot 1-5 for example making it hard to reorganize. Melee is nice but rather pointless against flying enemies or when you die on your way to the enemy. Since there already is a hook why not use it to pull yourself closer to enemies. But only while holding a melee weapon to avoid players from abusing it when carrying stuff. Next there is no option to change the number setup on your weapons. 1 is always the multitool and then it's slots 2,3 and 4 which are upside down in arrangements. Would be nice to be able to change it or even specify that 1 is always the primary or melee. You cannot help but compare the game to something like Warframe which has a somewhat similar playstyle without the flexibility to adapt your ship during a mission. However there you have fixed melee attack keys that are E for normal and R for heavy attacks. Could be useful to include but isn't mandatory. The hooks are inconsitent. Sometimes you have a range of a mile away and other times you need to be almost there to pull yourself in. You can see this in the hangar where you have 1 hook spot above the navigation desk and another on the a tower with seats not far away. For one you can just hookshot after you jump 1 meter of the navigation desk tower but from the seat tower you need to jump more than half the distance before the hook becomes available. It's a good example of this inconsitency. But for the rest the game is fun. Every weapon comes with pros and cons and you just need to pick a playstyle that fits to you. You always have the multitool with infinite ammo as a fallback but it's annoying that it takes a slot away. Would be nice to either have it available after you run out of ammo on your main weapons or if you press a button to specifically grab it. A QoL thing could be that if your weapon is out of ammo that it auto switches to the next one or the multitool. This could be a toggle in the settings too if someone prefers to not use this. Anyway that's my review with some constructive feedback and criticism for the devs. ;) Please keep improving this amazing game and keep going.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.