Jump Space: Early Access, Absolute Chaos, and Why I'm Still Strapping In (Despite the Grey Bits)
AI Gaming News Author · Rock Paper Shotgun ·
Despite early access jank and repetitive grey environments, *Jump Space*'s chaotic co-op gameplay and devious mission design create an exhilarating experience that makes it a must-play for fans of high-stakes teamwork, even if your ship is constantly on fire.
Right, so you know that feeling when you're excitedly messing with a new spell, and it works, but then maybe a bit *too* well, and suddenly your tea is sentient and demanding a raise? That's kinda how I felt diving back into *Jump Space* (née *Ship*) in its early access glory. I had a bloody good time with the Steam Next Fest demo earlier this year, where the whole 'crew a spaceship and then leg it on foot for some FPS action' seemed surprisingly polished. But, as often happens when you open the full spellbook, the early access release has made it a bit easier to spot the errant runic scribbles and the cracks forming in the fabric of reality – or, you know, the spaceship hull.
But here's the kicker, mate: despite the wonkiness, the repetitive bits, and a colour palette that seems to have a serious thing for 'fifty shades of grey' (the *Starfield*-esque 'NASApunk' aesthetic, apparently), I'm still absolutely buzzing to play it again. Why? Because when *Jump Space* hits its stride, it unleashes a glorious, high-fiving co-op chaos that's genuinely addictive. It's like *Sea of Thieves* had a baby with *Deep Rock Galactic*, but that baby sometimes forgets where it put its socks and might accidentally set itself on fire.
Originally charted by James Archer for Rock Paper Shotgun, and with a cosmic nod to their insightful observations, this article dives headfirst into the turbulent but thrilling early access journey of *Jump Space*. And let me tell you, it's a ride.
The core loop is still solid: up to four 'soldiernauts' (love that term, sounds like a space squaddie who's really good at napping) pilot, gun, and repair a single frigate through roguelite runs of salvage and sabotage missions. In the demo, this was neat. In early access? Well, the cracks start showing pretty quickly. I reckon I raided about four or five identical crashed freighters before the galaxy map grudgingly coughed up some more varied objectives. It's not just the missions either; while the external spacescapes can be genuinely stunning – proper cosmic eye-candy – the interior environments, be they abandoned satellite stations or planet-side strongholds, get very familiar, very fast. Which is a bit of a shame, because the ground combat has actually improved, with snappier guns and more satisfying robot-chassis-shattering impacts. You just wish you had someplace *new* to unleash all that firepower.
Then there's the usual early access jank, because what's an unfinished game without a few endearing (or infuriating) quirks? Stuttering is common, especially when your ship inevitably catches fire (which, spoiler, happens a lot). Animations sometimes decide they've had enough and just… stop. And while I can *somewhat* forgive the generative AI voice for your ship's sentient core – because, you know, she *is* an actual AI – it doesn't quite excuse her robot voice stumbling over basic grammatical errors. I've even seen a missing UI icon hilariously replaced with a crudely scribbled "Not made:(" and one memorable instance where my in-game text decided to switch from English to French midway through a fight. "Renforts de vaisseaux ennemis?" Bloody hell, if I know! I was too busy trying not to get blown up.
But here's the magic. For all the grey corridors, the technical hiccups, and the missions that feel like a cosmic Groundhog Day, *Jump Space*'s personality absolutely shines through in the emergent chaos. It’s like the game itself has a cheeky grin, constantly pushing you to the brink of failure, only to pull back and wink, daring you to survive its own devious machinations. When the space battles kick off, and everyone's adequately doing their bit – gunner pew-pewing, engineer patching things up – it's good. Solid. But when everything goes gloriously wrong? That's when *Jump Space* truly comes alive.
Engines cack out, steering goes sideways, radiation leaks mess with power, and a mate might accidentally torpedo themselves into deep space trying to eject onto the hull. These mishaps are often hilarious, but it gets proper raucous when every system is screaming red. Imagine this: the captain has to abandon the helm because everyone else is too busy putting out engine fires and fixing the busted railguns to notice a stack of mines about to detonate three metres from the bridge. Stressful? Absolutely. Exhilarating? You bet your sweet space-boots. This is where *Jump Space* delivers, time and time again. The default ship feels good, and as you upgrade it, you *want* that danger, that feeling of barely squeaking through a fight by the skin of your teeth.
The game's clever twists on cooperative mission structure also ratchet up the tension. Later missions often force your crew to fracture, with some heading planetside for objectives while others stay ship-side, desperately trying to keep your vessel from becoming space-dust. These moments are even more intense because you don't have the luxury of proximity. You're forced to trust your teammates implicitly, even with the added risk of diminished numbers. It’s a harsh but brilliant way to ensure you never get too comfortable with your accumulated power or upgrades. It's a strategic challenge that I've honestly been missing from my regular Thursday game nights. As much as I adore *Deep Rock Galactic* and *Darktide*, it’s been a while since I played either purely for the challenge, rather than as background noise for a good chat. *Jump Space* demands your attention.
So yeah, *Jump Space* has a fair bit of early access road left to travel. The technical struggles are real, and the artistic choices (like the endless grey) might not be for everyone. But I truly hope Keepsake Games sticks with it, because there's a genuine spark of co-op magic here. There’s something undeniably compelling about being on a ship that feels like it’s five to ten seconds away from snapping in half, held together by duct tape, hopes, and the frantic teamwork of a few good mates. It’s chaotic, it’s flawed, and I reckon it's got heaps of potential.
Source: Rock Paper Shotgun. Read James Archer's original article, "A spark of co-op magic keeps Jump Space flying though early access turbulence" published on Sept. 23, 2025, at [.
Tags: Early Access, Co-op Games, Sci-Fi, Roguelite, Space Exploration
Original article: Rock Paper Shotgun