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Full Steam announcements and update articles for this title.
Released July 16, 2026
Okay, THIS one is the last Weapons Update-related patch for a while, we will be back in August after vacation to keep working full force on the next content update and fix more bugs.
Read our latest proper Dev Update to catch up on what our next plans are:
Fixed EMP Shield Restore, the module that had no effect when equipped.
Fixed Shield Downtime not correctly reducing shield downtime.
Added Bonus Damage ship modules since it was not in any drop tables.
Railgun damage now scales up with level and its extra-shot module grants a flat number of additional shots before recharge, rather than increasing magazine capacity
Corrected stat values for several modules, including Engine Turn Rate, Shield Emitter Stability, Ruptured Armour, and Dual-Burst Actuator
Fixed inaccurate or unclear descriptions on multiple modules, including Corrosion, Ruptured Armour, Melee Kill Rush, Dual-Burst Actuator, EMP Shield Restore, and EMP to Irradiation
Released July 15, 2026
Cure Critical condition at Med-Station: Materia cost has been reduced from 30 to 20.
Bolt Accelerator: Ammo cost per shot reduced from 3 to 2, reload time reduced from 1.5s to 1.25s, and damage increased from 350 to 400.
Disruptor Laser: Damage reduced from 100 to 80.
Ship Missile Launcher: Missile damage doubled from 500 to 1000.
All pilot and multi-turret weapons now correctly scale damage based on their own level progression, meaning more damage. Previously they were incorrectly using on-foot damage scaling.
Splinter Shell: Now correctly increases damage instead of reducing it.
Shotgun: Slight buff to higher rarity tiers to improve progression feel.
Emergency Vent: Damage and level scaling increased.
Chain Link Module: Chain Link used to chain to enemies through an AoE hitbox. It now fires real projectiles from where the initial projectile hit, meaning it can trigger status effects and interact with other systems properly.
Chain Link for Ship Weapons: Now also chains with real projectiles instead of AoE.
Fixed an issue where the health bar would display the death timer instead of your actual health after being revived.
Fixed the bonus objective calculation for the Escape Finale mission, which prevented you from getting every last crate and bonus rewards..
Fixed an audio error that occurred when a buddy NPC was using the Vulcan special weapon.
Fixed a broken description on the Extended Railgun Magazine module.
Fixed incorrect descriptions for the Micro Bullets and Larger Bullets
Updated the Shotgun Ship Module description to more clearly explain what it does.
Reduced the size of the Sear status effect visuals.
Made the Corrosion effect less visually noisy.
The Heavy Raptor enemy now correctly displays status effect visuals when affected by status conditions.
Hey Atirans, how's your summer?
Thank you for checking out the game and new Weapons Update, whether you're a new or returning player.
It's time for most of us Swedes to head out on July vacation, so it will be a little quieter for a month now.
While we're away, we wanted to leave this post for y'all with a proper peek behind the scenes on what the plan is for rest of 2026.
While there were some initial speedbumps, the majority of players seem to agree that this is a huge W update, making the game feel better than ever. It feels fresh for returning players, and new players are hyped for crazy weapons and more ships. The move toward more permanent loot, modules, and weapon progression seems to have landed well overall, and it’s clearly the direction many of you were hoping for.
The Module and Blueprint system is the biggest thing we've added, and is still settling into place in terms of over/underpowered stats and fixing bugs (thanks to your feedback!)
Our work to refine the Weapons Update will continue, with more Module work, adding Ingot refund, weapon/stat tweaks, and enemy balancing. The hotfixes we've been pushing out the past weeks has been a good step in the right direction.
As is often the case whenever we change power levels and have to make enemy changes, it's not perfect right away and requires some adjusting after we hear more feedback on the experience.
Just know that we are reading all your thoughts. Steam discussions, reviews, Reddit, Discord, Twitter/Instagram etc.
We aren't forgetting about other issues still present that players often bring up in comments, like ships flying through rocks and crashes.
Some of these issues are deeper than they may appear from the outside, especially when they involve physics, networking, or long-session stability. They remain active priorities, even when they take longer than a normal balance fix or hotfix.
It's just a frustrating truth about game development, but it will be resolved with time.
We want to make the best game we can, and a game that you all want to play. So keep the feedback coming, especiually if it's something that does genuinely feel wrong or detrimental to the game.
The biggest ship we’ve done yet landed into your hands and we’ve gotten some very valuable feedback from this! We still got some tweaks we’d like to do on this ship, but more on that in the future.
We did learn a lot while making the Hammerhead, so future ships will be better than ever now that we know what players value.
We're also looking into reworking Power Grids at some point in the future, make them a more flexible mechanic. To allow some ships to have maybe 2 Reactors, since space for 4 Special Weapons was a big topic of discussion early on. Making ships feel even more unique with special traits is always good.
We are tentatively planning two more large updates for 2026:
One for our anniversary in September, and one in December right before the holidays.
Here’s a few things we are internal planning for 2026, but some things may be pushed into next year:
Host Saving This means auto-saving mission progress for solos and multiplayer lobby hosts, so even if a lobby host crashes or you need to step away for an emergency, you can resume from when the last ship jump happened.
Further difficulty balance pass (both on-foot & ship)
Improve/Redesign Corvette
Mission Loot Distribution Finale objectives in missions should give it's own, better loot. Finer control over loot quality depending on where in the mission it spawns
Reworking Player Inventory & the Cargo Bag mechanic The Cargo Bag isn't perfect and we can design a better inventory solution
Implement memory leak fixes we have been working on Any mission should always be completable start to finish on both PC and Xbox Series S without a crash.
Add Voice Chat
Weapon customization (Paint, Scopes)
Modules for ships! (Not all ships need to be created equally)
Modules for suits! (Wouldn't it be cool to upgrade your armour as well?)
As you can see, continuing the story and adding brand-new content that expands the world will happen more in 2027.
We feel that we really want to refine how the game should play and what core features should exist before we layer further content on top of this foundation.
This might be disappointing for players who may be wanting new story missions most of all, but we hope the rest of the additions we're making this year more than make up for it.
We do want our first Early Access anniversary in September to feel like a big deal and be very exciting for players old and new, so we'll be focusing a lot on how to do that.
We are moving office in August!
We are getting our own private place instead of a co-working office, which will let us set up a nice permanent recording area and just make the place cozy.
Once we are settled in, the usual Dev Streams on Discord/YouTube will resume, but they are on summer hiatus for now.
Once again, here is our most current roadmap reaching into 2027.
Thanks to all your support the last year, we are in a great place to expand the game with many, many updates into the future. We are not going anywhere.
Thank you as always for letting us make our dream game and supporting it.
Stay hydrated, and fly safe ❤️
- The Keepsake Crew
July 6th, 2026
Fixed an issue where explosive barrels did not disappear for some clients
Fixed several emergencies not being synced for client players
Fixed supply drops chests and loot breaking for client players
Fixed a bug where the Supply Drop Beacon sensor could only be used once per mission
Fixed wave 20 soft lock bug in the Data Breach mission
Fixed capture point announcements not being localized in Arch_WaypointCapture_Ship
Fixed scannable objects in scanner mode incorrectly displaying 0m distance
Fixed Buddy-Bot not being able to apply status effects when using laser weapons
Fixed an issue preventing players from reviving others inside ships and cramped areas
Fixed Shell duplicator module from spawning on laser multi-turrets
(Update: We noticed that the Chain Link "Chain to nearby enemies" Module is broken, making it have blank text and weapons with it might deal 0 damage if the Module has points in it. Will be fixed for next hotfix.)
Downed players now automatically get revived on hyper jump to next sector if there is no way to revive them (no crew lives and only one core life left)
Turn rate module - reduced efficiency across the tiers and lowered max lvl from 5 to 4. The level cap was lowered to match the other basic modules and had its efficiency lowered. The idea is to make it a bit less capable of removing the flaws of some engines and act more like a slight boost.
Microplasma engine, boost increased to 4, recharge timer decreased to 5, max boost speed increased to 120% - Intention is for this engine to live more on its boosts than normal engine performance. It currently is missing a bit of a place in-between the other engines and this is a first step to make it a bit more unique.
Nitro pulse engine, boost time decreased to 1.5 from 2, and decreased boost recharge from 10 to 9, acceleration reduced from 75% to 50%, Turnspeed reduced from 75% to 65%. Max boost speed and max speed modifier reduced from 140% to 125%. - The nitro pulse engine just overperformed compared to other engines. This is a step to bring it more inline with the others while still keeping its higher top speed.
Drift Phase engine - Increased boost recharge from 7 to 8
Mass Ejector engine - Reduced boost recharge from 6 to 5
Reduced efficiency on engine speed and turn rate modules to address balance issues at high speeds. This should fix the bug of ships flying too fast for networking to keep up with, resulting in visual "teleporting ship" for clients in the lobby.
Sear module change: Standard, increased damage per level scaling common from 5 to 10 Refined, reduced sear proc growth from 10% to 7.5% and reduced max value rolled from 15% to 12.5%. Increased damage scaling from 10 to 15 Advanced, Proc chance scaling reduced from 15% to 10% Superior, Proc chance max value reduced from 30% to 22.5% and growth reduced from 20% to 12.5%
Reduced spread on Flechette Rounds by half. This is also to fix a visual bug of muzzle flashes filling the whole screen.
Splintershell module spread reduced by 1
On-foot enemy wave spawns now have longer breathing times between waves when playing Solo or in a Duo crew
Increased explosive barrels damage to enemies to keep up with the higher CRs and new stronger versions of enemies
Removed the materia maximum cap (previously 250)
Engine item modules reverted to using multipliers instead of additive values, which caused issues with UI displaying wrong speeds
Over the week since we launched the Weapons Update, we have been monitoring which modules and status effects may be too powerful or too weak, and one thing that stood out is that the Corrosion status effect is vastly more powerful than we originally intended. For that reason we are bringing it in line with the other effects, at the same time as we are buffing some of the weaked effects and the base weapon damage of on foot weapons.
Deadzone settings for controllers have been added, we know many players have been waiting for this.
Thank you for leaving your feedback on combat difficulty after the Weapons update dropped, we will continue to monitor but we hope this improves your experience during objectives that spawn waves of ground enemies.
For those who feel Ingots should be refunded when an older, already upgraded blueprint is abandoned for something better - we are working on some kind of refund mechanic so stay tuned for that.
We are aware of Engines not being affected by their Modules and the math of stat Modules not lining up perfectly - we will have a patch for this early next week
Added individual deadzone settings for the left and right sticks in the gamepad options menu
Sear & Corrosion Balance: Sear and Corrosion status effects have been brought more in line with each other. Proc chance and Damage for Corrosion has been lowered. Corrosion base duration increased by 1 second to compensate for its damage reduction. Sear has had damage increased across all tiers and now ticks damage as often as Corrosion does.
Weapon Scaling: Damage scaling improved across multiple weapons to be higher when fully upgraded.
Improved Damage Module: We have reduced the effectiveness of this Module, compensating with the above Weapon Scaling change. This is to make damage stay the same, but prevent weapons without "Improved Damage %" from feeling useless due to dealing way less damage.
Slightly Reduced Magasize Size: To keep guns feeling distinct, all guns got reduced magazine size in different capacity. One example being, the LMG should have the largest mag by far. This was compensated by the damage change.
Ship Modules: Several components can now access additional damage affinity Modules simultaneously
Targeting Module: The Targeting Module component will now only drop at Green rarity, due to lacking any stats and unique Modifiers.
Buddy Bot projectile damage increased by 33% (15 > 20)
Rocket Drone missile speed reduced (29 > 23) and explosion radius reduced (6 > 5) for better balance
Reduced the amount of Drone spawns in waves
Fixed a soft lock that could occur at Wave 20 in Data Center
Fixed an issue where object outlines would incorrectly remain visible during cinematics
Fixed Rocket Drones and Sniper Drones not properly resetting their wind-up animations when they stopped firing
Laser ship weapons can no longer spawn with multishot Module
The design team who have all worked a ton on crafting the Modules has a few words on these changes:
"Hello! Let's talk about some ideas and thoughts around two of our status effects, namely Corrosion and Sear. Corrosion is currently very powerful, to the point of making everything else kind of irrelevant.
So to make it easier to balance the rest of the effects, it is being hit with a reduction in damage and proc chance. BUT, it is gaining a slightly longer lifetime to make it a little easier to still keep a decent stack number up.
Corrosion is meant to be an effective single-target killer, but in its current configuration it does that, and everything else. I understand that many have seen Corrosion as the gold standard for weapons now, and there might be some disappointment with its nerf. But hopefully the other changes made will mitigate it a bit.
Speaking of other changes, we've upped how much damage that weapons gain from just being leveled up, going from 2.5 to 4.5 percent. This comes in tandem with a reduction in effectiveness of the improved damage module, but from testing we've gathered that the effective damage loss is matched by the gain in damage from the level buff.
Another smaller change coming along with this is Sear being buffed. We're working on more changes to it, but this is what we have for now. Besides a damage boost across the board, both its shown damage and how often it ticks this damage is increased. It is getting a fixed lifetime across levels and tiers; with this it will provide much more reliable damage.
Our intention with Sear is for it to be a thing to handle multiple enemies vs. corrosion's single-target damage. Spraying down a horde to light them on fire so you can focus on other ways of staying alive while the fire does its job, while corrosion stacks up damage on the bigger targets. With these changes, we hope to give more defining roles for these two effects. The other status effects will get more love as well, but it will be easier to focus on a few at a time to give them attention.
Now, early on in this update there will probably be some bigger swings in balance as we make a more interesting balance curve for everything, but we will be observant and look at how these effects impact the larger statistics over the weekend and be ready to address issues next week!
Thanks for helping us make this as great a game as possible."
June 30th, 2026
Enhanced enemies now move faster but deal less damage.
Elite enemies are faster and more accurate, but have reduced damage output.
Increased Javelin damage
Reduced clip size on the Sideclip and Stinger
Tightened shotgun pellet spread for improved accuracy consistency
Boosted Transporter health and Beam Cruiser damage in the Defend Ship finale mission. (This is to fix a rare bug of Transporter being melted by Beam Cruiser lasers in 3 seconds.)
Laser beams now support aim assist on gamepad with smoother movement
Added a visual status effect indicator for the Virus status effect on enemies
Fixed some issues where some hull damage points could not be repaired from certain angles
Fixed an issue where crew members could not be revived when you had no more crew lives or core lives
Jump seat icons no longer appear for already occupied seats
Component descriptions are now visible on the ship setup board
Basic upgrade modules now display rarity more clearly
The Assembler UI has received several polish updates:
Your current Ingot balance is now shown in the main Assembler view while in the Hangar
Category headers now appear consistently
Materia transaction info display updated to better reflect current game systems
Improved audio mixing for pilot and combat seat weapons, so whichever role you are playing takes priority in the mix
Updated visual effects for radioactive mines dropped by gunships
Fixed an issue where radioactive pickups could cause persistent radiation on the ship
Fixed the Plague module incorrectly healing enemies when the effect spread
Fixed several modules (Emergency Vent, Chain Link, Firestorm, Shockwave, Contagion, Radioactive Retaliation, and Plague) failing to deal damage for non-host players in multiplayer
Fixed a bug where the minigun could not be placed on shelves
Fixed an item duplication glitch using the minigun
Fixed broken loot spawns in Data Center
Fixed player colors sometimes being assigned incorrectly in multiplayer
Fixed options menu buttons displaying incorrectly due to missing materials
Fixed blinking icons appearing at the edge of the screen near jump seats
Fixed the ability to spend Ingots on upgrading blueprints beyond the maximum upgrade limit
Fixed the Kill Protocol status effect missing its icon
Enemies should no longer flinch when taking damage from status effects on clients
Fixed a collider issue on the Hammerhead
Third and final hotfix for today, promise!
The Shotgun Ship module has been slightly buffed.
Fixed an issue where some background planets were displaying incorrectly.
Fixed issue where outlines could cause the game to crash.
Hello, Atirans!
After we rolled out the Weapons Update, we received a lot of pushback on how we handled the conversion of old MK3 components to the new rarity system, and a lot of you were not informed or ready for your MK3s to get turned into Refined/Rare component equivalents.
We did not implement sufficient information or disclaimers about this in time for the update.
Regardless, we now released a patch that adds this one-time Ingot Compensation Chest to all players' hangar:
This contains a ton of Ingots tied to your Character Level, and is our way of compensating you for the Ingots you spent upgrading things to MK3 in the old system.
The higher your Character Level, the more Ingots you get back.
(Players of level 1-3 do not receive a chest, due to them being basically brand new players)
Thank you for making your voices heard and letting us know that we need to be more careful about changing stuff like this in the future.
Here is a small patch notes of other things as well we snuck in this afternoon:
Fixed an issue with loot not dropping correctly in Data Center, and adjusted loot spawn rates across the mission.
Fixed a bug where enemy gunships could damage silos and backup generators before they were active, which could block player progression.
Fixed an issue where currency sound effects would stack and overlap when ingots were received or spent.
Added an Ingot Compensation Reward Chest for returning players in the hangar.
The assistant sensor view now displays a clearer message when sensors are unavailable.
Added new sound effects for the Reaver Pilot Cannon.
- The Keepsake Crew
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.)
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.
Mixing adjustments and new sounds to ship weapons.
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.
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.
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.
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.
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.
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.
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!
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
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.
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.
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.
All weapons and ship components in the wild will now have full stats displayed, rarities, randomized color scopes and most importantly - Modules.
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.
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.
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.
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.
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.
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.
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!
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
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:
Overview video explaining the new content in video form:
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.
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.
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
Hello Jumpers!
Switch over to experimental under Game Versions & Betas in Steam and start playing.
(Experimental has a separate save file and does not impact your main save file in any way, you cannot transfer over progress)
This is a long list of big changes that we want you to test and try to break:
Hotjoining Missions / Instant Rejoining after a disconnect
New Hammerhead player ship (already unlocked on Experimental)
New Ship Health System (Core Lives, Crew Lives)
Core Repair Kits removed, Core Life Kits can be found as loot
Restore ship health with the Hull Repair Kit, repair hull damage outside the ship.
Hull Repair Kit is craftable in the Assembler
Shield ship component, restores your Shield gauge along with the old armor kits
Shield component gives the Pilot an active ability to project a Front Shield
New Special Weapons (Vulcan Minigun and Thunderhead cannon)
New Ship Component management wall in the Hangar
New Player Weapons: Minigun & SMG variant (missing final textures)
Reworked Player Weapon Loot, now with rarities and random modules
Scanning found weapons to add to your Blueprints
Blueprint upgrading through the Assembler
Loot Log through the Assembler
Added different Ingot types as rewards to upgrade weapons & component Blueprints
Increased range on all ship weapons
Showing full stats on Player & Ship weapons
Enemy ships now perform evasive maneuvers and dodges
Targeting guide on all enemy ships to aim for to score critical hits
Enemy gunship drop radioactive bombs, avoid these or suffer radioactivity onboard
All enemy ships have been rebalanced
All enemies now display a Health bar and status effect icons
Elite Raptor enemies are now recolored silver
This is the biggest update and changes to core systems we’ve ever done, so of course things will feel overwhelming and new with no tutorial or onboarding.
We ask that you engage with these systems the best you can, in hopes that you can use them in Experimental through intuitive design that makes sense alone.
We really want the Hotjoining feature to work, so please stress test late joining and disconnects with your friends as much as you can.
How is the new Ship Health mechanic and Core Lives balancing on each Challenge Rating/Difficulty? Please let us know if keeping your ship alive is too easy/hard on different difficulties.
How does the different Ingot and Materia economy feel? Are you getting enough Ingot rewards to make meaningful upgrade progress on weapon and component Blueprints? Do you have enough Materia for the Hull Repair Kit and other uses with the new system?
The best way to give feedback and report Experimental bugs is our Jump Space Discord and the dedicated channels, but if you leave comments under this Steam news post then we will make sure to read them thoroughly for bug reports.
You will have plenty of time to test Experimental with your friends, and if everything stays on track we hope to release the update to everyone before the end of June.
The full release will have a detailed breakdown of all new mechanics, as we might do some last-minute tweaks based on your feedback here. So there will be information on how all these systems work when we roll it out to everyone.
Thank you for your help!
- The Keepsake Crew
Hey again, Jumpers!
We have some improvements that we wanted to push live now, rather than wait until the Summer update.
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.
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.
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...
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
Hello, Jump Spacers!
We wanted to once again remind you that we semi-regularly do our Dev Hangout streams on Discord and YouTube, where we share the first sneak peeks at stuff and do Q&A.
YouTube Stream:
Link to our Discord server: https://discord.com/invite/rpCfzEV
Link to the Discord event itself: https://discord.gg/MuaWhuqU?event=1501212352706646147
Aside from Q&A, we will show our Mini-Update coming very soon, and showing how Ship 3 is coming along, which will likely come with the HUGE Summer content update that we're hard at work on.
Mark your calendars, set a reminder to get a notification when the stream starts.
(The stream VOD will be uploaded to YouTube afterwards, so don't worry about FOMO.)
We're still reading as many of your suggestion threads and feedback as we can, and we know there's common requests we haven't addressed yet or persistent issues for some (crashing, wanting a weapon locker, not having to wait to join ongoing missions, better ship combat etc).
We wish developing this game could go faster, but we're doing our best to deliver good changes and get to the topics you feel need improvement.
That being said, this Summer Update is bringing a ton of highly-requested changes and touches on the requests above. It's definitely the BIGGEST content update we have made so far, and definitely something you should be jazzed about and wanting to revisit the game for.
But more news on that in the stream and in June.
That's all for now!
Keep an eye on our socials to not miss this or future streams, and we'll see you on the 8th for the huge info dump of sweet information!
- The Keepsake Crew
Heavy Gunships can now be fully destroyed by targeting their weak points when boarding
Increased difficulty scaling at higher Challenge Ratings (Hard and Very Hard)
Ambush encounters now trigger more reliably, resulting in more consistent and engaging combat encounters.
Fixed an issue where blue loot chests could sometimes appear empty despite containing loot.
Fixed a missing loot spawner at a Point of Interest in the HotSpot sector.
Hello again, space lovers!
Thank you for checking out the game and new update, whether you're a new or returning player.
Now that the update is out on both Steam and Xbox, it's about time for another writeup recapping what we're doing and what's next, including how this update launch went, our immediate fixes and changes, and Roadmap plans.
It's a lot of good stuff, and we want to give you as much info as we can so that you're not left in the dark until summer, which is when we want to drop Update 4.
We mention a lot of this in our latest Q&A stream, so if you want to listen to us talk for an hour and absord the info you can do that as well:
Listening to what y'all have been saying, it sounds like you enjoyed a lot of the new features!
Heat, map changes and sliding were all very well received, so now we're very confident that future changes like this will also get the Thumbs Up of Approval from the community.
Now right away it became clear that our enemy rework and difficulty balancing was a little overtuned.
We think you all enjoyed the changes to enemy AI and bullets themselves, but spawn numbers and health were not balanced correctly.
We've now adjusted these values to make Trivial, Easy and Moderate feel appropriately difficult again and stop enemies swarming you.
We gave our AI Director system the ability to increase the gap between spawns depending on your HP and if a teammate died recently, so it will now be easier to make a comeback and not get stuck in a death spiral.
You may have also noticed some stuttering or freezing when shooting or doing actions for the first time after launching the game. This is related to our new shader warmup after switching to Unity 6 and using DX12. Players on AMD cards specifically have noticed this.
We should have these performance hitches ironed out for everyone soon with more hotfixes, but until then you will get a better experience using DX11, which is now the recommended default on startup.
There are other issues reported on both platforms for a few players (can't interact, keybindings being wrong etc). We're aware, and these will be fixed with the above hotfixes. If you want to help report one of these bugs, put as much info as you can into a discussion thread or join our Discord and do a bug report there.
So - a banger update, with some issues that we are taking care of posthaste.
Thanks for being patient with us and, more importantly, reporting all these issues with such efficiency!
Aside from the next big Summer Update (Update 4) that we will talk about below, we want to drop an Update 3.1 with some smaller but still great improvements in about sometime in May.
We have improvements to the Server Browser that we can add sooner rather than later, so look forward to more info displayed about the available lobbies like what difficulty the current mission is and what sector that lobby is in.
Here's what we're initially planning for, but more things can be added or switched around:
Player Ship 3
We know you've been waiting for this one. It will be a little bigger than the Catamaran and focus on heavy firepower. You will see sneak peeks of how it's coming together in the coming months if you check our socials from time to time.
Persistent Inventory / Loot update
Changes to Player & Ship Health & mission economy
Ship combat rework and boarding enemy ship experience
Similar to the ground enemy rework from the Heated Update, we want to do the same to enemy ships. Make them more distinct, rewarding and fun to fight. The Corvette should feel more like a "mini boss" than a bullet sponge.
Renown system (long term progression)
New ship components
Joining a lobby mid-sector
So with all that said, here's an updated roadmap to reflect how we're prioritizing some features. We're also being more transparent with our timeline and intentions.
One of these that you will notice is that story content has been pushed up to next year. We believe we still have plenty of gameplay refinement and features to introduce that's more important to the overall experience.
We hope that you agree with us on this, and won't be too bummed if the continuation of the story has to wait a bit longer. Everything will be added to the game eventually - we're not going anywhere.
Thank you as always for your support!
We will be right here working on the Summer Update, so stay tuned for sneak peeks of the new ship and further details as we get closer to those warm, sunny months.
Stay vigilant, and fly safe ❤️
- The Keepsake Crew
Reduced Arachnid enemy health
Increased player melee damage
Reduced Seeker enemy health significantly
Difficulty of all Challenge Ratings and Player Counts has been adjusted to feel more approachable
Common ammo pickups now drop more frequently. Common ammo pickups restore 15% of max ammo, and large ammo pickups restore 25%.
Jammer weak points can now be damaged by explosives
Shipping container doors can now be damaged by explosives
Sticky Grenades can now be thrown through tight spaces and will stick to other players
Grenades and missiles no longer pass through shipping containers
Extended grapple point range on the Dart ship
The refugee ship objective marker now persists until the repair objective is completed, preventing players from losing track of the ship's location
The lava wall in the finale now reaches its destination on the 8th jump instead of the 7th
Enemy walking behavior in certain Points of Interest has been improved
Arrival screen now correctly displays the list of sector modifiers and events
Numpad Enter can now be used as an alternative to the regular Enter key
Updated Wishing Well loot table
Fixed an issue where the Spider Bot was not using its force field
Ammo pickups now correctly prioritize refilling your currently held weapon first
Fixed a bug where the destination backdrop geometry was incorrectly appearing at the current destination
Fixed a crash related to resource loading
Fixed a potential audio-related crash
Fixed an issue where bonus score thresholds in the Artillery finale were not working as intended
Fixed a bug where loot could fail to spawn without any feedback
Fixed a bug where icons in the Salvage Run mission would not appear.
Added Daniel Åkesson to the credits ːggxxacmayː
We have another hotfix coming soon that resolves a lot of the hitching with DX12 and DX11.
Please continue to use DX11 to reduce your stuttering and performance issues as much as possible.
On Xbox too!
We've rewritten our networking to fix disconnects and being kicked back to main menu, and switched to DirectX12 as the default renderer. DirectX 12 is supposed to be faster, but your mileage may vary and we have a startup option so you can still use DirectX 11 if you want.
If you have previously experienced frequent crashes or disconnects from multiplayer, please try the game again with this new update and let us know if your specific issues have been resolved or not. Confirmation from you would really help us out.
(Xbox should also have improved stability now that we have patched memory leaks)
Work on stability will continue through our whole Early Access period, but we hope we've solved the most infamous issues in this update. Some players had previously experienced a stutter every time they picked up or put down an item for example - that has now been fixed completely.
To make every mission feel fresh and promote meaningful player choices, we've added the Heat mechanic and broadened the Jump Map overall. We want to offer players more strategic choices and options to consider. Deciding where to jump next should always come with some pros/cons and feel engaging, and now you're less locked into "go forward on this narrow path" as with the previous map.
Heat represents how strong enemy forces are in the final sector of the mission, and high Heat will make enemies stronger and apply negative Events onto the finale if above a certain number.
Players will be encouraged to reduce the Heat by clearing sectors on the map, to make the Finale easier to clear. Bigger sectors like Fortifications will clear more Heat when completed, and smaller sectors will clear a smaller amount of heat.
- You can now jump to sectors further away on the map, by going past sectors you have already visited. This means you can go backwards or traverse the jump map however you like. Each sector jumped past will contribute to the expansion of the Lava Wall, as explained next.
- You can now leave a sector at any time (unless jammed), giving you the option to flee if you are low on resources and would rather skip an encounter. But you will miss your chance to clear the Heat from that sector!
As you jump through the mission, a red wall will creep up behind you. Jumping to a sector inside the wall will make enemies more difficult. So you have to watch your back! We understand that these are very new additions, and we might not hit the sweet spot on balancing right away until a large number of players get to try it, so let us know how Heat and the Lava Wall feel in action!
Additionally, we've remade the initial Galaxy Map (as you can see in the image above.)
Missions now show as either Small or Large instead of duration-based, as the Heat system, wider Jump Map and player choices very much affect how long a mission takes to complete.
For now, Challenge Rating will be the main factor to consider when selecting a mission on the map. Expect further changes to the Galaxy Map in the future as we add more regions and new mission types that fill out the empty void of space.
In the new update, you might stumble across one specific sector with a bunch of side areas - Points of Interest if you will. While these are currently confined to this one specific sector, the plan is to soon populate every sector in the game with at least one random POI, to spice up every mission with random geometry, areas to explore and loot to find.
There's over 15 of these areas for now, and you might find locked door that require an Access Key, or a jumping puzzle. POIs are going to add so much when we can randomize them for every sector, as we know a lot of the community feels the sectors get stale and samey after a while.
We have more plans for combating this samey-ness in the future, but this is a good start. ːggxxacmayː
Physics objects are in!
You can now play with the football in the hangar and score some goals with friends.
Grenades have also been added to the loot pool. You can find both frag grenades or a sticky variant, and they function just like a consumable with 5x stacks each.
(Grenades have a bit of fun synergy with other guns, try it out and see what you can find ːggxxacmayː)
On top of adding a new enemy, the Rocket Drone, we've done some sweeping changes to ground enemies and by proxy, the difficulty.
Enemy types now have more distinct behaviour and attack patterns, tweaked damage, are better at targeting all players equally, among other improvements. Basically this will make enemies feel more alive and be more fun to fight - not just mere bullet sponges.
While the enemies themselves are more dangerous and shouldn't be ignored, we've balanced this by having longer pauses between spawn waves. So that encounters have more room to breathe and feel more fair.
With these changes, going up in mission difficulty should feel smoother and not like a drastic spike when going from Easy to Moderate for example. We hope every difficulty rank feels more accurate to their names now.
But Very Hard should feel Very Hard! ːsummercrab2023ː
We want to give ship combat the same treatment and will look at that in a future update.
OK so while sliding doesn't look exactly like that... breakdance move above, it is real and in the game. Crouching while sprinting or hitting the ground with enough speed will cause you to slide on your knees.
Very useful for moving faster across areas or reposition during combat. It feels great to use and we can't wait to see what kind of movement tech you unlock with this.
Now the Power Grid exists in the hangar, next to your components so that you can configure your setup before starting a mission. Both of these have been common community requests and it feels dang good to finally deliver! Enjoy.
Many, many fixes across the board that have been reported by the community.
Lots of stability, visual, UI, QoL and unintended behavior has been fixed.
Catamaran ship now also has an Airlock Hatch next to Disassembler for quick transport in and out.
Dart ship now also has an Ammo Station onboard.
Asteroid Shower now does less damage to player ships.
Updated localization for various UI elements and dialogues.
New fire damage VFX for players, now easier to see when engulfed in flames.
Enabled both DX11 and DX12 as launch options on Steam (DX11 is the recommended default).
Added screens on game startup regarding shaders warming up and warning if your GPU drivers are out-of-date.
Ground enemies now drop ammo.
Weapons/personal inventory are not lost when respawning onto the ship, or when failing a mission.
Outline shader has been updated, looks slightly different but is more optimized.
Enjoy the new stuff, and don't miss that Jump Space is still 20% off until April 2nd!
We will now retreat back into our kitchen and get cooking on Update 4.
We want to get that out for early summer, and for it to be our BIGGEST content drop yet.
Something so good it'll blow your socks off, which may or may not include that new player ship you've been waiting for...
Until next time!
- The Keepsake Crew
Jumpers!
You can now help us test the March update on our Experimental branch.
(Which is easiest done by joining our Discord)
We really want your feedback on how the new update feels.
There’s a lot of new features we want everyone’s feedback and bug hunting skills on:
Upgraded the game engine to Unity 6 / DX12 as default rendered
New Heat mechanic and new mission map layout
Completely reworked on-foot enemy behaviour and difficulty balancing
Networking code changes, hopefully way more stable now!
Sliding!
Throwable grenades and football physics, new rifle weapon
If you or your crew have previously experienced trouble connecting to Lobbies,
getting kicked to main menu during missions,
crashing to desktop,
or getting frame stutters when interacting with items
- Please test this version of the game and let us know if your issues have been eliminated
A longer list of what these new features are can be found on our Discord.
Right-click Jump Space in your Steam Library. Go to Properties > Game Versions & Betas tab.
Select "experimental - Latest dev build - enter at own risk."
Report what you find in our Discord so that we can easily comment on the issue and find the bug ASAP. Filling in the survey from the game's Main Menu while on the Experimental branch also helps!
(The experimental branch has its own separate save file - you will start from scratch and your main save file is not affected.)
The more players we have to test and report back, the better <3
Thanks for reading, and playing! Once everything is super stable, the March update will be launched to everyone and Xbox players before March ends.
- The Keepsake Crew
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Jump Space, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Jump Space statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.