Home News Jump Ship Preview: It's Sea of Thieves Meets Left 4 Dead, and it's Even More Polished and Fun Than Last Year

Jump Ship Preview: It's Sea of Thieves Meets Left 4 Dead, and it's Even More Polished and Fun Than Last Year

Mar 18,2025 Author: Julian

One year ago at the Game Developers Conference, I first encountered Jump Ship, a four-player sci-fi PvE shooter seamlessly blending the mechanics of Sea of Thieves, Left 4 Dead, and FTL. It instantly captivated me. A recent hands-on session with the developers confirmed my initial impression: Jump Ship has the potential to be a breakout indie hit in a crowded year of releases. Heading towards an Early Access launch this summer, it's more polished and engaging than ever.

For the uninitiated, Jump Ship is a non-grindy space adventure for up to four players. Importantly, Keepsake Games emphasized their commitment to a compelling solo experience, incorporating narratively driven AI assistants to manage the ship for single players. This is showcased in the Prologue, which serves as both a tutorial (covering shooting, space suit maneuvering, piloting, and ship combat) and a compelling lore introduction.

Jump Ship - Closed Beta Screenshots

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Jump Ship's core PvE gameplay is now enriched by a compelling narrative. A malicious virus plagues galactic machines, and you and your fellow Atirans must journey to the galaxy's heart to eradicate it. Missions unfold through procedurally generated chains within each sector, varying in length from 10 minutes to an hour. The Jump Map's color-coded branching paths indicate the risk level, with greater danger promising greater rewards.

The non-infected AI, Iris, discovered in the Prologue, acts as a mission narrator, providing welcome structure to the gameplay. The Hangar serves as your base of operations, allowing you to spend in-game currency on customization, view the Galaxy Map, and even enjoy a bit of soccer in your downtime.

PlayThe core four-player gameplay is incredibly fun. Missions rarely proceed smoothly; expect ship attacks requiring coordinated efforts. One player pilots and uses the limited pilot chair weapons, another mans the 360-degree ship cannon, while others might utilize mag-boots for external hull repairs or combat. Unexpected damage control, such as extinguishing fires, adds another layer of dynamic teamwork. Maintaining that crucial pineapple pizza-maker is key!

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Upon reaching your destination, the team disembarks to navigate the structure containing the objective. Waves of infected robots will attack, demanding seamless teamwork. The grappling hook facilitates swift traversal, and securing the loot requires coordinated protection as one player carries it back to the ship.

PlayBoth my previous and recent demos were brief, highlighting *Jump Ship*'s suitability for shorter play sessions. While this limits my assessment of the larger mission structure and procedural generation's long-term replayability, the potential is undeniable. *Jump Ship* possesses all the elements of a potential hit, and I eagerly anticipate further gameplay.
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