Early access comments on the space gap
Blog Andrew Joseph 19 Sep , 2025 0

The ship caught fire. My crew is ships capturing nearby defensive cannons to help our fleet, and I am fighting six veteran ships. I'm not sure how long I can play solo, but if they don't get me, the fire will. I pointed the bow of the C-3 catamaran towards the battle, locked in the cruise controller on the ship, stood up from the pilot's seat, and turned to find most of the top flame covered with the flame. The lower deck is not good.
I grabbed the closest fire extinguisher and sprinted on the boat, putting out hell as fast as possible. Fortunately, the Legion ship gave me some breath. I turned around when the fire was suffocated. Cruise controls kept the catamaran away from the action I expected and the rest of the crew needed help. Our core integrity is still not good. Some good hits we will be one of the floating Hulks we pass on to the industry. But I don't have repair materials. It's not a great hand, but you'll play the cards you've experienced. I turned the catamaran's nose towards the cannon angle, while the surrounding legion boat kicked the booster and prayed.
Jump space survives the skin of your teeth and your crew, put out the fire, repair damaged thrusters, make ammunition as fast as a weapon, and survive quickly with the speed of an attacker who has just jumped into destroying your day. Success is exciting; failure is usually at least memorable. But, like the early run ending and making you wonder what might happen, the limitations of early access versions are obvious in almost every task. There is no doubt that the potential of epic games is here. It's just a question of whether it will be reached and how long it will not be reached until then. But for now, jumping space is definitely worth the short trip among the stars at least.
Technically, there are some characters in the Jump Space, but I can't tell you their names without looking for them, other than the AI Iris and Buddy on your ship (the cute robot that can accompany you on your mission if your crew is stabbed). They are there to give you missions and rewards and provide some flavor of the backstory of the robot uprising that exiled humans between missions, but once you select a mission from the galaxy map and set off, they will soon disappear from memory.
Each task consists of several Roguelike-style jumps, each selected from several paths on your base to the route you need to go. Each option closes some options and turns on other options, each individual jump offers different rewards, including components of the ship, opening a new section of the galaxy, or providing upgraded artifacts for that run, such as recovery crew members recovering health in proximity or causing damage caused by damage caused by ships, shields caused by the shields returned to the attacker. Choosing the right route is essential to maximize what you need for that run, and you want to bring it back to the hanger in a permanent way, so usually you need to take a little time to think about it.
Whether you are driving the wreckage of other ships and avoiding sun fire from nearby stars, fighting a group of legions patrolling the department, or simply exploring an uninhabited department and clearing the surrounding roof supply supply. The joy here is in the act of playing, sailing from the boat into unknown behavior, flying through space under the power of a suit, using a grab to pull yourself onto a nearby buoy or disabling the boat before boarding the boat. Mastering allows you to fly the boat from the battle on your feet to zero G flights or fly the gun smoothly, but there are some relaxing things to do, namely searching for floating wreckage, no evil robots, or simply sharing your pizza in the food processor on board with the crew. In many ways, Jump Space is an interactive chat room that is an excuse to hang out with friends while enjoying a fun little space themed collaboration game.
That is, until the Legion appears. Most legion ships, except for the frigate that missiles travel or “hit something to me?” Snipers can easily handle it alone, but the challenge comes from (as the name implies) their numbers. Walking, the situation is even more difficult, whether you're dodging the stinging little spider-robots and then releasing their flame-like robots, or stroking your floating robots from range, and everything from DoublePia Walker to Spider-Man. Although tasks on the feet may be more difficult, they are not necessarily more attractive. Aside from the sport option (not always because you need to grab the point or where you can get involved in the suit’s jet drive booster) Jump Space is a very standard shooting game with nice standard weapons like shotguns, rifles and machine guns. If it was just a battle on these feet, it wasn't a game worth noting at all.
But of course, that's just one aspect of many, and the best moments combine everything: battletling other ships, repelling boarders or leaving half your crew to activate an objective while the others defend your ship from assault, coordinating repairs and who is manning what, spending your limited resources to craft the right thing at the right time, and deciding whether to save scrap for permanent resources when you get back to your hanger or to disassemble it to build what you need right now.
It leads to some interesting improvisational improvements. In the mission I described in the opening ceremony, things got so busy that I didn’t even landing boats to pick up my crew, who needed to move between the cannons we were trying to capture and hold. I just got close enough that they could grab the boat and I got them close enough to fit myself in the goal. We don't have time to do other time.
Hopefully the biggest problem that can be solved in future content updates, whether on board or on board, repeat. It's fun to move a bunch of batteries, or to find and install a nuclear fuse to power the door, but it gets even more fun when you're only playing for a few hours, and you can already get into an area and know exactly what the goal is because this is always happening in that space. The final of a big and running might involve defending a cannon, grabbing from a fallen boat and shipping cargo before the legion forces jump into the system, or doing something simple, like playing the King of the Hills to build longer novelty in communication, because you know what you'll get from your mission choices and you can avoid it if you feel avoided. Unfortunately, what you have to do on the jump of running isn't always the case, as your choice can lock you in certain goals.
Then, it all works. Some of them are cute, such as placeholder text that says: “When the asset does not exist. The ceiling during the segments of a foot, doesn't sound that interesting.
The features you might expect from games like this are a little short, such as the ability to buy artifacts for your run before the run starts (the features have been ridiculed but not available yet), as well as a limited number of foreground boats and customization options. I also like being able to shoot another track gun on a catamaran, but in about 15 hours, this is another thing we found to seem useful. Yes, more reactors are neat (and play Tetris with your components to find all the correct power methods), but I still haven't found a match for the split reactor you started with.
Even the second ship you get, the smaller, faster DT-4 darts are less than the catamaran. I understand the appeal to a team of two or solo players, but as far as we know it is a basic thing that lacks ammunition to fill a station, and walking around on a boat is so difficult and it is basically impossible, it is a problem, and it is a problem when you need to go out and fix something. My crew hated it so much that we were halfway through the run and then gave up on the boat and switched back to our beloved C-3.
But there are also many wise decisions. The missions calculate the scale of the player well, and in a more easy-to-handle situation, the boat you seem to have to fail when compared to three crew members compared to three crew members. I also love friends, not only are he helping on the boat when he is playing, but he actually leaves the boat when you fly alone to help you fight in a game. When he rejuvenates and then give you a little fist, or do you hear him talking with a trash from the soldier robot with a small pistol? Perfect. That's it My boy It's right there. Riding or dead. I thought recital would be a barrier, but it was something, but just a partner. You can even play football in the hangar between tasks and have a conversation while scoring, or accidentally stab the ball into a nearby canyon.
It's also a fun game, even if you're shot down because you're going to irradiate fuses for a long time and beg your friends to save you, or be unable to leave the exploded ship in time and float in space, waiting for a revival. And being able to survive when sitting in the toilet, does this require you to sit in the toilet? Talk about going boldly.
If I have a major complaint, not the pain of the technician, it is how long some tasks will last. Although there are 20-minute tasks, many of them start from 40 minutes and you will see more than an hour of tasks regularly. It's a long commitment, especially if you fail and lose most of what you'll get. I mean, I'm not saying the start pistol is Baditself, but you will notice when you lose all other, more exotic weapons that you have to construct or find them again. The same is true for you to perform the task again. I'm not saying there shouldn't be friction and failure. When I wasn't ready to prepare for a single run for the whole night, I just wanted to see more bite-sized tasks.