It’s a pretty minor fire, mind you.

The game began life as a side project from Filip Coulianos, one of Hazelight’s founders.

“The ship is basically our collective Diablo character,” Coulianos told me during a GDC demo.

A vessel in Jump Ship flying through an asteroid field

on, and the immediacy of a game without grinding.

“We don’t believe in classes or skill trees or anything like that,” Coulianos adds.

So there is a little bit of individual progression, but the main thing is the ship."

Cover image for YouTube video

Mission difficulties also scale up and down based on the number of players.

You probably won’t have time to stop and stare, of course.

“There could be enemies that lock some players down, and then they need help.

A vessel in Jump Ship swooping over an icy planet

Some missions might need you to start an autohack and fend off waves till it completes.

There’s no PvP, however, which partly reflects Keepsake’s limited resources.

“Like, lose your engines and you’re goodbye.

A player standing over the galaxy map table in Jump Ship, choosing a destination

But you still always have that sort of space in-between.

We’ll find out for sure when the game launches intoSteam early accesslater this year.

A scene of first-person shooting in Jump Ship, with flying robot enemies

Players using fire extinguishers in Jump Ship