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1v1 | Keepsake Games on Making Jump Space ‘The Best Space Adventure Game Ever Made’

Game Director Filip Coulianos speaks on the journey of Keepsake Games and Jump Space

As part of our ongoing mission to highlight developers big and small, I had the pleasure of sitting down with Game Director Filip Coulianos at Keepsake Games to chat about Jump Space, which releases tomorrow into Early Access on Steam and Game Preview on Xbox Series X|S.

Please note this interview has been lightly edited for clarity, but you can watch the full thing over on YouTube.

Game Director Filip Coulianos | Keepsake Games

Jon: Jump Space! It’s launching on September 19th. And it’s been a journey for you guys. You’ve been running beta tests, Steam Next-Fest demos. How are the team at Keepsake Games feeling?

Jon: Keepsake Games, from a team perspective – this your first title, right? How did the team come together?

Jump Space Developer Interview | Image Credit: Keepsake Games

Jon: Jump Space is out tomorrow. I’ve played around 20 hours in Early Access, and folks can dig into my review-in-progress now. How did the idea of Jump Space come about? What was the motivation to make the game?

Jon: Jump Space to me is a medley of different genres. We’ve got elements of Left 4 Dead in terms of the on-foot combat carnage, Sea of Thieves for the ship-based crew aspects. And then you can insert your favourite Roguelite title in there on top bringing those mechanics. What was the inspiration for bringing all those genres together?

Jump Space Developer Interview | Image Credit: Keepsake Games

Jon: Yeah, I can’t disagree. There’s a lot of explosions!

Filip: There’s so many games that are very elegant and beautiful in terms of their game design. Ours is much more about the visuals and like, in a space game, I want to do X or I expect that. Okay, how can we make that work within the systems we have or within the game that we want to make that is simple and easy to understand because we really wanted to make something that was accessible and also appealing not only to hardcore space fans, but also the hardcore space fans ‘normal’ friends, maybe, and stuff like that.

So there is this magical balance there of, okay, we want all these things. How do we make them sort of easy to understand and not too complex and too deep? We really liked Sea of Thieves because they have very similar challenges that we had in terms of being a crew. But we wanted it to be a bit more deep. Like in space ships, it’s all about engineering and components and building and upgrading and stuff like that. Sea of Thieves had none of that. But the simplicity of Sea of Thieves is clearly very appealing to people. So how do we find that balance of making components something you want, but not too complex. Yeah, so that’s been why we look at other games a lot. Left 4 Dead is a good example as well. The on foot experience when you run around shooting stuff. We also even have what we call ‘the director’. It’s like an AI in the background that kind of spawns in events if you’re playing a bit too slow and stuff like that.

Jon: I did wonder if there was an effectively a system there that was kind of, “Are they having an easy time? Nothing’s happened in the last five minutes. Let’s hurt them a little bit.” That’s cool.

Jon: There’s a lot of different environments – Icy moons, deserts, asteroid fields. Is each of these a handmade thing or are there assets and some form of procedural generation in place?

Jump Space Developer Interview | Image Credit: Keepsake Games

Jon: Letting a system do it for you all the time?

Jon: There’s a lot of variety in the missions. Do you have more crazy ideas floating around?

Jon: How much work went into the world-building of the Jump Space universe?

Jump Space Developer Interview | Image Credit: Keepsake Games

Jon: As you begin the journey in Early Access, you’re working with the community. I’ve spoken to a number of developers who have gone via Early Access, and one thing I’ve heard repeatedly is just how important that community support is. Is there anything that you would want to reiterate and say to them as you begin this first brave step out into the unknown?

Jon: Anything that you would want to tease that’s coming in the future?

Jon: Last question, I have to ask this on a personal level because I was deeply offended, but pineapple on pizza? I mean, are you guys for real? No option for pepperoni or a meat feast? Like, what’s going on?

Jon: Thank you so much for your time – and best of luck for launch!


Jump Space is coming to Steam Early Access and Xbox Game Preview on September 19th. If you’d like to know a little more about the game, check out our in-depth Review-in-Progress.

Jon "Sikamikanico" Clarke

Stuck on this god-forsaken island. Father of two, wishes he could play more games but real life always gets in the way. Prefers shorter and often smarter experiences, but Halo is King.

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