Jump Space Weapons Update: The Ultimate Guide to New Gear
Explore the massive Jump Space weapons update with our deep dive into the new module system, blueprints, the Hammerhead ship, and core survival mechanics.
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Table of Contents
Jumpers, the wait is over. The jump space weapons update has arrived, and it isn't just a minor patch—it's a fundamental reimagining of how we fight and survive in the void. Whether you are a veteran pilot or a new recruit joining during the Free Weekend, understanding the jump space weapons update is crucial for navigating the increasingly hostile sectors of space. Keepsake Games has scrapped the old "Mark" system in favor of a deep, progression-heavy blueprint and module mechanic that rewards exploration and tactical customization.
This update transforms the game from a simple looter-shooter into a sophisticated tactical experience where your loadout decisions matter as much as your piloting skills. In this comprehensive guide, we will break down the new weapon rarities, the intricacies of the Assembler, the arrival of the massive Hammerhead ship, and the overhauled survival mechanics that define the current meta.
Quick answer
The Jump Space Weapons Update replaces the Mark system with a Module and Blueprint system. Players can now scan weapons to save them permanently in the Assembler, upgrade them using various Ingot types, and customize them with random perks called Modules. A new heavy ship, the Hammerhead, has also been introduced alongside a "Core Life" system to make mission failure less punishing but more strategic.
The New Blueprint and Module System
The most significant change in the jump space weapons update is the complete removal of the tiered "Mark" system. Previously, finding a better gun was simply a matter of finding a higher number. Now, weapons are defined by their rarity, their base stats, and most importantly, their Modules. Modules are randomized modifiers that can drastically alter how a weapon performs, adding effects like damage-over-time (DOT) viruses, crippling EMP blasts, or increased magazine sizes.
How Blueprints Work
In the wild, you will find weapons with randomized colors, scopes, and modules. To keep a weapon permanently, you must scan it. According to community reports, once a weapon is scanned, it is saved to your Assembler as a blueprint. This allows you to "print" your favorite gear whenever you are in the hangar, ensuring you never have to enter a high-threat sector empty-handed.
Loot History: If you forget to scan a weapon during the heat of battle, the Assembler now features a loot history. This allows you to retroactively scan any item found by you or your teammates during a mission.
Sharing with Friends: While you cannot scan a weapon your friend found in a mission you didn't attend, your friend can print a copy of their weapon for you. Note that this copy only lasts for the duration of that specific lobby session.
Blueprint Naming: You can now give your blueprints custom names (up to 20 characters), allowing for easier organization of your "God-roll" gear.
Weapon Rarity and Leveling
Each rarity tier now has a specific level cap. Upgrading weapons requires Ingots, which are found as mission rewards or purchased in the hangar.
Weapon Rarity
Maximum Level
Module Slots
Potential Strength
Standard
5
0-1
Basic reliability for early sectors.
Refined
7
1-2
Solid mid-game performance.
Advanced
10
2-3
Capable of handling Threat Level 5+.
Superior
12
3-4
Endgame gear for the toughest missions.
Expanding the Arsenal: New Firearms and Ship Weapons
The jump space weapons update introduces several new ways to dish out damage, both on-foot and from the pilot's seat. The community has been particularly excited about the handheld minigun, which provides massive suppressive fire at the cost of mobility.
On-Foot Weapon Statistics
The following table compares the base statistics of the primary firearms available after the update. Note that these stats are for Level 1 versions; upgrading via the Assembler will significantly increase these values.
Weapon Name
Type
Base Damage
Fire Rate
Mag Size
VSR Halberd
Burst Rifle
10.5
4.5
26
CX-305 Sideclip
SMG
7.5
14.3
28
MAW-23
Shotgun
5.5 (x14)
1.4
5
SR.99 Javelin
Marksman Rifle
46.0
1.1
5
Ironbelt LMG
Light Machine Gun
8.5
9.1
45
Bulldog-SA7
Assault Rifle
17.5
6.5
14
Stinger MP-75
SMG
7.0
20.0
28
The Materia Gun (Formerly Multi-Tool)
One of the most controversial yet praised changes is the rework of the Multi-Tool. It has been renamed the Materia Gun and is no longer a mandatory slot item. Players now have a dedicated gadget for basic interactions like opening doors, freeing up the Materia Gun to be used as a legitimate weapon with infinite ammo. It can now roll with modules just like any other firearm, though the developers have hinted at even more specialized plans for this tool in future patches.
Ship-Scale Firepower
The update also brings two new special weapons for ships:
Vulcan Minigun: A high-rate-of-fire turret excellent for shredding fighter shields.
Thunderhead Burst Cannon: A heavy-hitting cannon that rewards precise timing.
Manual Turret Control
You can now manually control any special weapon on a ship by walking up to the console located near the weapon on the hull's exterior. This is highly effective for focused fire during Corvette boss fights.
The Hammerhead: A New Era of Ship Combat
A major highlight of the jump space weapons update is the introduction of the Hammerhead, the game's third and largest ship. Designed for full crews, the Hammerhead sacrifices speed and maneuverability for sheer durability and firepower. Unlike the Catamaran or the Dart, the Hammerhead relies entirely on its special weapons, as it lacks pilot-controlled guns.
Ship Comparison Table
Feature
Catamaran
Dart
Hammerhead
Speed
Moderate
Very High
Low
Hull Health
Moderate
Low
Very High
Gunner Stations
1
0
2 (Controls 4 weapons)
Pilot Weapons
Yes
Yes
No
Best Use Case
Balanced Play
Solo/Scouting
Full Crew Combat
Core Lives and Ship Health
The way you fail a mission has been completely overhauled. Instead of a single health bar leading to an immediate "Mission Failed" screen, the game now uses Core Lives.
Ship Death: When your ship's health hits zero, you lose one Core Life, and your ship's health is fully restored.
Player Death: Your team has a shared pool of revives. If you run out of revives, one Core Life is consumed to bring everyone back.
Mission Over: The mission only ends when all Core Lives are depleted.
Repairs: Ship health is now restored using Hull Repair Kits found as loot. Core Repair Kits are much rarer and refill an entire Core Life.
Threat Levels and Enemy Variants
Keepsake Games has expanded the difficulty scaling, renaming Challenge Ratings to Threat Levels. The range now extends up to Threat Level 8 (with some UI support for Level 10). This allows for a smoother difficulty curve, ensuring that players with basic gear aren't overwhelmed, while veteran jumpers have a "nightmarish" challenge to overcome.
Enemy Variants
To match the new weapons, enemies now come in spicy variants identified by their colors and titles:
Overclocked: Faster movement and fire rates.
Bruiser: Highly tanky with increased resistance to staggering.
Intruders: A new mechanic where ground enemies can teleport onto your ship if you try to "cheese" them from the air. Once onboard, they will attack ship weak points directly, potentially causing hull damage while you are busy piloting.
Combat Improvements
The jump space weapons update also brings significant tweaks to enemy AI and ship targeting. All ship weapons now have increased range, but damage fall-off is more noticeable. The Lance Rail Cannon, a community favorite, has had its "glory days" restored with better long-range sniping capabilities. Furthermore, enemy fighters now perform more evasive maneuvers, making dogfights feel more dynamic and less like shooting stationary targets.
Intruders Onboard
If you are in the pilot or scanner seat, you are invisible to enemies that board your ship. However, they will instead target the ship's interior weak points. Always have at least one crew member ready to clear the decks!
Quality of Life and Stability Fixes
Beyond the flashy new guns, the jump space weapons update addresses several long-standing community requests regarding game stability and session management.
Auto-Saves and Mission Recovery: The game now auto-saves your progress at every ship jump. If the game crashes or the host disconnects, you can now "Continue" the mission from the main menu, loading back into the last sector you visited.
Hot Joining: You can now join a friend's mission in progress and spawn immediately on the ship. No more waiting in the hangar for the next jump.
Inventory Tiers: The inventory has been split into three tiers: Primary Weapons (2 slots), Consumables (2 slots), and the Cargo Bag (10 slots). This reduces the "juggling" of items that plagued earlier versions of the game.
Performance: Major memory leak fixes have been implemented, particularly benefiting Xbox Series S players who previously experienced frequent crashes during long-haul missions.
For the most up-to-date patch notes and official community discussions, be sure to visit the Jump Space Steam Page.
Strategic Tips for the Weapons Update
Prioritize Scanning: In the early game, scan every unique weapon you find. Even if the modules are bad, having the base blueprint allows you to start the upgrading process.
Ingot Management: Don't waste your high-tier Ingots on Standard rarity weapons. Save them for Advanced or Superior gear that has more module slots.
Shield Generator Synergy: The new front-facing shield for pilots rewards good timing. Use it to absorb incoming projectiles just before they hit, then counter-attack while the enemy is reloading.
Team Composition: If you are running the Hammerhead, ensure your gunners are using complementary modules. One player using EMP modules to strip shields while the other uses high-damage Vulcan rounds is a devastating combination.
FAQ: Everything You Need to Know About the Update
How do I get the new Hammerhead ship?
Just like the Dart, you must find the broken hull of the Hammerhead during a mission in a specific galaxy region. Once found and secured, it will become available for selection in your hangar.
Can I swap modules between two different guns?
No. In the jump space weapons update, the modules on a weapon are fixed once the item is generated. What you see is what you get. However, you can upgrade the power of those existing modules using the Assembler.
What happened to my old Mark V weapons?
The Mark system has been entirely replaced. Existing weapons from older saves have been converted to the new rarity system, though it is highly recommended to start scanning new weapons to take advantage of the randomized modules.
How does the new Core Life system work in co-op?
In co-op, the entire team shares a pool of revives and Core Lives. If a player dies and there are no revives left, the team loses one Core Life to bring that player back. If the ship explodes, you also lose one Core Life. The mission only fails when the final Core Life is lost.
Is the Multi-Tool still required for missions?
No, the Multi-Tool has been renamed the Materia Gun and is now an optional weapon. Basic interactions like repairing and opening doors are now handled by a default gadget that does not take up a weapon slot.