
Hive Jump
Grab three friends and this becomes a chaotic, bug-squashing good time. Solo, though, its cracks show faster than its hives fill up.
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About Hive Jump
My first session with Hive Jump was solo, late at night, and I bounced off it harder than a Jumper hitting a spike pit. That turned out to be exactly the right data point, because Graphite Lab built something that honestly does not try to be a single-player game - it just neglects to warn you loudly enough at the door. The loop is genuinely clever on paper. You play as a J.U.M.P. Corps marine dropping into procedurally generated alien hives, descending floor by floor while farming alien goo as currency, then spending it on pulse rifles, flamethrowers, freeze rays, or grenade variants between layers. The death system is the standout idea: when your Jumper dies, a transponder backpack drops and starts its own countdown. Keep it alive and a new, hilariously named marine respawns. Let the backpack get shredded and the run is done. It creates these frantic, backpack-babysitting moments that feel genuinely tense, especially when a bug swarm decides to target it the second you respawn on the far side of the room. Handcrafted challenge rooms tucked inside the procedural layouts offer relic rewards - things like reduced weapon overheat rates or damage resistance buffs - which is a smart design touch that breaks up the randomness with something intentional. The bigger picture has a light turn-based strategy layer wrapping the hive runs, where failed dives let bugs spread and capture your bases. The idea gives consequences to each run beyond a high-score counter, and some players genuinely love it. In practice, most reviewers found it shallow enough to feel like extra menu clicks rather than meaningful decisions. The pixel art, though, earns real affection: Sprite Lamp dynamic lighting gives the cavernous hive walls a depth that a flat 2D palette would not manage, and the chiptune-adjacent soundtrack carries enough retro-sci-fi atmosphere to keep the mood warm even when the bugs are not. Where Hive Jump earns its place is in local co-op, up to four players, crammed on a couch. The arena-style rooms that feel oversized and lonely in solo play suddenly make sense when a second or third Jumper is blasting from a different angle, someone is guarding the backpack, and everyone is shouting about the bomb enemy tunneling under the floor. The weapon variety - spreading shotguns, radioactive damage-over-time rounds, jetpack utility items - actually differentiates playstyles when there are multiple loadouts in the room. Steam sits at a mixed 68% on a small review pool, and that split maps neatly onto the solo-versus-group divide in the community. One honest concern worth flagging: the Mac version has known compatibility issues with macOS Catalina and above, so check before you buy if you are on Apple hardware. This is a small, unpretentious game that knows what it wants to be at its best and stumbles when it tries to be more. The roguelike dressing never reaches the depth of a Dead Cells or even an early Binding of Isaac, and enemy variety thins out faster than the goo currency earns. But as a pick-up-and-play couch co-op shooter with a satisfying gun-feel, a charming Starship Troopers energy, and a death mechanic that nobody else is really doing, it deserves more attention than its review count suggests. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows Vista / 7
- Memory
- 2 GB RAM
- Storage
- 1400 MB available space
- Graphics
- 512 MB
- Processor
- Intel Core™ Duo or faster
Recommended
- OS
- Windows Vista / 7
- Memory
- 4 GB RAM
- Network
- Broadband Internet connection
- Storage
- 1400 MB available space
- Graphics
- 1GB
- Processor
- Intel Core™ Duo or faster
- Additional Notes
- Xbox 360 controller or other XInput-compatible controller
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Reviews & Ratings
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Game Info
- Developer
- Graphite Lab
- Publisher
- Graphite Lab
- Release Date
- Jan 18, 2017
