Compare NEXT JUMP: Shmup Tactics prices across 50+ stores and find the best deal. Developed by Post Mortem Pixels. Published by GrabTheGames. Released on 4/28/2017. Available on PC, Mac, Linux. Genres: Indie, Strategy.

Bullet hell slowed to a tactical crawl, then made punishing all over again. If FTL's sector map and a grid-based shmup had a coffee-break offspring, this is it.

I spend a lot of time with games that front-load complexity and pay it back slowly, so when a sub-five-dollar indie rearranges my spatial reasoning inside the first twenty minutes, I sit up and take notes. NEXT JUMP: Shmup Tactics is that kind of small punch. Post Mortem Pixels had a genuinely clever premise: freeze the bullet-hell screen, hand you a pool of action points, and turn the whole thing into a grid puzzle. Each "jump" drops your ship at the bottom of a procedurally generated combat board, enemy drones arranged above you with their laser trajectories already visible. You spend your energy budget moving, shooting, and picking up dropped energy balls to extend your turn, then time resumes and everything that was lined up comes crashing in. That frozen-bullet read is the core loop, and it holds up. The seven ships, named after weapons like the Ballista, Dagger, Hammer, and Staff, are where the mechanical identity actually lives. The Ballista fires and physically shunts your craft backward, so every attack is also an involuntary reposition. That recoil wrinkle forces you to think about firing order and grid placement simultaneously, which is a genuinely smart abstraction of shmup movement discipline. Between jumps, you spend scrap at outpost sectors to upgrade your energy capacity, engine range, hull, and weapon damage, and you can slot in accessories like missiles, scanners, or ramming shields that meaningfully change how a run feels. The upgrade curve is short but legible: energy-per-turn first, weapon range second, hull somewhere in between depending on how aggressive you are. The Reputation system, essentially the classic shmup score reimagined as an in-universe standing with your federation, rewards kill streaks and scrap collection with a combo multiplier. Staying unhit grows the multiplier. It feeds back into shop discounts, which means playing clean actually compounds into a mechanical advantage rather than just a cosmetic high score. That is a tidy design. The star map navigation, where you pick one of three sector paths per jump, gives you light route-planning decisions around shop access, environmental hazards like nebulae that block sightlines, and meteor fields that complicate positioning. Where the game creaks is at its edges. The three-turn combat cap is the right call thematically and keeps sessions brisk, but it does mean you rarely build into a long strategic read. Weapon range information can be awkward to access mid-battle, which is a serious oversight in a game where two squares of firing distance is the difference between a clean kill and eating a shot. The translated text has grammar issues that crop up in the manual and upgrade descriptions, nothing that blocks comprehension but enough to knock the polish rating down a tier. Community critics have pointed out the lack of unique mid-run events and the final boss's unadvertised move set as the rougher spots, and those criticisms are fair. The run variety leans on procedural boards rather than scripted encounters, so players who burned out on FTL's event density may find this thinner. For strategy players who have never managed to finish a real-time shmup because their reflexes clock in at "tactical," this is the on-ramp you were looking for. The in-game manual is comprehensive, the tutorial introduces mechanics in a logical order, and runs are short enough that a loss teaches rather than punishes catastrophically. The pixel art is clean and the soundtrack earns the praise it gets from community reviewers. It is a focused, single-developer concept that commits to one idea and mostly nails it. Do not expect Crypt of the NecroDancer's rhythmic depth or FTL's narrative variety, but do expect something that will make you think carefully about a three-tile repositioning. Diego, Scout Team

NEXT JUMP: Shmup Tactics
IndieStrategy

NEXT JUMP: Shmup Tactics

Apr 28, 2017Post Mortem PixelsGrabTheGames
GamerScout Says

Bullet hell slowed to a tactical crawl, then made punishing all over again. If FTL's sector map and a grid-based shmup had a coffee-break offspring, this is it.

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About NEXT JUMP: Shmup Tactics

I spend a lot of time with games that front-load complexity and pay it back slowly, so when a sub-five-dollar indie rearranges my spatial reasoning inside the first twenty minutes, I sit up and take notes. NEXT JUMP: Shmup Tactics is that kind of small punch. Post Mortem Pixels had a genuinely clever premise: freeze the bullet-hell screen, hand you a pool of action points, and turn the whole thing into a grid puzzle. Each "jump" drops your ship at the bottom of a procedurally generated combat board, enemy drones arranged above you with their laser trajectories already visible. You spend your energy budget moving, shooting, and picking up dropped energy balls to extend your turn, then time resumes and everything that was lined up comes crashing in. That frozen-bullet read is the core loop, and it holds up. The seven ships, named after weapons like the Ballista, Dagger, Hammer, and Staff, are where the mechanical identity actually lives. The Ballista fires and physically shunts your craft backward, so every attack is also an involuntary reposition. That recoil wrinkle forces you to think about firing order and grid placement simultaneously, which is a genuinely smart abstraction of shmup movement discipline. Between jumps, you spend scrap at outpost sectors to upgrade your energy capacity, engine range, hull, and weapon damage, and you can slot in accessories like missiles, scanners, or ramming shields that meaningfully change how a run feels. The upgrade curve is short but legible: energy-per-turn first, weapon range second, hull somewhere in between depending on how aggressive you are. The Reputation system, essentially the classic shmup score reimagined as an in-universe standing with your federation, rewards kill streaks and scrap collection with a combo multiplier. Staying unhit grows the multiplier. It feeds back into shop discounts, which means playing clean actually compounds into a mechanical advantage rather than just a cosmetic high score. That is a tidy design. The star map navigation, where you pick one of three sector paths per jump, gives you light route-planning decisions around shop access, environmental hazards like nebulae that block sightlines, and meteor fields that complicate positioning. Where the game creaks is at its edges. The three-turn combat cap is the right call thematically and keeps sessions brisk, but it does mean you rarely build into a long strategic read. Weapon range information can be awkward to access mid-battle, which is a serious oversight in a game where two squares of firing distance is the difference between a clean kill and eating a shot. The translated text has grammar issues that crop up in the manual and upgrade descriptions, nothing that blocks comprehension but enough to knock the polish rating down a tier. Community critics have pointed out the lack of unique mid-run events and the final boss's unadvertised move set as the rougher spots, and those criticisms are fair. The run variety leans on procedural boards rather than scripted encounters, so players who burned out on FTL's event density may find this thinner. For strategy players who have never managed to finish a real-time shmup because their reflexes clock in at "tactical," this is the on-ramp you were looking for. The in-game manual is comprehensive, the tutorial introduces mechanics in a logical order, and runs are short enough that a loss teaches rather than punishes catastrophically. The pixel art is clean and the soundtrack earns the praise it gets from community reviewers. It is a focused, single-developer concept that commits to one idea and mostly nails it. Do not expect Crypt of the NecroDancer's rhythmic depth or FTL's narrative variety, but do expect something that will make you think carefully about a three-tile repositioning. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Recoil MechanicsEnergy ManagementCoffee-Break RogueliteShip SelectionCombo ScoringRoute PlanningProcedural BoardsAction-Point Combat

System Requirements

Minimum

OS
Windows 7
Memory
3 GB RAM
Storage
300 MB available space
Graphics
OpenGL 2.0 Support and 256 MB of RAM
Processor
Core i3 2.5ghz or equivalent
Additional Notes
1280x720 minimum resolution.

Recommended

OS
Windows 7 64bits
Memory
4 GB RAM
Storage
300 MB available space
Graphics
OpenGL 2.0 Support and 256 MB of RAM
Processor
Core i5 2.2ghz or better
Additional Notes
1280x720 minimum resolution.

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Game Info

Developer
Post Mortem Pixels
Publisher
GrabTheGames
Release Date
Apr 28, 2017

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NEXT JUMP: Shmup Tactics is available on PC, Mac, Linux.

When was NEXT JUMP: Shmup Tactics released?

NEXT JUMP: Shmup Tactics was released on 28 April 2017.

Who developed NEXT JUMP: Shmup Tactics?

NEXT JUMP: Shmup Tactics was developed by Post Mortem Pixels and published by GrabTheGames.