Warp jump: the emergency exit in Orbit.
- Hold C (controller: hold X) to charge the warp. After 5 seconds the ship jumps to the quietest spot in the outer ring: out of 48 candidates, the one farthest from enemies and nests, never inside a chunk of rock. Enemy projectiles around the destination vanish, and the ship is invulnerable for 2.5 s after arriving.
- 3-minute cooldown. Letting go, dying or docking cancels the charge. In the fight against the Core, the warp is jammed.
- A quick tap is still the Phase Jump. Only holding for 0.3 s or longer counts as charging.
- Animation:
- Charging: light trails spiral into the ship, two counter-rotating rings contract, an arc shows the charge, and the ship trembles more and more.
- Final second: everything pulses white.
- Departure: for half a second, the ship turns into a streak of light at its starting point that shoots away.
- Arrival: a screen flash (dampened with “Reduced flashes”), the streak snaps back together, pressure rings spread out, and the ship fades in out of the light.
- “Warp” indicator in the HUD below the jump: ready, remaining charge time or cooldown (m:ss). Hold the key during the cooldown and the remaining time is shown on the ship.
- In co-op, the whole group jumps. The online guest can charge the warp too.