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base game

pure mode

zone: spacestation
110K USD

zone: ganymede
150K USD

enemy variations
175K USD

extended hacking

zone: io

audio logs
100K USD

weapon variations
125K USD

procedural destruction
200K USD

A modern, yet classic sci-fi roguelike,
spiritual successor to D**m, the Roguelike.

An epic battle of a lone marine against the forces of hell,
taking place on the moons of Jupiter.



One Week Into Kickstarter!

It has been a busy week, with over 800 backers, 47% funding, Steam Greenlight campaign launched and lots of updates! Here are the highlights for those not staying up to date:

And we have more news and excitement to come :) If you’re not part of the campaign then join up now! If you’re a backer already then please help us spread the word to many more people. Hell is coming :)

Jupiter Hell Kickstarter Launched!

Jupiter Hell, the spiritual successor to Doom the Roguelike, has now launched on Kickstarter!

Jupiter Hell Kickstarter

With Jupiter Hell we are aiming to get a new generation hooked on the hardcore roguelike formula. Combining traditional gameplay with a modern look and feel, it is a game that can appeal to both long-term roguelike players and new gamers that have embraced the likes of X-COM.

We need your support to make this happen! Please visit the Kickstarter page, check out our video and the details of the game, and pledge if you can. You help in sharing news of this is also much needed - please spread the word and bring Jupiter Hell to everyone!

Dev Talk #2 - Procedural Environments - Layout

We're very busy here at ChaosForge preparing for the upcoming Kickstarter! Expect to hear more details really soon, but in the meantime, we invite you to another Dev Talk. This time, we'll be discussing procedural environments. 


At it's core, Jupiter Hell's procedural environments share a common root with AliensRL. When developing AliensRL, I ditched the screen-sized 78x19 levels of DoomRL, and wanted to go for levels that more believably would look like real world space bases. I quickly figured out that I will need to take a top-down approach, setting first the layout, then the rooms themselves. 

I didn't obviously want to have premade levels, so some sort of procedural system needed to be implemented. I came with the idea of layouts -- ASCII receipts of the general layout of the level.

These layouts are stored along with a meta-code that handles their expansion into full-level sized fills. These then are passed towards further algorithms that handle the smaller elements -- rooms, corridors and the like. The process is composed of optional mirroring (on one or two axes), followed by expansion controlled by the meta-code.

The meta-code is composed of numbers and placeholder signs (0, or *, as you prefer) -- the numbers tell us by how much to expand the given row, while the placeholder shows us where variable expansion may take place. We can then expand the level as much as we want, by varying the placeholder expansion. 

This in turn is followed by passing the resultant empty level to lower level algorithms that handle filling of the smaller rooms. Of course, to prevent repetitiveness a large amount of such layouts should be prepared, however, if the lower-level algorithm is good, a layout algorithm provides a very good substitute for just starting with a empty grid. 

To provide a complete example, we'll fill the level with the simplest algorithm possible - with randomly picked "room-blocks" from a given set.

For this algorithm to give nice results, three things have to be taken into account:

  1. the passages between the blocks need to be in symmetrically fitting positions -- these are great positions to place doors. Depending on if you want to have mirroring or also rotations, the tiles should always fit together when rotated and/or mirrored.
  2. we make sure that we can overlap blocks with the edge rows
  3. the space to be filled must be of a proper size a*(x-1)+1 width (where a is the amount of tiles, x their width), and conversely b*(y-1)+1 height

Additionally, after placement, you can remove the dead end corridors, and doors leading nowhere.

The result could look something like this:

For anyone interested in this method, there's a more advanced version, called Herringbone Wang Tiles, with some nice documentation on the site.

By using both algorithms together, we can create complex, yet structured levels:

Using layouts gives a much more ordered structure to your levels, which goes well with the idea of space bases, but might also work with castles, or any man-made structures. Layouts can also take care of reasonably placed inter-level connections (like elevators, or corridors to other sections).

To finish up, a zoomed out section of the graphical version:

Expect to hear from us soon, Kickstarter is coming!


Jupiter Hell is a roguelike set in a 90's flavored sci-fi universe. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry, including (but not limited to!) shotguns, chainguns, railguns and the trusty chainsaw. All to the shine of CRT monitors and the tune of heavy metal!

Dive deep into a true form of the 30 year old roguelike game genre that has resurged in popularity. Experience turn-based, grid-based permadeath and fully procedural levels, all in glorious 3D visuals. Get ready for the spiritual successor to DoomRL, the parody roguelike that years ago streamlined the traditional format and popularised a new wave of accessible roguelikes. Distilled, hardcore gameplay, fast-paced challenge and limitless death all await.

Welcome to Jupiter Hell.



  • Permadeath adds tension and significance to gameplay decisions
  • Turn-based and grid-based world to emphasise tactical decision making
  • Procedural environments mean you never know what’s lurking behind the next corner
  • Brutal but fair difficulty will have you constantly coming back for more

Fast-paced Gameplay

  • Dynamic turn-based action with adaptive animation lets you play at your own pace
  • Intuitive UI for clear and fast decision-making
  • Streamlined gameplay centres on the action instead of menu micromanagement
  • Action-centric game flow with repeated peaks of blood-stained joy

Expert Procedural Generation

  • Sadistic algorithms create unending challenges
  • Randomised missions intertwine with adaptive plot arcs for continuous variety
  • Generated events and environmental interactions keep you constantly engaged
  • Built upon decades of expertise in producing truly engaging procedural content

Ruthless Enemies

  • Highly varied enemies require different strategies to beat, especially in combination
  • Unique enemy behaviours and skills
  • Legendary boss battles that will test your worth as a player
  • Advanced difficulty modes and special challenges for the most masochistic players