Cookies disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to deliver better content and for statistical purposes. You can disable the usage of cookies by changing the settings of your browser. By browsing our website without changing the browser settings you grant us permission to store that information on your device.


What do you mean by "roguelike"?

Jupiter Hell is, even by strict definitions, a traditional roguelike. In particular this means it's no-opt-out permadeath, turn-based, grid-based with procedurally generated environments. The game may have snazzy 3D graphics and an awesome metal soundtrack, but at its heart the focus is on clever game mechanics and tight tactical decision-making. It has its ancestry in the 1980 classic video game Rogue, one of the pioneers of using procedural generation to make an infinitely engaging and addictive experience.

When will you launch the Kickstarter?

We plan to launch a crowdfunding campaign on Kickstarter in November. Please sign up to the newsletter if you want to stay informed.

When will the game be released?

We hope to go into Steam Early Access a year after the Kickstarter. Higher level backers will receive test builds much earlier. We do not know how long we will want to keep the game in Early Access -- roguelikes traditionally have long development cycles to give them the incredible depth that makes them At some point we will however call it 1.0, and then continue with smaller incremental updates.

What platforms will the game be available on?

Windows, Linux and OS X. We are considering current-gen consoles. Due to the fact that we're on custom technology (and plan on *regular* updates), this is a bit more tricky than usual. Mobile releases are very unlikely at this stage.

Will there be multiplayer?

The focus is on an engaging single player experience. However we may look at cross-community interaction through shared seeds, ghost files, daily challenges and other indirect interactions. Much of this will be in response to what players want.

Why not use Unity/Unreal?

The level of procedural generation we're using best demands a custom engine. Whilst pre-made engines can save time, they ultimately lead to restrictions and complications in the long-run for a non-traditional project. A custom-designed engine gives us all the flexibility and power to make this game exactly as brilliant as we want it to be.