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ALL JUPITER HELL NEWS

JUPITER HELL BETA RELEASED!

The Beta is here! If you’re a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you can’t find it, please get in touch with us.

The game is still a deep work in progress, but has come a very long way from the early pre-Alpha stages, and has been gradually been improving with input and suggestions from the Inner Circle and Alpha communities. We’re thrilled to open this up now to many more fans and to get more feedback as Jupiter Hell moves into the next stage of development!

The beta is working on both Windows and Linux. OSX users, please be a little patient with us. From now on all updates to the game will be via Steam.


Jupiter Hell on Steam

The Steam page for Jupiter Hell is now live. It’s a big help for us if you wishlist it, so please do so even if you haven’t got access to the game yet!


Road to early access

Whilst the core of the game is in place there is still a lot more content to get loaded in. As we move towards open release on Early Access our development focus is now switching towards adding in layers and layers of content. That means more of the following:

  • Player classes with unique traits and abilities
  • Challenge modes, online leaderboards, player achievements, and extra difficulty levels
  • A longer game with two more major locations
  • Modular weapons and armor, more weapons, more items
  • More enemies, bosses and enemy variety
  • Plot details, quests, cutscenes
  • Music, sound, voice acting
  • UI configuration, mouse and controller support

And of course many other things secret or yet to be conceived! Community support is vital at this stage to let us know what works, what doesn’t, and feed in new ideas and suggestions. Make sure to try the beta out and give feedback via the community channels. Let’s plays and other recordings of the game are very welcome - please send us a link to anything you publish as we love to see them!


Jupiter Hell community

We’re thrilled to get to this stage, and we couldn’t do it without the great support of our fans. We always want more feedback, so if you have something to say please get in touch via:


Also, most of the team will be at GiC next week. Get in touch if you want to meet up.


The Beta is here! If you’re a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you can’t find it, please get in touch with us.

The game is still a deep work in progress, but has come a very long way from the early pre-Alpha stages, and has been gradually been improving with input and suggestions from the Inner Circle and Alpha communities. We’re thrilled to open this up now to many more fans and to get more feedback as Jupiter Hell moves into the next stage of development!

The beta is working on both Windows and Linux. OSX users, please be a little patient with us. From now on all updates to the game will be via Steam.


Jupiter Hell on Steam

The Steam page for Jupiter Hell is now live. It’s a big help for us if you wishlist it, so please do so even if you haven’t got access to the game yet!


Road to early access

Whilst the core of the game is in place there is still a lot more content to get loaded in. As we move towards open release on Early Access our development focus is now switching towards adding in layers and layers of content. That means more of the following:

  • Player classes with unique traits and abilities
  • Challenge modes, online leaderboards, player achievements, and extra difficulty levels
  • A longer game with two more major locations
  • Modular weapons and armor, more weapons, more items
  • More enemies, bosses and enemy variety
  • Plot details, quests, cutscenes
  • Music, sound, voice acting
  • UI configuration, mouse and controller support

And of course many other things secret or yet to be conceived! Community support is vital at this stage to let us know what works, what doesn’t, and feed in new ideas and suggestions. Make sure to try the beta out and give feedback via the community channels. Let’s plays and other recordings of the game are very welcome - please send us a link to anything you publish as we love to see them!


Jupiter Hell community

We’re thrilled to get to this stage, and we couldn’t do it without the great support of our fans. We always want more feedback, so if you have something to say please get in touch via:


Also, most of the team will be at GiC next week. Get in touch if you want to meet up.


Alpha 0.2.0 released

Development of Jupiter Hell continues apace! We have now released version Alpha 0.2.0. We've made many new advances in the last few versions, including:

  • Saving and loading (though obviously not after death)
  • Active traits - get new Headshot, Shredder and Overkill actions
  • New cover and dodge systems, with UI aids
  • Degrading armour on enemies, with graphical indicators
  • New level generators
  • Graphical enhancements and variety added to tilesets throughout the game
  • Loot crates and basic terminals
  • Destructible doors and scenery
  • Various tweaks and bug-killing, including some long-standing issues


Alpha backers can go download it now from the Alpha Forums. Feedback from playtesting is incredibly welcome!


Path to Beta

Our eyes are now set on the Beta release, which will hit several new development milestones and be open to many more backers. We are currently implementing:

  • Steam integration, including auto-updating
  • Vulkan port (hopefully OSX too)
  • More character traits and active commands
  • Weapon and armor variations (random traits) + more weapon types, with new gameplay interactions
  • More environmental interaction (locked/broken doors, many more options for terminals)
  • More enemies to play with
  • Dungeon branches for varied paths through the game
  • Secret things!


We’re tentatively aiming for early October for the first Beta release.


PAX West

Kornel Kisielewicz will be bringing Jupiter Hell to PAX West Seattle, 31-Aug to 3-Sep. If you’re attending please say hi!


To keep updated on a more regular basis remember to check out our Twitter feed, our regular development streams on Twitch, and come chat on the Discord channels!

Development of Jupiter Hell continues apace! We have now released version Alpha 0.2.0. We've made many new advances in the last few versions, including:

  • Saving and loading (though obviously not after death)
  • Active traits - get new Headshot, Shredder and Overkill actions
  • New cover and dodge systems, with UI aids
  • Degrading armour on enemies, with graphical indicators
  • New level generators
  • Graphical enhancements and variety added to tilesets throughout the game
  • Loot crates and basic terminals
  • Destructible doors and scenery
  • Various tweaks and bug-killing, including some long-standing issues


Alpha backers can go download it now from the Alpha Forums. Feedback from playtesting is incredibly welcome!


Path to Beta

Our eyes are now set on the Beta release, which will hit several new development milestones and be open to many more backers. We are currently implementing:

  • Steam integration, including auto-updating
  • Vulkan port (hopefully OSX too)
  • More character traits and active commands
  • Weapon and armor variations (random traits) + more weapon types, with new gameplay interactions
  • More environmental interaction (locked/broken doors, many more options for terminals)
  • More enemies to play with
  • Dungeon branches for varied paths through the game
  • Secret things!


We’re tentatively aiming for early October for the first Beta release.


PAX West

Kornel Kisielewicz will be bringing Jupiter Hell to PAX West Seattle, 31-Aug to 3-Sep. If you’re attending please say hi!


To keep updated on a more regular basis remember to check out our Twitter feed, our regular development streams on Twitch, and come chat on the Discord channels!

Jupiter Hell Alpha released!

After many months of hard work, with much love and support from our community, we have now shipped Jupiter Hell’s first Alpha release! We're now on Alpha 0.0.1, which is a good start. This is a mega improvement over what we’ve delivered so far, including:

  • The game is fully beatable - 15 levels split into 5 level episodes with an endboss at level 15, with extra variety in the early levels
  • Basic systems for most parts of the game are in place, though everything is being constantly iterated on and improved
  • No save/load just yet, but you definitely can die and even get a high score


Head over to the forums to read release the notes and download the alpha if you’re an alpha level backer. It’s available for both Windows and Linux.



As seen above we’ve improved the physics. Yes, this is still a turn-based game :P


There are no restrictions on our alpha backers streaming the game or putting recordings on YouTube - we just ask that you share them round! You can watch PyroL get to grips with the game on his channel.


Coming Next

Our next big milestone will be the Alpha midpoint, intended for June. This will represent the complete minimal game experience, with all major technical tasks finished. That includes the following key details:

  • Engine - Vulkan backend
  • Engine - Animation system overhaul
  • Engine - Volumetric algorithms (for explosions & light)
  • Gameplay - Save/load
  • Gameplay - Final overhaul of cover/dodge
  • Gameplay - Base set of traits and character customisation
  • Gameplay - Item variety
  • Gameplay - More environment interaction
  • Art - Callisto and Europa base art complete
  • Art - Animations overhauled
  • Art - Base UI art complete
  • Art - Base set of monsters complete


Road to Beta

Beta backers are probably feeling hungry to get their hands on the game right now. Well the good news is we’re working towards that, with a plan for a major milestone beta release later this year. This will have DoomRL levels of playability, content and features (minus the crazy number of challenges and difficulty levels), engine work closed apart from optimization, special effects, porting, editor improvement. All “known bugs” should be addressed. Our tentative release date for this is September, but please be kind to us if that slips as we work towards these major goals.


Seven Day Roguelikes

If you’re not an alpha backer and you have a roguelike itch to scratch, then you’re in luck! Over 100 new roguelikes have just been released for free as part of the Seven Day Roguelike Challenge. DoomRL started as a similar small and innovative multi-day project, so we’re very supportive of these new games. Our own Darren Grey has released a game as part of it called Time To Die, a roguelike about time manipulation.


Closing

Thanks again for all the messages of support you’ve been giving, and the positive feedback on the latest releases. We’re very grateful for our awesome community, and we hope to see even more people engaged with the alpha release. Keep the comments coming in! Your input and critique is invaluable at this stage. Be sure to join the ChaosForge Discord and follow activity on Twitch and Twitter.

Kornel will be at GDC next week. If you’re at the event then get in touch, or join in the Roguelike Devs @ GDC meet.

After many months of hard work, with much love and support from our community, we have now shipped Jupiter Hell’s first Alpha release! We're now on Alpha 0.0.1, which is a good start. This is a mega improvement over what we’ve delivered so far, including:

  • The game is fully beatable - 15 levels split into 5 level episodes with an endboss at level 15, with extra variety in the early levels
  • Basic systems for most parts of the game are in place, though everything is being constantly iterated on and improved
  • No save/load just yet, but you definitely can die and even get a high score


Head over to the forums to read release the notes and download the alpha if you’re an alpha level backer. It’s available for both Windows and Linux.



As seen above we’ve improved the physics. Yes, this is still a turn-based game :P


There are no restrictions on our alpha backers streaming the game or putting recordings on YouTube - we just ask that you share them round! You can watch PyroL get to grips with the game on his channel.


Coming Next

Our next big milestone will be the Alpha midpoint, intended for June. This will represent the complete minimal game experience, with all major technical tasks finished. That includes the following key details:

  • Engine - Vulkan backend
  • Engine - Animation system overhaul
  • Engine - Volumetric algorithms (for explosions & light)
  • Gameplay - Save/load
  • Gameplay - Final overhaul of cover/dodge
  • Gameplay - Base set of traits and character customisation
  • Gameplay - Item variety
  • Gameplay - More environment interaction
  • Art - Callisto and Europa base art complete
  • Art - Animations overhauled
  • Art - Base UI art complete
  • Art - Base set of monsters complete


Road to Beta

Beta backers are probably feeling hungry to get their hands on the game right now. Well the good news is we’re working towards that, with a plan for a major milestone beta release later this year. This will have DoomRL levels of playability, content and features (minus the crazy number of challenges and difficulty levels), engine work closed apart from optimization, special effects, porting, editor improvement. All “known bugs” should be addressed. Our tentative release date for this is September, but please be kind to us if that slips as we work towards these major goals.


Seven Day Roguelikes

If you’re not an alpha backer and you have a roguelike itch to scratch, then you’re in luck! Over 100 new roguelikes have just been released for free as part of the Seven Day Roguelike Challenge. DoomRL started as a similar small and innovative multi-day project, so we’re very supportive of these new games. Our own Darren Grey has released a game as part of it called Time To Die, a roguelike about time manipulation.


Closing

Thanks again for all the messages of support you’ve been giving, and the positive feedback on the latest releases. We’re very grateful for our awesome community, and we hope to see even more people engaged with the alpha release. Keep the comments coming in! Your input and critique is invaluable at this stage. Be sure to join the ChaosForge Discord and follow activity on Twitch and Twitter.

Kornel will be at GDC next week. If you’re at the event then get in touch, or join in the Roguelike Devs @ GDC meet.

Year 1 update!


It has been one year since you Kickstarted Jupiter Hell! 12 months ago our Kickstarter completed at 117% of our target amount, and since then we’ve been hard at work to turn your generosity into a fantastic game :)  

There have been some delays along the way, but we’re at a really good point right now. Some developments of late:

  • We’ve expanded our team to 10 people, including 2 new programmers
  • Our custom engine is working great, with Linux builds, optimised physics and light systems, and of course the unique adaptive animation system that makes the game so fluid to play
  • We now have 6 separate environment tilesets, each with color schemes and varied amounts of decorative elements, so we’ll have diverse and interesting levels to explore
  • Jupiter Hell is now populated with several new enemies, including the imp, fat demon, clawed demon, combat drone and summoner, with others in the production queue (these are all placeholder names, incidentally)
  • Base gameplay mechanics are integrated, with the code for deeper elements already in place and ready for rapid expansion
  • ASCII mode!


What next?

Our next Inner Circle build is expected by the turn of the year. This will be a meaty build for our IC fans, and we expect a big amount of adjustments based on that.

We then plan to release Jupiter Hell’s first alpha build to our Alpha backers in March! Our roadmap to alpha includes a number of key games features:  

  • Full game UI (though still mostly text-based placeholder)
  • Character creation and character advancement (xp, leveling, etc)
  • Inventory system, loot and ‘loot boxes’ (the fun kind!)
  • Initial FX system, for cool explosions, shot effects and more polish on the visuals
  • Many other fixes and polishing on technical features and quality of life improvements to make the game feel more playable and fun
  • Once we have the alpha released we’ll publish our roadmap to beta!


Discord

Tired of sitting alone, unable to profess your love for Jupiter Hell and D**mRL to like-minded individuals? We understand how you feel, and so we’ve now made a ChaosForge Discord! Discord is a modern chat program with many nice features for gamers, and the ChaosForge Discord has an active community of fans of our games and regular interactions with the developers. Invitation here: ChaosForge Discord


The New Year

2018 is going to be an exciting year for Jupiter Hell. We really appreciate your support through this, and your patience with us through the delays we’ve suffered. The support of fans and friends has been a huge source of strength! We hope you stick with us for the journey, and we can develop an amazing game with your help.

Happy holidays, everyone!


It has been one year since you Kickstarted Jupiter Hell! 12 months ago our Kickstarter completed at 117% of our target amount, and since then we’ve been hard at work to turn your generosity into a fantastic game :)  

There have been some delays along the way, but we’re at a really good point right now. Some developments of late:

  • We’ve expanded our team to 10 people, including 2 new programmers
  • Our custom engine is working great, with Linux builds, optimised physics and light systems, and of course the unique adaptive animation system that makes the game so fluid to play
  • We now have 6 separate environment tilesets, each with color schemes and varied amounts of decorative elements, so we’ll have diverse and interesting levels to explore
  • Jupiter Hell is now populated with several new enemies, including the imp, fat demon, clawed demon, combat drone and summoner, with others in the production queue (these are all placeholder names, incidentally)
  • Base gameplay mechanics are integrated, with the code for deeper elements already in place and ready for rapid expansion
  • ASCII mode!


What next?

Our next Inner Circle build is expected by the turn of the year. This will be a meaty build for our IC fans, and we expect a big amount of adjustments based on that.

We then plan to release Jupiter Hell’s first alpha build to our Alpha backers in March! Our roadmap to alpha includes a number of key games features:  

  • Full game UI (though still mostly text-based placeholder)
  • Character creation and character advancement (xp, leveling, etc)
  • Inventory system, loot and ‘loot boxes’ (the fun kind!)
  • Initial FX system, for cool explosions, shot effects and more polish on the visuals
  • Many other fixes and polishing on technical features and quality of life improvements to make the game feel more playable and fun
  • Once we have the alpha released we’ll publish our roadmap to beta!


Discord

Tired of sitting alone, unable to profess your love for Jupiter Hell and D**mRL to like-minded individuals? We understand how you feel, and so we’ve now made a ChaosForge Discord! Discord is a modern chat program with many nice features for gamers, and the ChaosForge Discord has an active community of fans of our games and regular interactions with the developers. Invitation here: ChaosForge Discord


The New Year

2018 is going to be an exciting year for Jupiter Hell. We really appreciate your support through this, and your patience with us through the delays we’ve suffered. The support of fans and friends has been a huge source of strength! We hope you stick with us for the journey, and we can develop an amazing game with your help.

Happy holidays, everyone!

October development update

Development of Jupiter Hell marches on! You can keep an eye on the latest via our regular tweets and Twitch streams.

We have had some delays though. The original plan stated an Early Access version by November. Development is going very steadily, but with some things taking longer than anticipated and some of the development schedule being rearranged. Our current plan is to shortly release our third pre-alpha to the Inner Circle, and then the alpha by the year end.

Further development updates:

  • Two new programmers have joined the team. Olgierd is working on rendering and resource management. Emil is working on the game’s audio engine.
  • We’re now integrating engine tools into the game which will make the Jupiter Hell more open to modding. This was originally planned to be done much later, but is far more effective if done at an early stage.
  • Physics in the game can been optimised, meaning it will perform much better on a wide variety of machines.
  • Shadows have been improved, and a new optional shadow algorithm will be available for stronger hardware (see comparison below).
  • Resource management has been added to the game.
  • We have a new sound engine ready for implementation, with Roland working on the soundtrack and audio samples.
  • New tilesets and enemies have been added.

You can find more info, including some cool concept art pieces, on this month's Kickstarter update.

Development of Jupiter Hell marches on! You can keep an eye on the latest via our regular tweets and Twitch streams.

We have had some delays though. The original plan stated an Early Access version by November. Development is going very steadily, but with some things taking longer than anticipated and some of the development schedule being rearranged. Our current plan is to shortly release our third pre-alpha to the Inner Circle, and then the alpha by the year end.

Further development updates:

  • Two new programmers have joined the team. Olgierd is working on rendering and resource management. Emil is working on the game’s audio engine.
  • We’re now integrating engine tools into the game which will make the Jupiter Hell more open to modding. This was originally planned to be done much later, but is far more effective if done at an early stage.
  • Physics in the game can been optimised, meaning it will perform much better on a wide variety of machines.
  • Shadows have been improved, and a new optional shadow algorithm will be available for stronger hardware (see comparison below).
  • Resource management has been added to the game.
  • We have a new sound engine ready for implementation, with Roland working on the soundtrack and audio samples.
  • New tilesets and enemies have been added.

You can find more info, including some cool concept art pieces, on this month's Kickstarter update.