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JUPITER HELL NEWS

Jupiter Hell 0.8.4 - Infernal Intellect!

Jupiter Hell 0.8.4 - Infernal Intellect!

Time to outsmart hell itself! The major 0.8.4 update is now live and most notably introduces a full overhaul of Jupiter Hell's AI system! Enemies now can hear you, smell you and humanoids know the value of cover!

Infernal Intellect

The AI system has been completely rewritten - humanoids will now take and stay in cover if close, and most of the enemies will react to the noise you and other enemies make! To make things more interesting, fiends and ravagers can now track you by smell - there's nowhere to hide from them! The new AI increases the general difficulty, but makes (especially the early levels) the game more interesting - just standing behind cover and mashing "F" is no longer the best tactic - sometimes you need to retreat to bait the enemies to follow you, and often you'll be ambushed by enemies following you by scent, or interested in the noise you made.

Weapon Perks

The other big update is the introduction of weapon perks on ADV weapons. Take careful note of them as they might prove much better than regular modded weapons or exotics especially if the perk requirements are met. Perks for example can increase damage based on the type of enemy, your distance to them, whether they are wounded or make reloading of the weapon really fast if its empty, or even automatically reload on move! The perk list will be slowly expanded both in variety as well as adding them to other items in the future!

Quality of Life

Two "quality of life" features have been added - an audible click on wait, and highlighting the last enemies on the level on the minimap (doesn't trigger on levels with summons). We also made "swap time" actually work propely, which also changes a lot - we reduced the 200% swap time weapons as this might be a bit much, especially for seasoned players.

Balance Changes

Due to the AI changes we made some enemy nerfs - Callisto formers are less accurate, and the UV enemy buff of accuracy has been reduced to +10%. Speaking of UV, we also made it so that there are no "lucky drops" of early late game weapons - to provide for a more consistent early game.

We nerfed P-mods a bit, as they basically reduced endgame to P3-modding a rapid-fire weapon - to offset that, summoner armor has been nerfed and now everyone can single-mod ADV weapons and everyone has two levels of Whizkid. This is subject to change soon, as we'll be doing a full mod overhaul in the near future, so stay tuned!

Full Changelog

NEW #852 - ADV weapons now may have unique perks!
NEW #812 - Major AI overhaul! (see other issues for details)
NEW #812 - humanoids will now consider (and stay in) cover!
NEW #841 - most enemies will hear and investigate sounds!
NEW #840 - fiends and reavers now can follow player scent!
NEW #850 - waiting now plays an audible click
NEW #851 - last 3 enemies may be revealed on the minimap
CHANGE #812 - enemies will no longer ignore you if they saw you
CHANGE #839 - AI aware state resets after losing target
CHANGE #833 - UV enemy accuracy bonus reduced from 20% to 10%
CHANGE #833 - Callisto formers have even lower accuracy
CHANGE #833 - wall cover now gives 70% cover instead of 80%
CHANGE #834 - p-mods give +1 on multishot bullet weapons (smg/auto)
CHANGE #834 - nerfed summoner armor slightly
CHANGE #834 - everyone can single mod ADV items
CHANGE #834 - Technician can mod every item twice by default
CHANGE #834 - every class has two levels of Whizkid
CHANGE #835 - min depth for some items added - no early UV chainguns
CHANGE #732 - reduced the emissiveness of lava cave rocks
CHANGE #732 - improved terrain rendering performance
CHANGE #847 - crash handler will work when Vulkan device is lost
CHANGE #842 - crash handler will work when assertion fails
CHANGE #824 - Aim modifier is always lost when switching weapons
CHANGE #823 - Aim resets if loosing sight of enemy
CHANGE #852 - Point Blank now gives +80% crit chance
CHANGE #732 - optimized terrain rendering
CHANGE #845 - decreased 200% swap-times to 150% to prevent surprises:
FIX #845 - swap time now works properly
FIX #853 - fixed targeting related crash on level change
FIX #732 - ADV auto rifle now uses proper sprite
FIX #732 - minor spelling/grammar fixes
FIX #831 - fixed crash on trying to drop with empty inventory
FIX #849 - pad trigger will no longer lock on use from ground
FIX #846 - 0-damage sources (smoke screen) wont "benefit" from SoB
FIX #830 - reset enemy number after wipe (fixes enemies left)

Next Update

Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P

Help us out!

Please tell us what you think of the recent changes, in the comments, on the Forums or on Discord!

Also, we're launching this update with a discount, so if you're a dedicated player it's a great moment to share Jupiter Hell with your communities :)

Thanks for all your support, and see you next update!

Time to outsmart hell itself! The major 0.8.4 update is now live and most notably introduces a full overhaul of Jupiter Hell's AI system! Enemies now can hear you, smell you and humanoids know the value of cover!

Infernal Intellect

The AI system has been completely rewritten - humanoids will now take and stay in cover if close, and most of the enemies will react to the noise you and other enemies make! To make things more interesting, fiends and ravagers can now track you by smell - there's nowhere to hide from them! The new AI increases the general difficulty, but makes (especially the early levels) the game more interesting - just standing behind cover and mashing "F" is no longer the best tactic - sometimes you need to retreat to bait the enemies to follow you, and often you'll be ambushed by enemies following you by scent, or interested in the noise you made.

Weapon Perks

The other big update is the introduction of weapon perks on ADV weapons. Take careful note of them as they might prove much better than regular modded weapons or exotics especially if the perk requirements are met. Perks for example can increase damage based on the type of enemy, your distance to them, whether they are wounded or make reloading of the weapon really fast if its empty, or even automatically reload on move! The perk list will be slowly expanded both in variety as well as adding them to other items in the future!

Quality of Life

Two "quality of life" features have been added - an audible click on wait, and highlighting the last enemies on the level on the minimap (doesn't trigger on levels with summons). We also made "swap time" actually work propely, which also changes a lot - we reduced the 200% swap time weapons as this might be a bit much, especially for seasoned players.

Balance Changes

Due to the AI changes we made some enemy nerfs - Callisto formers are less accurate, and the UV enemy buff of accuracy has been reduced to +10%. Speaking of UV, we also made it so that there are no "lucky drops" of early late game weapons - to provide for a more consistent early game.

We nerfed P-mods a bit, as they basically reduced endgame to P3-modding a rapid-fire weapon - to offset that, summoner armor has been nerfed and now everyone can single-mod ADV weapons and everyone has two levels of Whizkid. This is subject to change soon, as we'll be doing a full mod overhaul in the near future, so stay tuned!

Full Changelog

NEW #852 - ADV weapons now may have unique perks!
NEW #812 - Major AI overhaul! (see other issues for details)
NEW #812 - humanoids will now consider (and stay in) cover!
NEW #841 - most enemies will hear and investigate sounds!
NEW #840 - fiends and reavers now can follow player scent!
NEW #850 - waiting now plays an audible click
NEW #851 - last 3 enemies may be revealed on the minimap
CHANGE #812 - enemies will no longer ignore you if they saw you
CHANGE #839 - AI aware state resets after losing target
CHANGE #833 - UV enemy accuracy bonus reduced from 20% to 10%
CHANGE #833 - Callisto formers have even lower accuracy
CHANGE #833 - wall cover now gives 70% cover instead of 80%
CHANGE #834 - p-mods give +1 on multishot bullet weapons (smg/auto)
CHANGE #834 - nerfed summoner armor slightly
CHANGE #834 - everyone can single mod ADV items
CHANGE #834 - Technician can mod every item twice by default
CHANGE #834 - every class has two levels of Whizkid
CHANGE #835 - min depth for some items added - no early UV chainguns
CHANGE #732 - reduced the emissiveness of lava cave rocks
CHANGE #732 - improved terrain rendering performance
CHANGE #847 - crash handler will work when Vulkan device is lost
CHANGE #842 - crash handler will work when assertion fails
CHANGE #824 - Aim modifier is always lost when switching weapons
CHANGE #823 - Aim resets if loosing sight of enemy
CHANGE #852 - Point Blank now gives +80% crit chance
CHANGE #732 - optimized terrain rendering
CHANGE #845 - decreased 200% swap-times to 150% to prevent surprises:
FIX #845 - swap time now works properly
FIX #853 - fixed targeting related crash on level change
FIX #732 - ADV auto rifle now uses proper sprite
FIX #732 - minor spelling/grammar fixes
FIX #831 - fixed crash on trying to drop with empty inventory
FIX #849 - pad trigger will no longer lock on use from ground
FIX #846 - 0-damage sources (smoke screen) wont "benefit" from SoB
FIX #830 - reset enemy number after wipe (fixes enemies left)

Next Update

Due to Game Industry Conference coming next weekend, the next update (0.8.5) will come in around three weeks time, although you can expect a bugfix version or two within the next few days :P

Help us out!

Please tell us what you think of the recent changes, in the comments, on the Forums or on Discord!

Also, we're launching this update with a discount, so if you're a dedicated player it's a great moment to share Jupiter Hell with your communities :)

Thanks for all your support, and see you next update!
Early Access Released! (Steam and GoG)

Early Access Released! (Steam and GoG)

Finally, after so many years, Jupiter Hell, our turn-based sci-fi roguelike, spiritual successor to "Doom, the Roguelike" is out on Steam and GOG Early Access!

Buy on Steam:
https://store.steampowered.com/app/811320/Jupiter_Hell/

Buy on GOG:
https://www.gog.com/game/jupiter_hell

Rip and tear zombies, demons, and heavy metal monstrosities with chainguns and chainsaws on randomized levels set all over Jupiter’s orbit. Buy, play and leave a review on Steam or GOG! And most importantly, please help us spread the word! Share, send it to your friends, poke your favorite streamers, and share with your communities!

Thank you for being with us in this important hour!❤

Finally, after so many years, Jupiter Hell, our turn-based sci-fi roguelike, spiritual successor to "Doom, the Roguelike" is out on Steam and GOG Early Access!

Buy on Steam:
https://store.steampowered.com/app/811320/Jupiter_Hell/

Buy on GOG:
https://www.gog.com/game/jupiter_hell

Rip and tear zombies, demons, and heavy metal monstrosities with chainguns and chainsaws on randomized levels set all over Jupiter’s orbit. Buy, play and leave a review on Steam or GOG! And most importantly, please help us spread the word! Share, send it to your friends, poke your favorite streamers, and share with your communities!

Thank you for being with us in this important hour!❤

Player keys have been sent!

Player keys have been sent!

In less than 24 hours we’re launching Jupiter Hell in Early Access! Thank you so much for supporting us on this journey, we couldn’t have done it without you ❤.


THE KEYS

If you were PLAYER (or METALHEAD or DELUXE) level backer, you should have a key for Jupiter Hell in your inbox (check your spam folder too!) - this is a special release override key, so you can play RIGHT NOW!

NOTE: we just recently added a macOS build - it should be considered experimental, as there are still some issues, especially on Inter Iris Pro 5200 - hotfix will be available after launch!


WHAT IS NEXT?

Is this the end of development? No it’s just the beginning! We have a lot more stuff to add before we can call the game 1.0, and will be hard at work for the next year! This is just some of the stuff that’s still in the pipeline to add to the game.

  • more branches, special levels, enemies and weapons (especially energy weapons)
  • diffent damage types and effects, energy shields
  • Dante Station endgame zone
  • Boss-fights at the end of episodes
  • simple cutscenes with more plot information
  • much bigger trait and item variety
  • full procedural destruction of levels
  • more environmental interaction
  • hacking and more terminal interaction
  • full modding support
  • and a lot more!

However, we feel that we are at a point that you can now enjoy the game and help us make it grow! So please let us know what you think of the Early Access version and how you want to see the game grow.


EARLY ACCESS RELEASE

Tomorrow will be a big for us and we could really use your continued support. As a really small studio without a publisher or a marketing agency, most of our outreach is through direct contact and people, like you, who believe in us. Here are some things you can do to help us during launch:

  • Tell your friends about the game and share the Steam page
  • Post about the launch in your Steam, Discord and other communities
  • Ask your favorite streamers/Youtubers to play the game


Handy links to share:

Thanks again for all your support!

PSA :
People who used the itch.io discount have been moved to the itch.io list of keys to send - you'll get your steam keys but a bit later!

PSA2:
If you still not received your key and nothing is in spam etc.
Please go here: https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike/creator_bio then "Contact" button!

In less than 24 hours we’re launching Jupiter Hell in Early Access! Thank you so much for supporting us on this journey, we couldn’t have done it without you ❤.


THE KEYS

If you were PLAYER (or METALHEAD or DELUXE) level backer, you should have a key for Jupiter Hell in your inbox (check your spam folder too!) - this is a special release override key, so you can play RIGHT NOW!

NOTE: we just recently added a macOS build - it should be considered experimental, as there are still some issues, especially on Inter Iris Pro 5200 - hotfix will be available after launch!


WHAT IS NEXT?

Is this the end of development? No it’s just the beginning! We have a lot more stuff to add before we can call the game 1.0, and will be hard at work for the next year! This is just some of the stuff that’s still in the pipeline to add to the game.

  • more branches, special levels, enemies and weapons (especially energy weapons)
  • diffent damage types and effects, energy shields
  • Dante Station endgame zone
  • Boss-fights at the end of episodes
  • simple cutscenes with more plot information
  • much bigger trait and item variety
  • full procedural destruction of levels
  • more environmental interaction
  • hacking and more terminal interaction
  • full modding support
  • and a lot more!

However, we feel that we are at a point that you can now enjoy the game and help us make it grow! So please let us know what you think of the Early Access version and how you want to see the game grow.


EARLY ACCESS RELEASE

Tomorrow will be a big for us and we could really use your continued support. As a really small studio without a publisher or a marketing agency, most of our outreach is through direct contact and people, like you, who believe in us. Here are some things you can do to help us during launch:

  • Tell your friends about the game and share the Steam page
  • Post about the launch in your Steam, Discord and other communities
  • Ask your favorite streamers/Youtubers to play the game


Handy links to share:

Thanks again for all your support!

PSA :
People who used the itch.io discount have been moved to the itch.io list of keys to send - you'll get your steam keys but a bit later!

PSA2:
If you still not received your key and nothing is in spam etc.
Please go here: https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike/creator_bio then "Contact" button!

Early Access Trailer and Jupiter Hell Beta 0.7.4

Early Access Trailer and Jupiter Hell Beta 0.7.4

Jupiter Hell Early Access launch trailer is live! Please share it around, especially in communities/discords/reddits/among people that might be interested, we really need your help! Enjoy! ;)



BETA 0.7.4

This version changelog might be short, cause we don't want to destabilize the game before Early Access launch, however, two major changes have still made the cut.


THE MAC OS

First and foremost. There is a macOS version finally! It should be still considered experimental, as we didn't have the possibility to test it on a lot of devices (known significant issues happen on Intel Iris Pro 5200), and as yet not very well optimized, but it should be a reasonable start. Note that because we use MoltenVK and hence Metal, it will only work on macOS Mojave or newer operating systems. Also, we'll be rolling out a hotfix for bluish scanlines tomorrow.

Due to problems with app signing, for the time being macOS versions will be Steam only.


VISUAL IMPROVEMENTS

Second major change is an overhaul of lighting - not only we made stuff by default brighter (by changing default lights strength and HDR parameters), but we also brought light to levels that were poorly lit - most noticeable on BSP style levels with corridors.


ADDITIONAL INFO

Apart from that there are several bugfixes and a slight balance change to Io Gateway. Take note that the Reavers that spawn from that portal wont stop spawning until you enter it!

We are more or less in a feature freeze until Early Access release, not to mess stuff up. Some things that we still planned to squeeze in are almost ready, but will appear in the first update after EA, including a Black Site special level, a CRI branch for Io, energy weapons on Io and healing terminals. Stay tuned as Early Access is not the end, it's the beginning!

Next versions will be Release Candidates for EA, only bugfixes, followed by feature-less 0.8.0. Once the game launches August 1st on Early Access, we'll return to regular programming.

Jupiter Hell Early Access launch trailer is live! Please share it around, especially in communities/discords/reddits/among people that might be interested, we really need your help! Enjoy! ;)



BETA 0.7.4

This version changelog might be short, cause we don't want to destabilize the game before Early Access launch, however, two major changes have still made the cut.


THE MAC OS

First and foremost. There is a macOS version finally! It should be still considered experimental, as we didn't have the possibility to test it on a lot of devices (known significant issues happen on Intel Iris Pro 5200), and as yet not very well optimized, but it should be a reasonable start. Note that because we use MoltenVK and hence Metal, it will only work on macOS Mojave or newer operating systems. Also, we'll be rolling out a hotfix for bluish scanlines tomorrow.

Due to problems with app signing, for the time being macOS versions will be Steam only.


VISUAL IMPROVEMENTS

Second major change is an overhaul of lighting - not only we made stuff by default brighter (by changing default lights strength and HDR parameters), but we also brought light to levels that were poorly lit - most noticeable on BSP style levels with corridors.


ADDITIONAL INFO

Apart from that there are several bugfixes and a slight balance change to Io Gateway. Take note that the Reavers that spawn from that portal wont stop spawning until you enter it!

We are more or less in a feature freeze until Early Access release, not to mess stuff up. Some things that we still planned to squeeze in are almost ready, but will appear in the first update after EA, including a Black Site special level, a CRI branch for Io, energy weapons on Io and healing terminals. Stay tuned as Early Access is not the end, it's the beginning!

Next versions will be Release Candidates for EA, only bugfixes, followed by feature-less 0.8.0. Once the game launches August 1st on Early Access, we'll return to regular programming.

Jupiter Hell 0.7.0 - The War on Io

Jupiter Hell 0.7.0 - The War on Io

Welcome to Io, Marines - there's a war raging! There's a lot of meat in this release so gear up and get ready (and restart Steam to force the update!)


INTRODUCING IO

We’ve added a whole new level, Io, placed between Europa and Beyond. On Io you'll encounter CRI - a "good" corporation who came to take out the trash. Unfortunately, that also includes you. Two new enemies from this faction can be encountered - CRI marines and CRI bots.

NOTE: Io and it's content is a work in progress - there's only one branch, no special levels, and no new weapons (yes, they're coming!). Our next update should address that so stay tuned!


NEW TUTORIAL

We’ve also added a full-blown tutorial for new players or to refresh your memory. Technically it's mandatory, but if you really don't want to do it, set skip_tutorial to true in the options. We’ve also included is a more robust help system.


ACTIVE CLASS SKILLS

Each of the three classes has gotten an active skill that is available from the start, and is usable once per level. Marine acquires Adrenaline which can convert your pain factor into health, Scout has gotten Stealth, which is basically a short-term invisibility (broken by attacking though) and Technician has a Smoke Screen which works exactly like a smoke grenade thrown under your feet!


VAULTS

These are special rooms that appear on some levels, that have locked doors. You need to find a terminal to unlock them and inside you'll find some more difficult enemies. You'll find a special box too though!


CHALLENGE MODES

We're starting modestly with 3 classics making a comeback - Light Travel, Shotgunnery and Impatience, updated for Jupiter Hell. Also joining are Carnage (Rockets only) and Confidence (warp to Europa). Each of the challenges is accompanied by 3 badges that you can earn - no ranks yet, but that's coming too (unfortunately we had to invalidate earned medals to implement it, that might happen from time to time before we go into EA).


SCORING SYSTEM

We’ve taken a look at the scoring system and revamped it so it’s easier to understand:

(score = ("depth reached" * 100 + "special levels cleared" * 100
       + kill count + medal values)*(difficulty factor))

We’re pretty happy withe this as it makes a bit more sense, but let us know what you think!


MUSIC UPDATES

Finally there's a lot more music added to Callisto by our Roland La Goy, and a general sound update for the enemies - turn those sliders up :P.

So that’s all for this release, Marines!

Welcome to Io, Marines - there's a war raging! There's a lot of meat in this release so gear up and get ready (and restart Steam to force the update!)


INTRODUCING IO

We’ve added a whole new level, Io, placed between Europa and Beyond. On Io you'll encounter CRI - a "good" corporation who came to take out the trash. Unfortunately, that also includes you. Two new enemies from this faction can be encountered - CRI marines and CRI bots.

NOTE: Io and it's content is a work in progress - there's only one branch, no special levels, and no new weapons (yes, they're coming!). Our next update should address that so stay tuned!


NEW TUTORIAL

We’ve also added a full-blown tutorial for new players or to refresh your memory. Technically it's mandatory, but if you really don't want to do it, set skip_tutorial to true in the options. We’ve also included is a more robust help system.


ACTIVE CLASS SKILLS

Each of the three classes has gotten an active skill that is available from the start, and is usable once per level. Marine acquires Adrenaline which can convert your pain factor into health, Scout has gotten Stealth, which is basically a short-term invisibility (broken by attacking though) and Technician has a Smoke Screen which works exactly like a smoke grenade thrown under your feet!


VAULTS

These are special rooms that appear on some levels, that have locked doors. You need to find a terminal to unlock them and inside you'll find some more difficult enemies. You'll find a special box too though!


CHALLENGE MODES

We're starting modestly with 3 classics making a comeback - Light Travel, Shotgunnery and Impatience, updated for Jupiter Hell. Also joining are Carnage (Rockets only) and Confidence (warp to Europa). Each of the challenges is accompanied by 3 badges that you can earn - no ranks yet, but that's coming too (unfortunately we had to invalidate earned medals to implement it, that might happen from time to time before we go into EA).


SCORING SYSTEM

We’ve taken a look at the scoring system and revamped it so it’s easier to understand:

(score = ("depth reached" * 100 + "special levels cleared" * 100
       + kill count + medal values)*(difficulty factor))

We’re pretty happy withe this as it makes a bit more sense, but let us know what you think!


MUSIC UPDATES

Finally there's a lot more music added to Callisto by our Roland La Goy, and a general sound update for the enemies - turn those sliders up :P.

So that’s all for this release, Marines!