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JUPITER HELL NEWS

Jupiter Hell 0.8.8 - Gunslinger!

Jupiter Hell 0.8.8 - Gunslinger!

Introducing Jupiter Hell update 0.8.8 a.k.a. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in!

Gunslinger

The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.

Health orbs

Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!

Rare mods

There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P

Callisto changes

The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.

Balance pass

Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!

Trait view

Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)

Angel of Mercy

And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!

Fixes

And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.

Changelog

Beta  0.8.8 - Gunslinger - February 3, 2020
NEW    #962 - Trait - Marine/Scout - Gunslinger! (dual pistol/smg)
NEW    #956 - UI - in-game trait view panel (also with class info)
NEW    #970 - 5 new rare mods! (adding an ADV perk to weapons)
NEW    #971 - Challenge - Angel of Marksmanship!
NEW    #968 - Challenge - Angel of Mercy!
NEW    #969 - health orb - immediate use medkit with overload!
CHANGE #969 - health over 100 (from orbs) fades on level enter
CHANGE #969 - medical boxes drop one item and possibly an orb
CHANGE #969 - all exalted packs drop an orb, orbs drop from general
CHANGE #969 - orb healing is difficulty dependent (E40-U25)
CHANGE #962 - Tech gets Headshot
CHANGE #962 - Scout loses Headshot, Marine loses Run'n'Gun
CHANGE #954 - reordering weapon slots now takes time
CHANGE #954 - Balance - reduced SoG accuracy bonus to +10%/lvl
CHANGE #933 - Balance - default stack sizes of crates ammo reduced
CHANGE #933 - Balance - increased phase kit drop rate
CHANGE #933 - Balance - increased multitool drop rate
CHANGE #963 - Balance - shotgun and double shotgun max range +1
CHANGE #963 - Balance - all exotic shotguns max range +1
CHANGE #963 - Balance - assault shotgun optimal range +1
CHANGE #966 - Angel of Confidence gets a CRI phase device 
CHANGE #907 - improved Callisto dark platform level generator
CHANGE #907 - improved Callisto "4 room" level generator
CHANGE #907 - improved Callisto "inner block" level generator
CHANGE #907 - all improved generators will now spawn vault properly
CHANGE #907 - Callisto generators will more rarely underspawn boxes
CHANGE #975 - Balance - no armored ravagers on Europa except Dig
CHANGE #975 - Balance - on Io, armored ravagers appear only solo
CHANGE #975 - Balance - less armored ravagers in late game
CHANGE #975 - Balance - CRI bots reload after 3 shots, damage lower
CHANGE #975 - Balance - CRI bots appear with automatic weapons
FIX    #954 - fixed tutorial tooltip for weapon/armor
FIX    #958 - fixed crash on Scavenger ammo pickup without a weapon
FIX    #961 - fixed hacked turrets being safe against melee enemies
FIX    #955 - realigned protection values for armor
FIX    #918 - poison, bleed, freeze and acid will remove on death
FIX    #965 - armor on floor will no longer be receiving damage
FIX    #978 - Focused Fire no longer works for out of vision enemy
FIX    #953 - items given from stations/skills no longer circumvent
              Lua triggers (fixes getting items on AoI)
FIX    #979 - Tech - overkill blocks headshot, and vice versa. This
              might be reverted at some point as its just there to
              prevent 5 active skills (UX issue)

What's next

Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!

Introducing Jupiter Hell update 0.8.8 a.k.a. Gunslinger! A most requested DRL feature is making a comeback - dual wielding of pistols! Apart from that, there's new stuff to find, balance changes and bugfixes, so let's jump right in!

Gunslinger

The new Marine and Scout trait allows you to finally relive your Hollywood fantasy and run in guns blazin. With this trait you can dual wield pistols, revolvers and SMGs or any combination thereof. Game-wise this is achieved by having the trait and two consecutive slots with applicable weapons - you pick the first and it wields both! Both guns are shot at the same time, and reloaded at the same time - with a slight penalty. Not to leave Tech in the dust, we moved to him the Headshot trait (which still is very strong!). To celebrate the new trait we're bringing back the fan-favorite DRL challenge - Angel of Marksmanship!.

Health orbs

Balancing healing items has been a pain for us, until we reminded ourselves of a feature that should have been there from the start - health orbs! These are powerups that you pickup automatically when you walk over them. But fear not that you need to avoid them not to waste health points - they overheal with no penalty, so there's no reason not to pick them up on sight! Contrary to their original implementation health over 100% doesn't decay, but is reset back to max at level exit. Thanks to that we've been able to balance health drops better and it will be easier to balance health in the future as well!

Rare mods

There's new loot to be found, rare mods. Contrary to regular mods, these do not increase statistics, but bestow known ADV traits on any weapon (ADV and Exotics not excluded!) you wish that has a mod slot left. There are five of those available now, Frenzy, Loader, Vampiric, EMP and Cold - we tried to pick those trats that will make finding one of them always useful. More may come in the future. With a bit of luck you can now build some really overpowered shit :P

Callisto changes

The three most boring level generator layouts in Callisto have been improved, and all Callisto generators were fixed to drop the requested amount of loot boxes and support vaults if present. In general especially on easier levels there should be more items found in the early game.

Balance pass

Apart from balancing pistol traits due to dual wield being available, we gave a general range buff to ALL shotguns. They should feel a bit better now, without giving too much buff to those pesky sergeants. We also made a significant balance pass on late game enemy presence and a bit on stats - in general the amount of armored ravagers has been reduced, and CRI bots nerfed a little (they now come in two equally common variants, the other has a plasma rifle-like weapon). We're keeping a close eye on later game balance and will probably do more changes there next update!

Trait view

Long requested UI/UX enhancement - there's a new panel (shortcut "v" on keyboard or switch panels from inventory) with the list of all available traits - colorized and browsable with info what is already picked. Additionally you can also look up class information if you didn't pay attention on the class choice screen :)

Angel of Mercy

And finally for the masochistic among you is a Challenge of the ridiculous sort (hey, people DID beat Angel of New York Reload!), which is a variation on the Angel of Pacifism theme - each kill drains your maximum health! You get some extra experience each level to offset it a bit though - good luck, you're gonna need it!

Fixes

And finally the regular batch of fixes is in, those that weren't serious enough to be hotfixed - list in the changelog.

Changelog

Beta  0.8.8 - Gunslinger - February 3, 2020
NEW    #962 - Trait - Marine/Scout - Gunslinger! (dual pistol/smg)
NEW    #956 - UI - in-game trait view panel (also with class info)
NEW    #970 - 5 new rare mods! (adding an ADV perk to weapons)
NEW    #971 - Challenge - Angel of Marksmanship!
NEW    #968 - Challenge - Angel of Mercy!
NEW    #969 - health orb - immediate use medkit with overload!
CHANGE #969 - health over 100 (from orbs) fades on level enter
CHANGE #969 - medical boxes drop one item and possibly an orb
CHANGE #969 - all exalted packs drop an orb, orbs drop from general
CHANGE #969 - orb healing is difficulty dependent (E40-U25)
CHANGE #962 - Tech gets Headshot
CHANGE #962 - Scout loses Headshot, Marine loses Run'n'Gun
CHANGE #954 - reordering weapon slots now takes time
CHANGE #954 - Balance - reduced SoG accuracy bonus to +10%/lvl
CHANGE #933 - Balance - default stack sizes of crates ammo reduced
CHANGE #933 - Balance - increased phase kit drop rate
CHANGE #933 - Balance - increased multitool drop rate
CHANGE #963 - Balance - shotgun and double shotgun max range +1
CHANGE #963 - Balance - all exotic shotguns max range +1
CHANGE #963 - Balance - assault shotgun optimal range +1
CHANGE #966 - Angel of Confidence gets a CRI phase device 
CHANGE #907 - improved Callisto dark platform level generator
CHANGE #907 - improved Callisto "4 room" level generator
CHANGE #907 - improved Callisto "inner block" level generator
CHANGE #907 - all improved generators will now spawn vault properly
CHANGE #907 - Callisto generators will more rarely underspawn boxes
CHANGE #975 - Balance - no armored ravagers on Europa except Dig
CHANGE #975 - Balance - on Io, armored ravagers appear only solo
CHANGE #975 - Balance - less armored ravagers in late game
CHANGE #975 - Balance - CRI bots reload after 3 shots, damage lower
CHANGE #975 - Balance - CRI bots appear with automatic weapons
FIX    #954 - fixed tutorial tooltip for weapon/armor
FIX    #958 - fixed crash on Scavenger ammo pickup without a weapon
FIX    #961 - fixed hacked turrets being safe against melee enemies
FIX    #955 - realigned protection values for armor
FIX    #918 - poison, bleed, freeze and acid will remove on death
FIX    #965 - armor on floor will no longer be receiving damage
FIX    #978 - Focused Fire no longer works for out of vision enemy
FIX    #953 - items given from stations/skills no longer circumvent
              Lua triggers (fixes getting items on AoI)
FIX    #979 - Tech - overkill blocks headshot, and vice versa. This
              might be reverted at some point as its just there to
              prevent 5 active skills (UX issue)

What's next

Next version (0.8.9) will come out within the next few weeks. Originally we planned to do Melee next, but quite possibly we'll do a content release before that, with more generator improvements, special level improvements, overhauls and additions, a new enemy and more new stuff in general - stay tuned!

Jupiter Hell 0.8.7 - Hellhack!

Jupiter Hell 0.8.7 - Hellhack!

Introducing Jupiter Hell update 0.8.7 a.k.a. Hellhack! To celerbrate the new update we're putting the game on a -20% discount for a week - perfect moment for you if you'd like to help us promote the game :). There's a lot to go through, so lets jump right into it!

Hacking

Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!

You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!

Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).

Terminals

Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!

Technical stations

Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.

Backpack

As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!

Scouting skills

Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).

UI

We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!

Marine

Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!

Balance

We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!

Fixes

There haven't been many bugs introduced in the last update but we still nailed a few :)

Changelog

Beta  0.8.7 - January 13, 2020
NEW    #015 - bot hacking! - you can disable or hack bots, drones
              and turrets using multitools (bump into them)
NEW    #015 - Trait - Hack skill for Scout/Tech reducing hack cost
NEW    #015 - Remote Hacking active skill for Technician
NEW    #894 - multitools - replace repair kits, used also for hack
NEW    #946 - Music - new menu theme
NEW    #939 - technical stations allow anyone to dismantle modded
              items for the cost of 2 charges
NEW    #938 - revealed stations and terminals marked on the minimap
NEW    #938 - revealed unopened lootboxes marked on the minimap
NEW    #949 - Trait - Marine - Bloodhound (track met enemies)
NEW    #949 - Trait - Scout - Golddigger (reveal loot boxes)
NEW    #949 - Trait - Tech - Networking (reveal terminals/stations)
NEW    #579 - CRI backpack! To be found randomly, but maybe Tyre...
NEW    #579 - Compartments perk for armor (+2 inv capacity)
NEW    #950 - Terminals - can enable tracking for enemies (3multi)
NEW    #015 - Terminals - can mass hack/disable turrets
NEW    #015 - Terminals - appear on non-vault maps
NEW    #894 - Terminals - you can extract tools from tech stations
NEW    #770 - UI - you can rebind UI keybindings
NEW    #935 - UI - Home, End, PgUp and PgDown keys work
CHANGE #926 - UI - you can ESC out of a mod or dismantle menu
CHANGE #926 - UI - you can ESC out of a station or terminal menu
CHANGE #926 - UI - items created by stations are put to inv if space
CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried
CHANGE #937 - UI - character screen kills moved to bottom
CHANGE #937 - UI - damage is colored if affected by target health
CHANGE #937 - UI - use weapon slot key to reorder weapons in equip
CHANGE #937 - UI - default minimap size a bit larger (config later)
CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking)
CHANGE #950 - Terminal map reveal reveals chests and stations
CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily)
CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%)
CHANGE #940 - Trait - Marine loses Spray'n'Pray
CHANGE #015 - Technician starts with 3 multitools instead of mod
CHANGE #937 - vault doors now magenta, red card doors now red
CHANGE #936 - audio feedback on weapon swap
CHANGE #907 - more walls on the Callisto platform generator
CHANGE #907 - changed one Europa generator to doublewidth corridor
CHANGE #943 - Balance - removed accuracy penalties from most SMGs
CHANGE #942 - Balance - reduced amount of enemies on Europa L1
CHANGE #940 - Balance - slightly reduced amount of enemies
CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers
CHANGE #940 - Balance - slightly reduced health of C/E formers
CHANGE #940 - Balance - bumped pistol and revolver damage +2
CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv
CHANGE #933 - Balance - more ammo per stack from boxes
CHANGE #933 - Balance - cells stack now up to 100
CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less
CHANGE #944 - Balance - ravager melee is now pierce
FIX    #941 - fixed visibility of poison, freeze, disable effects
FIX    #932 - fixed "Sustained" status being too long
FIX    #940 - Tyre Outpost reward list is now stable
FIX    #948 - fixed terminal visuals

What's next

Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)

Introducing Jupiter Hell update 0.8.7 a.k.a. Hellhack! To celerbrate the new update we're putting the game on a -20% discount for a week - perfect moment for you if you'd like to help us promote the game :). There's a lot to go through, so lets jump right into it!

Hacking

Annoyed by drones getting in your way? Tired of those turrets chipping away your health? The big bad security bot giving you nightmares? Time to turn the tables!

You can hack any mechanical enemy by bumping into him. This brings up a hacking menu, where if you have enough multitools (which replaced repair kits) you can either disable the enemy (cheap) or hack it to convert it to your side (expensive). Scouts and Technicians have access to the Hacking trait which dramatically reduces the cost of bot disabling and hacking. Finally technician only has access to an Active trait that can perform a hack remotely!

Both a successful disable and hack gives you the enemies experience (hack twice as much!) and the items he had. The hacked enemies continue their previous wandering - later we'll probably introduce a way to make them follow you or even take more direct control :).

Terminals

Terminals now appear not only on levels that have a vault. The reveal map option has been boosted, and marks stations and loot boxes on the level. A new option allows you to download tracking data, permanently revealing the enemies on the minimap. Finally through a terminal you can remotely mass disable/hack the turrets on a given level!

Technical stations

Dismantling is no longer reserved to the Technician, anyone can perfectly dismantle a modded weapon as a new option in tech stations. Additionally you can extract the new multitools from them.

Backpack

As an option for the utility slot you can find a Backpack raising your inventory space. So does (although to a lesser degree) a new perk for armors!

Scouting skills

Each class gets its own scouting trait - which reveals more info on the minimap. The Technician has one to sense terminals and stations, the Scout has one to sense loot chests, and the Marine gets Bloodhound, allowing it to regain minimap info on enemies he already saw (useful for baiting!).

UI

We've done quite a bit of minor UI improvements (full list in the changelog). Most notably you can ESC-exit out of most in-game menus now, and items created are put directly into your inventory if space is available. You can also reorder your weapons on the Equipment screen!

Marine

Not to leave the trusty Marine underpowered due to all those hacking changes, we've given him Ironman back, and moved to him the Field Medic perk!

Balance

We've done a significant balance pass that should make EASY and MEDIUM difficulties easier. We've also buffed SMG's and pistols and made cells stack up to 100. Ammo found in boxes is in larger stacks, and gray lootboxes drop more stuff!

Fixes

There haven't been many bugs introduced in the last update but we still nailed a few :)

Changelog

Beta  0.8.7 - January 13, 2020
NEW    #015 - bot hacking! - you can disable or hack bots, drones
              and turrets using multitools (bump into them)
NEW    #015 - Trait - Hack skill for Scout/Tech reducing hack cost
NEW    #015 - Remote Hacking active skill for Technician
NEW    #894 - multitools - replace repair kits, used also for hack
NEW    #946 - Music - new menu theme
NEW    #939 - technical stations allow anyone to dismantle modded
              items for the cost of 2 charges
NEW    #938 - revealed stations and terminals marked on the minimap
NEW    #938 - revealed unopened lootboxes marked on the minimap
NEW    #949 - Trait - Marine - Bloodhound (track met enemies)
NEW    #949 - Trait - Scout - Golddigger (reveal loot boxes)
NEW    #949 - Trait - Tech - Networking (reveal terminals/stations)
NEW    #579 - CRI backpack! To be found randomly, but maybe Tyre...
NEW    #579 - Compartments perk for armor (+2 inv capacity)
NEW    #950 - Terminals - can enable tracking for enemies (3multi)
NEW    #015 - Terminals - can mass hack/disable turrets
NEW    #015 - Terminals - appear on non-vault maps
NEW    #894 - Terminals - you can extract tools from tech stations
NEW    #770 - UI - you can rebind UI keybindings
NEW    #935 - UI - Home, End, PgUp and PgDown keys work
CHANGE #926 - UI - you can ESC out of a mod or dismantle menu
CHANGE #926 - UI - you can ESC out of a station or terminal menu
CHANGE #926 - UI - items created by stations are put to inv if space
CHANGE #937 - UI - SHIFT-view of stacked items shows stack/carried
CHANGE #937 - UI - character screen kills moved to bottom
CHANGE #937 - UI - damage is colored if affected by target health
CHANGE #937 - UI - use weapon slot key to reorder weapons in equip
CHANGE #937 - UI - default minimap size a bit larger (config later)
CHANGE #950 - Terminal map reveal costs 1 multitool (0 with hacking)
CHANGE #950 - Terminal map reveal reveals chests and stations
CHANGE #940 - Trait - Marine has Ironman back (possibly temporarily)
CHANGE #940 - Trait - Field Medic is now a Marine trait (50%->30%)
CHANGE #940 - Trait - Marine loses Spray'n'Pray
CHANGE #015 - Technician starts with 3 multitools instead of mod
CHANGE #937 - vault doors now magenta, red card doors now red
CHANGE #936 - audio feedback on weapon swap
CHANGE #907 - more walls on the Callisto platform generator
CHANGE #907 - changed one Europa generator to doublewidth corridor
CHANGE #943 - Balance - removed accuracy penalties from most SMGs
CHANGE #942 - Balance - reduced amount of enemies on Europa L1
CHANGE #940 - Balance - slightly reduced amount of enemies
CHANGE #940 - Balance - reduced accuracy of Callisto/Europa formers
CHANGE #940 - Balance - slightly reduced health of C/E formers
CHANGE #940 - Balance - bumped pistol and revolver damage +2
CHANGE #940 - Balance - Son of a Gun gives +20% accuracy and crit/lv
CHANGE #933 - Balance - more ammo per stack from boxes
CHANGE #933 - Balance - cells stack now up to 100
CHANGE #933 - Balance - general boxes drop 1 more, ammo boxes 1 less
CHANGE #944 - Balance - ravager melee is now pierce
FIX    #941 - fixed visibility of poison, freeze, disable effects
FIX    #932 - fixed "Sustained" status being too long
FIX    #940 - Tyre Outpost reward list is now stable
FIX    #948 - fixed terminal visuals

What's next

Next version should drop at the end of the month (or beginning of the next), and will either be about Melee or Dualgunning :). We want to wrap those two up, so before February ends we can finally implement a long awaited feature - Master Traits! If need be, hotfixes will be deployed within the next days. See you next version, and help us spread the word :)

Jupiter Hell 0.8.6 - Fury, Energy, Power!

Jupiter Hell 0.8.6 - Fury, Energy, Power!

Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!

Class resources

Each class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned!

Sustained Fire and Pinpoint

Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out!

Mod capacity and Dismantle

Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!).

Callisto L1 and New York Reload

To make early game a bit more varied we also added two layouts for Callisto 1. For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!

Full Changelog

NEW    #929 - ALL classes have a different class resource - this
              resource is used instead of "once per level" CD
NEW    #929 - Marine has Fury, regeneated by kills
NEW    #929 - Scout has Energy, regeneated by opening chests
NEW    #929 - Tech has Power, regeneated by power orbs
NEW    #929 - Marine gets Furious trait, that increases Fury
NEW    #929 - Tech gets Extra Batteries trait increasing Power
NEW    #925 - max mod amount is controlled by item mod capacity
NEW    #925 - new Technician active class skill - Dismantle!
NEW    #928 - Technician and Marine get Sustained Fire trait!
NEW    #928 - Scout gets Pinpoint trait!
NEW    #906 - two new layouts for Callisto L1
NEW    #927 - Angel of New York!
CHANGE #929 - stimpacks regenerate class resource
CHANGE #929 - removed perks allowing extra class skill use
CHANGE #929 - Ironman and Son of a Bitch traits removed
CHANGE #925 - WhizKid now controls max mod level of the same type
CHANGE #930 - updated MoltenVK, performance gain on MacOS
FIX    #923 - fixed border calculations for atlas packer
FIX    #916 - removed duplicated scissor and viewport setup for shadow pass
FIX    #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes
                - added support for suboptimal KHR
                - added support for single, double and tripple buffering 
                - on low end gfx cards single buffering is default 
FIX    #921 - fixed broken status effects on ADV rifles and SMGs
FIX    #167 - fixed a TON of ragdoll issues
FIX    #167 - fixed hit animation issues
FIX    #167 - fixed walk and attack animation timing
FIX    #167 - hit ragdoll wont trigger at low FPS values
FIX    #914 - you can no longer gain aim bonus without a target

Future Updates

The real work that went into this release however is as yet not apparent. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. These two are also essential to bring you the most anticipated feature - Master Traits. Nuff to say that in upcoming updates things will get interesting :). That said, the immedately next update might be more a love letter to the Technician, stay tuned!

Next version should appear somewhere in the middle of January.

Finally, from us at ChaosForge, we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!

Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!

Class resources

Each class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned!

Sustained Fire and Pinpoint

Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out!

Mod capacity and Dismantle

Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!).

Callisto L1 and New York Reload

To make early game a bit more varied we also added two layouts for Callisto 1. For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!

Full Changelog

NEW    #929 - ALL classes have a different class resource - this
              resource is used instead of "once per level" CD
NEW    #929 - Marine has Fury, regeneated by kills
NEW    #929 - Scout has Energy, regeneated by opening chests
NEW    #929 - Tech has Power, regeneated by power orbs
NEW    #929 - Marine gets Furious trait, that increases Fury
NEW    #929 - Tech gets Extra Batteries trait increasing Power
NEW    #925 - max mod amount is controlled by item mod capacity
NEW    #925 - new Technician active class skill - Dismantle!
NEW    #928 - Technician and Marine get Sustained Fire trait!
NEW    #928 - Scout gets Pinpoint trait!
NEW    #906 - two new layouts for Callisto L1
NEW    #927 - Angel of New York!
CHANGE #929 - stimpacks regenerate class resource
CHANGE #929 - removed perks allowing extra class skill use
CHANGE #929 - Ironman and Son of a Bitch traits removed
CHANGE #925 - WhizKid now controls max mod level of the same type
CHANGE #930 - updated MoltenVK, performance gain on MacOS
FIX    #923 - fixed border calculations for atlas packer
FIX    #916 - removed duplicated scissor and viewport setup for shadow pass
FIX    #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes
                - added support for suboptimal KHR
                - added support for single, double and tripple buffering 
                - on low end gfx cards single buffering is default 
FIX    #921 - fixed broken status effects on ADV rifles and SMGs
FIX    #167 - fixed a TON of ragdoll issues
FIX    #167 - fixed hit animation issues
FIX    #167 - fixed walk and attack animation timing
FIX    #167 - hit ragdoll wont trigger at low FPS values
FIX    #914 - you can no longer gain aim bonus without a target

Future Updates

The real work that went into this release however is as yet not apparent. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. These two are also essential to bring you the most anticipated feature - Master Traits. Nuff to say that in upcoming updates things will get interesting :). That said, the immedately next update might be more a love letter to the Technician, stay tuned!

Next version should appear somewhere in the middle of January.

Finally, from us at ChaosForge, we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!

Jupiter Hell 0.8.5 - Hounds of Hell!

Jupiter Hell 0.8.5 - Hounds of Hell!

Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!

Kerberos

As the name implies one of the major additions is kerberos - a huge hound-like late game enemy. Don't be deceived - it comes in many variants, and only the basic one is a melee enemy! Apart from elemental versions it also comes with an enrage ability - if you kill it, kill it fast!

Beyond

The second part of this versions name implies a tileset remaster of the Beyond levels - aside from the regular lava/rocks we rock a new basalt-themed visual tileset, especially for beyond. To celebrate, we gave the Summoner boss-fight a significant revamp :).

Perks

While not in the name itself, the third change might be the most significant - and definitely the most fun! We significantly expanded on the weapon perks feature from the previous update, added several new perks and added perks for armor too - among them of special interest are the class perks - which give boosts to your class skills, or an extra charge to your once-per-level ability! Due to the bigger pool every ADV weapon now comes with at least one perk! Moreover, energy weapons (pistols, rifles and shotguns) have their ADV versions added. To not let exotic weapons fall too much behind, we've added a perk to most of them too!

Item drops

Speaking of ADV weapons, we modified the item drop system - item level is now independent of difficulty (and less dependent on where it drops) - however a seperate mechanic controls the drop "tier". Special boxes (magenta) are now tiered - regular ones are Tier 1, vault and exalted drops are now Tier 2, and special levels can have one or more Tier 3 drops. These control mostly the quality of ADV weapons - Tier 3 weapons and armor will have 2 perks guaranteed!

Dodge and traits

Regarding armor it now has a negative dodge modifier - the heavier the armor, the bigger the penalty. Do not worry too much though, as base dodge was increased to compensate, and armor has been made significantly more durable (a common request).

To top off, two new traits are added Dodgemaster for Scout and Incoming! for Marine and Technician, to help with survivability.

Finally

Finally (among a plethora of bugfixes) we added a new challenge - Angel of Doom - let us know what you think about it :).

Full changelog below, we really can't wait for your feedback on this release, be it on the forums or on Discord :D

Happy hunting!

Beta  0.8.5 - November 18
NEW    #867 - new enemy - kerberos! (with several variants)
NEW    #871 - ADV armor now rolls with perks!
NEW    #873 - ADV armor can have class perks (ability modifing)
NEW    #869 - new weapon ADV perks - Frenzy, Vampiric and elemental!
NEW    #869 - new rocket launcher ADV perks - Toxic and Haze
NEW    #869 - ADV energy pistol, rifle and shotgun added
NEW    #868 - ADV tiers - regular t1, vault/exalted t2, special t3
NEW    #880 - new Scout trait - Dodgemaster
NEW    #882 - new Marine/Tech trait - Incoming!
NEW    #866 - new beyond basalt rocks tileset
NEW    #866 - expanded summoner boss-fight
NEW    #797 - Angel of Doom added!
CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait
CHANGE #883 - most exotic weapons have perks added from the ADV pool
CHANGE #882 - Marine gets Shredder back (experimental)
CHANGE #869 - ADV launchers and shotguns always have perks
CHANGE #876 - armor has dodge penalties, base dodge increased
CHANGE #868 - item drop quality is no longer increased by difficulty
CHANGE #870 - improved armor durability, especially ADV armor 
CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box
CHANGE #872 - increased SHIFT-compare window
CHANGE #872 - increased player info screen size
CHANGE #865 - new, faster and more precise, fire line algorithm
CHANGE #880 - reloader has just 2 levels now (might be removed)
CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial
FIX    #872 - armor no longer show description in SHIFT compare
FIX    #870 - toxic enemies no longer take poison damage
FIX    #865 - enemies will no longer waste ammo on 0% shots
FIX    #865 - if you see it you have non-zero chance to hit
FIX    #875 - fixed landing craft - now is cover instead of block
FIX    #888 - CRI phase checks if destination is reachable
FIX    #888 - fix for rare case of player dissapearing after phase
FIX    #890 - fixed chroma effect on Vulkan (now matches OpenGL)
FIX    #885 - potential fix for alt-tab issues

Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!

Here we are again, a bit late due to conferences and cats, but Hounds of Hell are live!

Kerberos

As the name implies one of the major additions is kerberos - a huge hound-like late game enemy. Don't be deceived - it comes in many variants, and only the basic one is a melee enemy! Apart from elemental versions it also comes with an enrage ability - if you kill it, kill it fast!

Beyond

The second part of this versions name implies a tileset remaster of the Beyond levels - aside from the regular lava/rocks we rock a new basalt-themed visual tileset, especially for beyond. To celebrate, we gave the Summoner boss-fight a significant revamp :).

Perks

While not in the name itself, the third change might be the most significant - and definitely the most fun! We significantly expanded on the weapon perks feature from the previous update, added several new perks and added perks for armor too - among them of special interest are the class perks - which give boosts to your class skills, or an extra charge to your once-per-level ability! Due to the bigger pool every ADV weapon now comes with at least one perk! Moreover, energy weapons (pistols, rifles and shotguns) have their ADV versions added. To not let exotic weapons fall too much behind, we've added a perk to most of them too!

Item drops

Speaking of ADV weapons, we modified the item drop system - item level is now independent of difficulty (and less dependent on where it drops) - however a seperate mechanic controls the drop "tier". Special boxes (magenta) are now tiered - regular ones are Tier 1, vault and exalted drops are now Tier 2, and special levels can have one or more Tier 3 drops. These control mostly the quality of ADV weapons - Tier 3 weapons and armor will have 2 perks guaranteed!

Dodge and traits

Regarding armor it now has a negative dodge modifier - the heavier the armor, the bigger the penalty. Do not worry too much though, as base dodge was increased to compensate, and armor has been made significantly more durable (a common request).

To top off, two new traits are added Dodgemaster for Scout and Incoming! for Marine and Technician, to help with survivability.

Finally

Finally (among a plethora of bugfixes) we added a new challenge - Angel of Doom - let us know what you think about it :).

Full changelog below, we really can't wait for your feedback on this release, be it on the forums or on Discord :D

Happy hunting!

Beta  0.8.5 - November 18
NEW    #867 - new enemy - kerberos! (with several variants)
NEW    #871 - ADV armor now rolls with perks!
NEW    #873 - ADV armor can have class perks (ability modifing)
NEW    #869 - new weapon ADV perks - Frenzy, Vampiric and elemental!
NEW    #869 - new rocket launcher ADV perks - Toxic and Haze
NEW    #869 - ADV energy pistol, rifle and shotgun added
NEW    #868 - ADV tiers - regular t1, vault/exalted t2, special t3
NEW    #880 - new Scout trait - Dodgemaster
NEW    #882 - new Marine/Tech trait - Incoming!
NEW    #866 - new beyond basalt rocks tileset
NEW    #866 - expanded summoner boss-fight
NEW    #797 - Angel of Doom added!
CHANGE #797 - AoSh adds 3xEMP grenade and a special Frenzy trait
CHANGE #883 - most exotic weapons have perks added from the ADV pool
CHANGE #882 - Marine gets Shredder back (experimental)
CHANGE #869 - ADV launchers and shotguns always have perks
CHANGE #876 - armor has dodge penalties, base dodge increased
CHANGE #868 - item drop quality is no longer increased by difficulty
CHANGE #870 - improved armor durability, especially ADV armor 
CHANGE #870 - swapped level 2 guaranteed extra medbox for armor box
CHANGE #872 - increased SHIFT-compare window
CHANGE #872 - increased player info screen size
CHANGE #865 - new, faster and more precise, fire line algorithm
CHANGE #880 - reloader has just 2 levels now (might be removed)
CHANGE #889 - added SHIFT, wait, hunker and aim info to Tutorial
FIX    #872 - armor no longer show description in SHIFT compare
FIX    #870 - toxic enemies no longer take poison damage
FIX    #865 - enemies will no longer waste ammo on 0% shots
FIX    #865 - if you see it you have non-zero chance to hit
FIX    #875 - fixed landing craft - now is cover instead of block
FIX    #888 - CRI phase checks if destination is reachable
FIX    #888 - fix for rare case of player dissapearing after phase
FIX    #890 - fixed chroma effect on Vulkan (now matches OpenGL)
FIX    #885 - potential fix for alt-tab issues

Next version (0.8.6) will be out in 2-3 weeks and will feature terminal/technician changes, telegraphed attack improvements, new content, and hopefully the first effects of the animation system upgrades that we're planning for this period. 'Till next!

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!