Hello Hyperstrangers
Last year we announced Hordes of Hunger, our own spin on the survivorslike genre. Today, we are happy to share with you the very first public playable demo of Hordes of Hunger and of course we wouldnt be ourselves, if we did not put a bit of strangeness into the original formula. [previewyoutube=_QHp-C2Tdmk;full][/previewyoutube]
What can you expect from the demo:
- Two hauntingly beautiful maps, each overrun by the Beasts minions and guarded by a horrific boss.
- Dynamic combat system that blends the traditional survivorslike scale with arena-slasher's visceral action.
- Over 6 side-stories and tasks to undertake. Will you save the few last remaining citizens or focus on gathering supplies from the abandoned city - the choice and consequences are yours.
- Sprawling hub to which you will triumphantly return with each victor or be dragged to with each defeat. In this safe space various NPC reside, ready to help you prepare for the next battle and share their thoughts.
- 10 servants of the Beats to slay or be slain by. Each with their own strengths and weaknesses to exploit. Such as the immense strength and uncontrolled rage of the Teeth Golem which often makes it as deadly to you as to everything close to it.
- Two weapons and weapons arts to master. Hew and cut through with the grace of the blade or crush down all opposition the brute force the hammer.
- Create your own build from 5 distinct skill trees and over 30 unique skills. Ignite a fire aura, charge up a lighting storm or summon aid to the battlefield.
- Get a taste of the depth of the between run progress system.
Play the demo
https://store.steampowered.com/app/3241800/Hordes_of_Hunger_Demo/
Dont forget to join the official discord channel and share your thoughts about the demo by leaving a review - we greatly appreciate your feedback
Stay Strange
Jupiter Hell Anniversary
Weird how time flows on the hellish moons of Jupiter. You take stock of everything, turn a corner and bam its August already. Time flies faster in good company and we could not think of a better company to share this inferno - so lets celebrate!
We are kicking off this anniversary by discounting Jupiter Hell by 70% and that is not all that there is in store for you!
In case you might have not noticed, Jupiter Hell Classic has just been announced! https://store.steampowered.com/app/3126530/Jupiter_Hell_Classic/ In case you haven't noticed, Jupiter Hell Classic has just been re-announced. After over 11 years, Chaos Forge resumes development on its original turn-based roguelike shooter, DRL. With updated game mechanics, graphics and changes to the setting to match the one featured in its acclaimed remake. You can learn more about Jupiter Hell Classic here. Keep an eye also on your social media channels, as we will be dropping more news regarding Jupiter Hell there.
Happy Anniversary
Stop, it's Summer Sale time.
[previewyoutube=Ha8xRU0UXfE;full][/previewyoutube] Summer, a time of joyful exuberance. A time to kick-back, relax and what is a better form of relaxation than indulging in some reckless shopping during the Summers Sale! We have prepared a discounts galore for you to browse and peruse, so what are you looking for?
- You want boom shoots? - We got them.
- You want stylish boom shoots? - We got them too.
- You want something more cerebral? - We got your back.
- You want to run around with sharp objects? - We got you covered.
- You want something strange? - Say no more.
- You want something cute, wholesome and heartwarming? - Actually, no.. we dont have these.
DELIRIOUS DISCOUNTS
https://store.steampowered.com/app/1317020/77p_egg_Eggwife/?curator_clanid=38371631 https://store.steampowered.com/app/727850/ELDERBORN/?curator_clanid=38371631 https://store.steampowered.com/app/2243110/EMPTY_SHELL/?curator_clanid=38371631 https://store.steampowered.com/app/1604280/STHELL/?curator_clanid=38371631 https://store.steampowered.com/app/1734680/INCISION/?curator_clanid=38371631 https://store.steampowered.com/app/1587130/Blood_West/?curator_clanid=38371631
NEW THINGS
Supplice Episode 3
[previewyoutube=0S9YEviWk5c;full][/previewyoutube] Supplice, the most stylish boomer-shooter there is, has just got a whole new Episode! New weapons, new enemies and a new frozen wasteland to explore. If you have missed the fun-train, then you can get Supplice with a 20% discount during the Summer Sale!
Hordes of Hunger
[previewyoutube=ImLlT5iv8ho;full][/previewyoutube] Ever wondered how a 3D action survivorslike would look like? Then wonder no more as our feverish imagination has done that for you! Wishlist Hordes of Hunger to stay in the loop on our development progress.
Have fun and don't spend your moolah in one place!
Just when you thought it was safe, 1.8 "Abattoir" is out!
== Ossuary, Abattoir and expanded Dante! ==
- NEW #1862 - new Dante branch - Ossuary!
- NEW #1863 - new Dante branch special - Abattoir!
- NEW #1864 - new Dante branch Abattoir boss!
- NEW #1839 - new Dante enemy variant - frost guardian!
- NEW #1868 - Dante has its own station variants!
- NEW #1494 - new lootbox models for Dante
- NEW #1858 - Dante is now 5 levels deep!
- CHANGE #1520 - minor visual improvements of Dante
- CHANGE #1570 - improved Dante Inferno rewards
- CHANGE #1847 - visibility of Dante crates improved for less bumpin'
== Scouts and shotguns ==
- CHANGE #1847 - Scouts now start with 3 weapon slots too
- CHANGE #1831 - all shotguns apply Slowdown (-50% move speed) for 1.5s
- CHANGE #1831 - most shotguns now have 0.75 swap time
== Early game improvements ==
- NEW #1703 - CAL L2 boon - either T2 speial chest or terminal procure!
- NEW #1859 - CAL L1 - two new intro level generators
- CHANGE #1850 - minor improvements to Callisto level generators
== Gauntlet and Conduct medals ==
- NEW #1871 - new trial - the Gauntlet!
- NEW #1559 - 21 new medals in 7 new "nethack-style conducts" series!
== Exalted enemies ==
- NEW #1846 - 6 brand new exalted keywords!
- CHANGE #1830 - exalted RESIST split to IMMUNE and RESIST
- CHANGE #1830 - LETHAL and DEADLY can no longer appear together
- CHANGE #1830 - exalted reaver and fiend ranged weapons inc damage/acc
- CHANGE #1830 - UNSTABLE removed from the non-exalted Inferno pool
- FIX #1830 - fixed exalted fiends/ravagers with double ranged weapons
== Japanese translation ==
- NEW #1791 - Japanese translation!
== Other stuff ==
- NEW #1843 - new accessibility option - object outlines
- NEW #1354 - added and improved skill and kit FX
- CHANGE #0000 - FXAA only active on highest shader level
- CHANGE #0000 - AWP git gud capped at +200%
== Plethora of fixes ==
- FIX #1825 - prevent Stage 3 boss from flying away too far
- FIX #1878 - fixed menu keys being stuck in loop
- FIX #1877 - fixed languages menu multipling in mod mode
- FIX #1866 - watcher effects will trigger even if watcher can't take action
- FIX #1866 - watchers won't watch themselves
- FIX #1801 - fixed potential crash on Steam Deck save and quit
- FIX #0000 - fixed Deadly Precision abbreviation
- FIX #0000 - fixed Supply/Proto mixup in one Asterius breach version
- FIX #0000 - fixed offscreen emitters being shortly visible at creation
- FIX #0000 - fixed rendering of tiled textures (spaceport, altar)
- FIX #0000 - fixed Carnage found bullet count
== Raw changelog ==
Release 1.8 - Abattoir - March 11th, 2024
- NEW #1862 - new Dante branch - Ossuary!
- NEW #1863 - new Dante branch special - Abattoir!
- NEW #1864 - new Dante branch Abattoir boss!
- NEW #1839 - new Dante enemy variant - frost guardian!
- NEW #1868 - Dante has its own station variants!
- NEW #1871 - new trial - the Gauntlet!
- NEW #1791 - Japanese localization!
- NEW #1843 - new accessibility option - object outlines
- NEW #1846 - 6 brand new exalted keywords!
- NEW #1703 - CAL L2 boon - either T2 speial chest or terminal procure!
- NEW #1859 - CAL L1 - two new intro level generators
- NEW #1559 - 21 new medals in 7 new "nethack-style conducts" series!
- NEW #1494 - new lootbox models for Dante
- NEW #1858 - Dante is now 5 levels deep!
- NEW #1354 - added and improved skill and kit FX
- CHANGE #1847 - Scouts now start with 3 weapon slots too
- CHANGE #1831 - all shotguns apply Slowdown (-50% move speed) for 1.5s
- CHANGE #1831 - most shotguns now have 0.75 swap time
- CHANGE #0000 - FXAA only active on highest shader level
- CHANGE #1520 - minor visual improvements of Dante
- CHANGE #1830 - exalted RESIST split to IMMUNE and RESIST
- CHANGE #1830 - LETHAL and DEADLY can no longer appear together
- CHANGE #1830 - exalted reaver and fiend ranged weapons inc damage/acc
- CHANGE #1830 - UNSTABLE removed from the non-exalted Inferno pool
- CHANGE #1850 - minor improvements to Callisto level generators
- CHANGE #1847 - visibility of Dante crates improved for less bumpin'
- CHANGE #1570 - improved Dante Inferno rewards
- CHANGE #0000 - AWP git gud capped at +200%
- FIX #1825 - prevent Stage 3 boss from flying away too far
- FIX #1830 - fixed exalted fiends/ravagers with double ranged weapons
- FIX #1878 - fixed menu keys being stuck in loop
- FIX #1877 - fixed languages menu multipling in mod mode
- FIX #1866 - watcher effects will trigger even if watcher can't take action
- FIX #1866 - watchers won't watch themselves
- FIX #1801 - fixed potential crash on Steam Deck save and quit
- FIX #0000 - fixed Deadly Precision abbreviation
- FIX #0000 - fixed Supply/Proto mixup in one Asterius breach version
- FIX #0000 - fixed offscreen emitters being shortly visible at creation
- FIX #0000 - fixed rendering of tiled textures (spaceport, altar)
- FIX #0000 - fixed Carnage found bullet count
== What's next ==
Yes, this version was supposed to be "Aftermath". Next version will surely be :P. Expect more Dante and Callisto improvements and who knows, maybe finally a new class?
Hyperstrangers!
Dreamhack Beyond is right around the corner, Dudes, and you guessed it - we are in it! However, this bit of news isnt just about that. While you are keeping up with all news related to Jupiter Hell, we would like to showcase other things we have been cooking for your gaming pleasure! But, but, but... before these beauties will be ready to be injected into your veins, you gotta follow and wishlist. It makes the algorithm gods happy and jolts our developers hearts with joyful exuberance - whatever that means.
CosmoPirates
Space, the final frontier, a place devoid of the tight-ass bureaucracy. A place where a man can cruise in their Fiat 126p, lick batteries, and be a self-made cosmonaut! Unless you get raided by pirates, poisoned by a hot-dog from an unlicensed food-shuttle or scammed by Kovalsky at the spaceship dealer. CosmoPirates takes card battling, deck building to the final frontier of cartoonish comedy. Pimp-out your ride, gather your crew, and take out the cringeworthy overlord. Be wary tho, for there always must be a Cringe lord - and on your journey you might just become one. [previewyoutube=7rkDRQRCe2I;full][/previewyoutube]
Wishlist & Follow
https://store.steampowered.com/app/2466240/CosmoPirates/
NecroGolf
There are some things that simply go great together although you wouldnt think so: potatoes and pizza, mayo and ketchup or Zombies and Golf! Thats right! There is nothing more riveting than trying to land a perfect birdie with a horde of the ravenous undead breathing down your neck. In NecroGolf, an arcade golf simulator with RPG elements and zombies, you can put your precision golfing to the test. NecroGolf releases in less than a month, on September 15th, so make sure to wishlist it, grab your clubs and get in your golf cart, for in this zombie apocalypse, there is only golf.
Want to take a test swing? Check out the Demo!
Want to see some new gameplay? Check out our stream during Dreamhack Beyond!
[previewyoutube=CchLm5QoXck;full][/previewyoutube] https://store.steampowered.com/app/2330380/NecroGolf/
77p egg: Eggwife
If you are in for even more Hyperstrangeness, then embark in 77p egg: Eggwife on a quest whose crude, gory, toilet-humor can only be rivaled by games such as Postal 2, Duke 3D, or Goat Simulator. Master your bodily functions to perform such feats as poop-jumping and employ a wide range of "UK-Legal'' weapons such as the Applicator, Crossbowner and Stigmatic 77,000! Does this masterpiece have a story? Yes, and a relatable one at that. Building a stable relationship isnt that easy and our protagonist will need your help on his quest to find a new wife! Unless he gets lost in the grocery aisle again. [previewyoutube=OXD0zCu0rJw;full][/previewyoutube]
Wishlist & Follow
https://store.steampowered.com/app/1317020/77p_egg_Eggwife/
EMPTY SHELL
Lets step down from the joyful sensory overload of the above mentioned games to something a little bit different. Something less strange and definitely more hyper. In Empty Shell, a top-down roguelite survival horror, you will get thrown into a secret facility on a Japanese island. Having signed a contract which stated only one condition recover the designated target, you will soon learn why it is so important to read the fine print. During each run, you will try to get the volunteer through the facility while dealing with limited visibility, dwindling supplies and whatever is out there, stalking and hunting you throughout the randomized maze of tight-corridors.
Wishlist the game! If you can't wait to play, we have a prologue waiting for you!
[previewyoutube=itS2IVzAVbg;full][/previewyoutube] https://store.steampowered.com/app/2243110/EMPTY_SHELL/
Strategic Mind: Spirit of Liberty
If you are peckish and looking for something more crunchy to stimulate your strategic mind, then look no further than Spirit of Liberty, a hardcore, turn-based, historically accurate strategy game set in WWII. Master the intricacies of the games systems to keep your units supplied and armed with the best equipment and dismantle enemy forces through combined-arms tactics and help from your cabinet of generals.
Do you have what it takes? Check out the limited time demo today and wishlist the game not to miss the launch that is happening later this month!
Want to see some new gameplay? Check out our stream during Dreamhack Beyond!
[previewyoutube=MvKpimCsTjI;full][/previewyoutube] https://store.steampowered.com/app/1474770/Strategic_Mind_Spirit_of_Liberty/
Hordes of Hunger
As tradition commands, we have saved the best for the dessert! Hope you're still hungry for here comes our most ambitious in-house project so far. Hordes of Hunger is a fast-paced action arena slasher with roguelite elements set in the dark fantasy setting of Ismer. A land engulfed by the living hunger, the cosmic horror known only as the Beast. You are the unlucky one still living inside the nightmare and the only way out is through it.
Wishlist and follow not to miss our monthly spoiler section
[previewyoutube=ZX-jgw6tqLE;full][/previewyoutube] https://store.steampowered.com/app/2157710/Hordes_of_Hunger/
Took a bit longer than usual as we're busy with bringing JH to other devices, but the big feature of 1.7 is now ready - Steam Worshop support (and modding in general) is live!
== Modding ==
- NEW #0012 - Modding/Steam Workshop support!
- NEW #1803 - modmode has been added for modding purposes
== Early Game ==
- NEW #1391 - early game - 4 exotic weapons, 1 consumable, 1 armor
- NEW #1756 - flavor e-mails with branch mechanics spoilers
- CHANGE #1799 - EXPT'L - enemies deal 60% damage on EASY (but full acc)
== Tier 2 and 3 Stations ==
- NEW #1804 - tech and med stations have tier 2 and 3 variants
== Quality of Life ==
- NEW #1794 - all post mortems are archived in morgue subfolder
- NEW #1795 - post mortems can be viewed from highscore screen
- CHANGE #1776 - charge based terminals return to last option after use
- CHANGE #1793 - backup of score.dat and player.dat if > 1024b
- CHANGE #1798 - in Purgatory only the glyph room blocks save and quit
== Balance ==
- CHANGE #1799 - buffed damage of all shotguns
- CHANGE #1789 - all rotaries got a damage buff and -25% crit damage
- CHANGE #1789 - drum launcher and grenade launcher damage nerf
- CHANGE #1789 - Gun Kata - crit damage from lev 1, +100% at lev 3
- CHANGE #1783 - most ancient items got significant buffs
- CHANGE #1799 - JoviSec armor crit chance 25% -> 15%
- CHANGE #1804 - Sysop L3 extra charges 3->4
- CHANGE #1391 - higher level infestations (Endless) will be more varied
- CHANGE #1391 - medusa infestations added
== Bugfixes ==
- FIX #1775 - fixed performance issues in Callisto Rift
- FIX #1775 - don't add exalted traits to player on INFERNO
- FIX #1805 - fixed rare AV trait reroll issue - no more trait remove
== Raw Changelog ==
Release 1.7 - Creation - August 3rd, 2023
- NEW #0012 - Modding/Steam Workshop support!
- NEW #1391 - 5 new armor perks, 2 new helmet perks
- NEW #1391 - early game - 4 exotic weapons, 1 consumable, 1 armor
- NEW #1794 - all post mortems are archived in morgue subfolder
- NEW #1795 - post mortems can be viewed from highscore screen
- NEW #1756 - flavor e-mails with branch mechanics spoilers
- NEW #1803 - modmode has been added for modding purposes
- NEW #1804 - tech and med stations have tier 2 and 3 variants
- CHANGE #1799 - EXPT'L - enemies deal 60% damage on EASY (but full acc)
- CHANGE #1799 - buffed damage of all shotguns
- CHANGE #1789 - all rotaries got a damage buff and -25% crit damage
- CHANGE #1789 - drum launcher and grenade launcher damage nerf
- CHANGE #1789 - Gun Kata - crit damage from lev 1, +100% at lev 3
- CHANGE #1776 - charge based terminals return to last option after use
- CHANGE #1783 - most ancient items got significant buffs
- CHANGE #1391 - higher level infestations (Endless) will be more varied
- CHANGE #1391 - medusa infestations added
- CHANGE #1793 - backup of score.dat and player.dat if > 1024b
- CHANGE #1798 - in Purgatory only the glyph room blocks save and quit
- CHANGE #1799 - JoviSec armor crit chance 25% -> 15%
- CHANGE #1804 - Sysop L3 extra charges 3->4
- FIX #1775 - fixed performance issues in Callisto Rift
- FIX #1775 - don't add exalted traits to player on INFERNO
- FIX #1805 - fixed rare AV trait reroll issue - no more trait remove
== What's next ==
Next version will be the Aftermath release, due to sometime still this year, which should bring any requested modding improvements, endgame and Dante Station improvements, and maybe more - stay tuned! Also, we're working on... can we say it Hyperstrange? (Yes, you can! --HS) Can we? Yeah, the first port of Jupiter Hell. Expect a Nintendo Switch release at the turn of the year ;).
Thank you,
Steam Summer Sale is here. Finally!
It's one of the best events of the whole year.
[url=https://https://store.steampowered.com/curator/38371631/sale/HyperSale]
"Why?" you might ask. Simple. You can buy more awesome games for less $$. Of course, we at HYPERSTRANGE run a business. But we also love you to play our games, and enjoy them. And if you can have fun with what we bring you and save some cash - that's a DOUBLE WIN
So here are the reasons why Steam Summer Sale is awesome:
https://store.steampowered.com/app/1134100/Frozenheim/ https://store.steampowered.com/app/1587130/Blood_West/ https://store.steampowered.com/app/1693280/Supplice/ https://store.steampowered.com/app/1604280/STHELL/?curator_clanid=38371631
Not enough? Ok, fancy a bundle? Let's see how many you can handle.
https://store.steampowered.com/bundle/28819/The_Good_The_Bad_and_The_Low_Poly/ https://store.steampowered.com/bundle/31834/Walks_soft_carries_big_gun/ https://store.steampowered.com/bundle/31783/LOUD_World_Tour_Edition/ https://store.steampowered.com/bundle/16499/Strategic_Mind_Complete_Collection/
Honorable mention:
Recently, we added a new game to our HYPERSTRANGE portfolio. If you want to take some breath from all this violence, shooting, gore, and ultra-fast-acion-hyper-tension... we present you the Trans Neuronica. A game that will put your other traits to the test. https://store.steampowered.com/app/2390520/Trans_Neuronica/
Don't keep this info to yourself. Sharing is caring - let your buddies know.
Today we have a special announcement for you, Strategic Mind series and Hyperstrange are joining forces to propel the series into new heights. You are probably wondering what it means for the games themselves, so lets unpack
Giving honors to the old guard
Strategic Mind: The Pacific, Fight for Freedom, Spectre of Communism and Blitzkrieg along with their OST are available at a discounted price during the Spring Sale.
Supporting the new troops
Strategic Mind: Spirit of Liberty will be arriving at your doorstep later this summer. Stay tuned for more information, as soon we will be sharing additional information about the title and what it will bring to the Strategic Mind series. https://store.steampowered.com/app/1474770/Strategic_Mind_Spirit_of_Liberty/
https://store.steampowered.com/bundle/30995/Reallife_meets_SciFi_Tactics_vol_1/ https://store.steampowered.com/bundle/30996/Reallife_meets_SciFi_Tactics_vol_2/ https://store.steampowered.com/bundle/30997/Reallife_meets_SciFi_Tactics_vol_3/ https://store.steampowered.com/bundle/30998/Reallife_meets_SciFi_Tactics_vol_4/
Jupiter Hell 1.6 "Watcher" introduces a new enemy type, adds new exalted keywords, armor and helmet manufacturer perks, updates master trait balance and more!
A bit longer in the production pipeline, and a bit smaller as we focus more of our efforts on porting and future ventures, we bring you update 1.6 "Watcher"!
==Watcher==
NEW #1599 - new enemy - Watcher - available in 4 variants!
A new enemy is roaming the Jovian moons, one that will bring misery by his gaze alone! Each of the three moons has its own variant, and there's a really deadly exalted version to be encountered too!
==Armor/Helmet manufacturer perks==
NEW #1752 - armors and helmets have manufacturer perks
Just as weapons have their dedicated perks depending on the branch they're found on, so will now armors and helmets. As with weapons, the manufacturer perks are applied to basic and exotic versions of armor/helmets.
==Nightmare changes==
NEW #1777 - strong enough toxin/fire/acid will "melt" (gib) enemies
CHANGE #1778 - gibbing once again prevents Nightmare respawns
CHANGE #1777 - dual weapons take into account next weapon when gibbing
CHANGE #1775 - Inferno keywords match enemy type exalted keyword pool
FIX #1775 - Inferno exalted enemies won't get extra keywords
==Exalted upgrades==
NEW #1775 - LETHAL and TOUGH exalted keywords (weaker DEADLY/RESIL)
NEW #1775 - RESIST, ICE, HELLFIRE, TOXIN exalted keywords added!
While revisiting Nightmare/Inferno, we thought that the exalted enemy keywords could use some more variety and could have less deadly effects on lower tiers. DEADLY and RESILIENT have their weaker counterparts, RESIST may appear on high tier enemies, and most elemental enemies now have a new set of ICE/HELLFIRE/TOXIN keywords.
==Master trait balance==
CHANGE #1780 - Bladedancer decreases move time by 10%/lvl
CHANGE #1780 - improved Gunrunner bonuses
CHANGE #1780 - Assassinate stealth refund from L1, L3 is +200% crchance
CHANGE #1780 - Bulletstorm - ammo use 50% at L1, pistols/L2 penalty 110%
CHANGE #1780 - Headshot - Pistol/Semi only, if pistol crit chance is 2x
While we know that perfect balance is unachievable, we definitely want to get to a point where no Master Trait is "below B tier". This is the newest round of changes, expect further balance tweaks in further updates!
==Difficulty balance==
CHANGE #1775 - exalted warlocks will appear not only as respawns
CHANGE #1774 - Hunt events on Io and Dante have 90/120 turns timers
CHANGE #1773 - Mines exalted reaver weaker on EASY and MED
CHANGE #1773 - fanatic explosion dmg difficulty dependent (lower on E/M)
Same as with trait tuning, some general difficulty tuning is in order. In particular, the game is a bit deadly to newcomers, hence some targeted changes for EASY and MEDIUM players. Oh, and if you play on UV+ have some exalted warlocks, because screw you :P.
==Burning changes==
CHANGE #1781 - smoke creation and med/stimpacks remove flames under user
FIX #1781 - negative ignite resistance no longer escalates fire dmg
We messed up a bit with burning damage, especially with how it interacted with negative ignite resistance. This will no longer produce escalating damage, so no more cheesy "bring a inferno grenade to the Europa boss-fight" wins! On the flip side, packs and smoke effects will now remove flames from the floor.
==Bugfixes==
FIX #1766 - fixed corpse/debris remove options
FIX #1766 - fixes to Mimir friendly bot counter and target issues
FIX #1766 - fixed late demons not spawning on high level Callisto maps
FIX #1766 - fixed blue keycard costs not matching code in Valhalla
Shipping is the usual bit of bugfixes, the most notable ones listed above.
==Full Changelog==
Release 1.6 - Watcher - December 21st, 2022
NEW #1599 - new enemy - Watcher - available in 4 variants!
NEW #1777 - strong enough toxin/fire/acid will "melt" (gib) enemies
NEW #1775 - LETHAL and TOUGH exalted keywords (weaker DEADLY/RESIL)
NEW #1775 - RESIST, ICE, HELLFIRE, TOXIN exalted keywords added!
NEW #1752 - armors and helmets have manufacturer perks
CHANGE #1778 - gibbing once again prevents Nightmare respawns
CHANGE #1777 - dual weapons take into account next weapon when gibbing
CHANGE #1780 - Bladedancer decreases move time by 10%/lvl
CHANGE #1780 - improved Gunrunner bonuses
CHANGE #1780 - Assassinate stealth refund from L1, L3 is +200% crchance
CHANGE #1780 - Bulletstorm - ammo use 50% at L1, pistols/L2 penalty 110%
CHANGE #1780 - Headshot - Pistol/Semi only, if pistol crit chance is 2x
CHANGE #1775 - Inferno keywords match enemy type exalted keyword pool
CHANGE #1775 - exalted warlocks will appear not only as respawns
CHANGE #1774 - Hunt events on Io and Dante have 90/120 turns timers
CHANGE #1773 - Mines exalted reaver weaker on EASY and MED
CHANGE #1773 - fanatic explosion dmg difficulty dependent (lower on E/M)
CHANGE #1781 - smoke creation and med/stimpacks remove flames under user
FIX #1781 - negative ignite resistance no longer escalates fire dmg
FIX #1766 - fixed corpse/debris remove options
FIX #1766 - fixes to Mimir friendly bot counter and target issues
FIX #1766 - fixed late demons not spawning on high level Callisto maps
FIX #1766 - fixed blue keycard costs not matching code in Valhalla
FIX #1775 - Inferno exalted enemies won't get extra keywords
==What's Next?==
Probably time to take a slight breather, but we haven't forgotten about neither Dante upgrades, nor about Workshop integration and full modding - expect to hear about those in the first half of 2023! 'Till next year! Yours,
Jupiter Hell 1.5a hotfix is live!
-- fixed possibly infinte Temple wrath during Cryomance fight
-- fixed algorithm that wasn't removing needless doors
-- added visual telegraph to spike trap that will activate next turn
-- fixed ancient becoming immune if shot with a high enough power automatic weapon
Jupiter Hell 1.5 "Ancient" upgrades Io branches and mainline, introduces a boss at Io Gateway, improves fire mechanics and visuals (and Fireangel!), adds more manufacturer perks, adds the Fanatic, improves AI and more!
It's been a year since the official 1.0 release of Jupiter Hell. And there was much rejoicing. Well, let's celebrate with yet another update, and no, we're not slowing down ;)
But first - we're taking the first steps into making Jupiter Hell fully modable - the basic systems are in place, and on the Jupiter Hell Discord (https://discord.gg/jupiterhell) the community is already building and sharing the first mods! If you want to give a shot at modding JH, or take an early shot at trying them out, come and hang out with us!
Let's divide the update into sections - Io, Ancient, Fire, Fanatic and The Rest.
==Io==
NEW #1727 - Black Site branch/special rework!
NEW #1728 - CRI Laboratories branch/special rework!
NEW #1730 - Shadow Halls/Dark Cathedral rework!
NEW #1725 - Europa Ruins/Frozen Temple rework!
NEW #1769 - Warehouse/Infernal Lock revisited!
CHANGE #1770 - improved Io level generators (mostly visual)
CHANGE #1772 - Wealth and Power wishes improved
Io got the same treatment as Callisto and Europa before it. However, when it comes to level mechanics, due to Io being added fairly late in development it already had plenty mechanics of its own - hence we did a bit different approach. The twin paths of Black Site and CRI Armory have a very noticable change - however "fully completing" their branch challenges is MUCH more harder than with the other branches. It's a challenge, not something you're expected to do each game. There are spoilers on the Discord if you're interested ;).
Ruins and Halls got improvements on their twists, and visual, generation, music and especially loot improvements. Definitely a path that is worth revisiting again!
Be on the lookout for new manufacturer perks - word is that they're very spicy!
==Ancient==
NEW #1718 - Io has a brand new boss!
With this, our old plan to have a boss on every moon is complete! Mwahhahahaha....
Akhem. This ones a tough SOB. Be prepared to die from time to time. The whole Io Gateway got a makeover and is now an Ancient ruin. There's some more stuff related to the Io Boss that will come in a later version too ;).
==Fire==
NEW #1767 - improved fire visuals and added flame tiles!
NEW #1767 - Fireangel revisited! (burning 3->1 but added area burn!)
CHANGE #1767 - burning status prevents regeneration
CHANGE #1767 - burning limited to 50 stacks
NEW #1765 - AI now actively avoids harmful hazards if possible
Fire visuals have been overhauled and the floor can now be set on fire too. Fireangel is now the premium Master Trait for people who "want to set the world on fire". Burning is more useful too as it prevents enemies from regenerating. Well, the player too, but you won't play with matches, won't you? Well if you do, there's a new napalm grenade to be found. Word on the street says it makes short work of the Cryomancer.
These changes required us to improve the AI a bit - it no longer happily punches barrels and walks into environmental hazards!
==Fanatic==
NEW #1600 - new Callisto enemy - fanatic
NEW #1767 - Callisto-only level modifier "Desolation"
Callisto did get some "love" this update too! You can now encounter a new enemy, with a very popular game mechanic :P. Also, there's a new level event to be on the lookout, taking advantage of the new fire visuals.
This is not the end of Callisto changes - we are aware that "the beginning is a very delicate time" and strive hard to improve variety in the early game - more improvements coming soon!
==The Rest==
CHANGE #1768 - rotaries have higher chance to hit more targets
CHANGE #1767 - warlocks do less ranged damage but more burn and flame
CHANGE #1767 - visual - Mephitic tier 2 buff has a visual effect
CHANGE #1767 - visual - crater decals no longer are always centered
CHANGE #1767 - Callisto Mines mechanic is displayed as an event
CHANGE #1767 - Endless level variety increased (along with manuf. perks)
CHANGE #1727 - you can now swap places with any friendly AI
CHANGE #1772 - CRI phase devices sample 2x more possibilities
CHANGE #1766 - improved icon visibility (esp on white backgrounds)
FIX #1766 - critical defence (helmets) work against ranged attacks
FIX #1766 - fixed several issues with fx system targeting
Apart from many unlisted fixes theres some improvements too. Rotaries (the Spin up perk in particular) have an inherent bonus to hitting other targets then the initially targeted one (if they miss, or the enemy dies), which improves their crowd control capabilities. Any non-hostile AI can now be swapped places with using SHIFT move. CRI phase devices sample twice more potential spots, so bigger chance to get you to a really safe spot. Helmets finally work as advertised when it comes to crit damage protection. Finally icons are now more visible, especially on bright floors (thx Deemzul!).
==Full changelog==
Release 1.5 - Ancient - August 15th, 2022
NEW #1718 - Io has a brand new boss!
NEW #1727 - Black Site branch/special rework!
NEW #1728 - CRI Laboratories branch/special rework!
NEW #1730 - Shadow Halls/Dark Cathedral rework!
NEW #1725 - Europa Ruins/Frozen Temple rework!
NEW #1765 - AI now actively avoids harmful hazards if possible
NEW #1767 - improved fire visuals and added flame tiles!
NEW #1767 - Fireangel revisited! (burning 3->1 but added area burn!)
NEW #1767 - Callisto-only level modifier "Desolation"
NEW #1600 - new Callisto enemy - fanatic
NEW #1769 - Warehouse/Infernal Lock revisited!
CHANGE #1768 - rotaries have higher chance to hit more targets
CHANGE #1770 - improved Io level generators (mostly visual)
CHANGE #1767 - burning status prevents regeneration
CHANGE #1767 - warlocks do less ranged damage but more burn and flame
CHANGE #1767 - visual - Mephitic tier 2 buff has a visual effect
CHANGE #1767 - visual - crater decals no longer are always centered
CHANGE #1767 - Callisto Mines mechanic is displayed as an event
CHANGE #1767 - Endless level variety increased (along with manuf. perks)
CHANGE #1727 - you can now swap places with any friendly AI
CHANGE #1772 - CRI phase devices sample 2x more possibilities
CHANGE #1772 - Wealth and Power wishes improved
CHANGE #1767 - burning limited to 50 stacks
CHANGE #1766 - improved icon visibility (esp on white backgrounds)
FIX #1766 - critical defence (helmets) work against ranged attacks
FIX #1766 - fixed several issues with fx system targeting
==What's Next==
Well, it's high time to revisit Dante, right? No worries though, the next update will also bring changes to the early game for you ambitious people struggling to get your first win and refusing to play on Easy :P. And with that, I'll take it Easy for a day or two. And then off to 1.6 and Beyond! Oh, one more thing before we go - if you're new to Jupiter Hell, but you already own POSTAL: Brain Damaged, you can get Jupiter Hell with a special PBD-owner discount through the following bundle: https://store.steampowered.com/bundle/26624/Cheesy_OneLiners_Galore Yours,
Hyperstrange friends, RWS fam!
Hyperstrange-developed POSTAL: Brain Damaged, the action-packed DOOM Eternal-like spin-off of the POSTAL series is finally here, and if you own any of the eligible RWS or Hyperstrange titles, or some other staple throwback-shooters like DUSK, Hedon, or Nightmare Reaper, you can get PBD with an additional discount added on top of -20% release discount via one of the special bundle deals. Plus, we're happy to report it really SLAPS! With more than 1100 reviews it currently enjoys an 'Overwhelmingly Positive' rating, with more than 95% players recommending the game.
Yes, Hyperstrange really pulled this one off. The game is good and the release has been relatively bug-free despite the 2-week delay made explicitly to implement some bugs and stay on-brand. But it wouldn't be a POSTAL release if something haven't gone wrong. Many of you were waiting for the release of the POSTAL: Brain Damaged Official Soundtrack. The wait is finally over! The OST has arrived, and you can get it separately or bundled with the official Art Book in the POSTAL: Brain Damaged - Connoisseur Edition. [previewyoutube=q7UXDk9xsaM;full][/previewyoutube]
UPCOMING UPDATES
The Hyperstrange Dev team is very grateful for the amazing reception of PBD. This gives them even more motivation to improve and expand the game post-release. Here's what to expect soon:
- Post-release fix - an update taking care of the known issues reported by the players, that slipped into the full release (ETA: One week)
- Balancing update - some players, as well as some internet micro-celebrities, have brought to our attention that the game offers way to much ammo if you explore the levels 'Quake-style', and far too little if you prefer to push on 'Doom Eternal-style'. The update will take care of that issue, allowing everyone to enjoy the game in their preferred playstyle. The update will also reconfigure some of the enemy positioning, spawns, and behavior. (ETA: One month)
- New playmodes - With that taken care of, the dev team will proceed to expanding the game itself, introducing an oft-requested horde mode, as well as another playmode offering a new, and replayable PBD experience. (ETA: This summer)
- More to be announced!
Hyperstrange & RWS
Jupiter Hell 1.4 "Chaos" brings the Valhalla flavored upgrades to Europa branches and mainline, introduces a boss at Europa Central Dig, improves level generation (especially of cave/basalt generators), adds more manufacturer perks, several balance changes, buffs to many exotics and uniques and a SHIFT move to instantly swap places with that friendly bot!
But first, a word from our sponsor, Raid Sha.... oh wait. I mean from Hyperstrange! The good folks there released POSTAL: Brain Damage to rave reviews (I can't believe I'm writing that about a Postal game...!), whereas their Dude can give the JupeGuy a run for his money in one-liners, I've also spotted a call-out to Jupiter Hell?
https://store.steampowered.com/bundle/26624/Cheesy_OneLiners_Galore/
Aaaanyway, back to the update! Let's split this into sections to make the "wall of text" more approachable :P
EUROPA
Just as "Valhalla" overhauled Callisto, "Chaos" does the same for Europa (guess I won't be able to hide what the next release will be about, eh).
== Branch reworks ==
NEW #1732 - Conamara Chaos branch/special rework! NEW #1713 - Dig Zone branch/special rework! NEW #1731 - Asterius branch/special rework! NEW #1750 - Refueling Base/The Pit reworked CHANGE #1737 - improved Europa level generators (mostly visual) Three of the four branches have been given dedicated mechanics and a added reward at the end (Ruins will be overhauled with Io), the level generation has been more or less updated in each branch, although it will mostly be visible in the cave/basalt branches. Improvements have been also made to the mainline and mainline special levels. All special levels have improved rewards. All branches have their own new Manufacturer perk. You might even hear a new tune somewhere!
== Ice Cold Boss ==
NEW #1712 - Europa has a boss too! An old favorite got a new job! However brand new mechanics are present, and you might consider getting some cold resistance for this particular fight!
== Caves & Cliffs ==
CHANGE #1714 - improved cave/basalt level visuals CHANGE #1714 - improved cave/basalt level generators All of the cave and basalt levels got a visual upgrade, and most also got a architectural update for more variety. We'll be revisiting other generators in the next updates too!
== Visuals ==
NEW #1709 - Callisto security visual improvements finished NEW #1745 - Europa security visual improvements We started the Callisto security visual upgrade in the Valhalla release, but now it's complete - human enemies should be much better visible in the dark (insert snarky comment about wanting to get shot here), and Europa security got a similar visibility bump. Some of the enemies look really disturbing, but fear not - you'll never see that 'cause the models are so small ;)
== A taste of Io ==
NEW #1721 - Mephitic Mines branch/special rework! CHANGE #1695 - CRI weapon prefix is a manufacturer now CHANGE #1695 - CRI manufacturer present on alive CRI soldiers/branch CHANGE #1695 - CRI sword/CRI blaster always roll with CRI manufacturer As we left out an Europa branch for the Io update, it was only fair to pick a Io branch to update in this release - Mephitic Mines was chosen as it goes well with our visual basalt generator improvements! Also take careful note on the CRI Manufacturer perk, as it gives a whopping +25% damage against ALL demons, which is a significant buff to all Io weaponry!
== Redacted! ==
NEW #1551 - [REDACTED] [REDACTED] (there's a new secret in this release, not as huge and not community driven like the last one, but close and personal ;)
GAMEPLAY
It was time for another larger balance pass. Our main objectives were to make the mid-late game a bit harder, make mid-late game loot a bit stronger and more interesting, especially uniques and exotics, and rebalance a bit the master perks.
== Enemies ==
CHANGE #1749 - balance - base/exalt reavers have lower melee dmg/acc CHANGE #1749 - balance - exalted reavers don't get +10% speed CHANGE #1729 - balance - fiend/kerberi/reaver status higher, lower base CHANGE #1729 - balance - sentinels proc cold effects FIX #1746 - fixed rare in-your-face spawns (mostly in mini-levels) Friendly Neighbourhood Reaver was a meme in the community since Early Access, and I though that I dealt with the most annoying cases of this syndrome, but alas some more nerfing is needed. Especially due to a bug in the enemy safe placement system, that if after several attempts it couldn't place the enemy in a requested safe distance... placed them happily on top of you. Now it reduces the attempted range instead of just giving up. Both reavers and exalted reavers were nerfed in their melee oppressiveness. Enemy status effects have been increased to make resistances more worthwhile and change up the gameplay depending what resistances you carry. To offset that, base damage has been lowered.
== Masters ==
CHANGE #1729 - Vampyre - melee restore 8%/12%/20% CHANGE #1729 - Vampyre - grants overhealth CHANGE #1729 - Sharpshooter - resets skill cooldown on kill CHANGE #1729 - Gun Kata - only in opt_range, removed dodge penalties CHANGE #1729 - Gun Kata - single target dual shots from L2 CHANGE #1729 - Gun Kata - critical damage bonus based on proximity CHANGE #1729 - Survivor - no in-combat regeneration, 5/5/10 crit CHANGE #1729 - Ghost - L2/L3 swapped, L3 Stealth cost is 12 CHANGE #1729 - Wizard - smoke cooldown up to 25 Let's get the painful info out of the way - Survivor, Ghost and Wizard are OP, and needed a nerf (the alternative was to rebalance the whole game and all the rest of the traits around them, which would have taken the better part of this year). That said, at the moments the nerfs are slight, and hopefully the buffs to the other Masters will bring them closer in line. Vampyre now grants overhealth (and better melee restore numbers) and Sharpshooter resets cooldowns on kill (for Headshot synergy). Gun Kata got more significant changes - it somehow totally missed the initial idea of getting in between enemies and shooting like mad, and instead became a "snipe from the edge of vision" trait. Worse, due to often missing from that range it became very ammo inefficient and not a great Master at higher difficulties at all. So the plan was simple - make it more Mid-range focused, while making it much stronger to compensate. All dodge penalties have been remove (you even get a +10% extra dodge per shot), firing both pistols at a single target is at L2, and L3 gets a critical damage bonus depending on range (closer = higher) on top of it! Take them out for a spin and tell us what you think!
== Weaponry ==
CHANGE #1729 - balance - 40mm drum launcher - 32 damage/6 capacity CHANGE #1729 - balance - plasma launcher - +10 damage CHANGE #1740 - unique buffs - level the same way regardless of tier CHANGE #1740 - unique buffs - Scrapgun and Void get +1 base damage CHANGE #1740 - unique buffs - Firestorm deals more fire damage CHANGE #1740 - unique buffs - Carnage - +1 opt, +4 clip CHANGE #1740 - unique buffs - Monster and Bloodletter - +20 damage CHANGE #1740 - unique buffs - Overlord works on Guardians/Sentinels CHANGE #1740 - exotic buffs - AWP and CRI blaster +5 damage CHANGE #1740 - exotic buffs - nailgun/super nailgun +2 damage CHANGE #1740 - exotic buffs - micro launcher/power saw +20 damage CHANGE #1740 - exotic buffs - toxin rifle +2 damage Bad things out of the way - it took a NetHack speedrunner to show us how ridiculously overpowered the 40mm drum launcher was, so it (and only it) needed a slight nerf in power. Plasma launchers needed some love. All post-Callisto Uniques got a blanket buff - they level up much quicker now. Apart from that a lot of exotics and uniques got straight-up damage buffs. Oh, and Overlord will now work on Guardians/Sentinels. Take that, Alighieri!
== UI/UX/Other stuff ==
We're constantly dedicated to improving the UI and ease of gameplay, here are the recent changes in that field.
== UI/UX ==
CHANGE #1744 - UI/UX - mouse path uses icons instead of highlights CHANGE #1748 - UI/UX - modded items don't display text description CHANGE #1747 - UI/UX - elevator, term/box/station reveal on clear Mouse mode now has nice visuals indicating the target path, not ugly highlights. Modded items will no longer display the description to give some real estate for mod descriptions (a full blown item view is coming too). Elevators and other items of interest will reveal on level clear, so you won't have to wonder where that *&^(*@) exit is.
== Hacking ==
NEW #1739 - use SHIFT-move to swap position with friendlies CHANGE #1738 - improved friendly pathfinding (esp. for Hunt) It was pretty annoying to move around with an army of bots, now you can quickly swap positions with them using SHIFT! As a bonus, friendly pathfinding got a significant improvement - Hunt commands will be much more reliable now!
== Other stuff ==
CHANGE #1743 - Purgatory - Cathedral hint leads to Inferno unlock CHANGE #1742 - Callisto Mines - 5 turn warning countdown for summon The path to finding the Valhalla release secret has been glorious! You can find information on it in the Wiki (https://jupiterhell.fandom.com/wiki/Purgatory) but to ease access to the Inferno difficulty we made it so that the Cathedral secret leads to the unlock bossfight (this all makes sense in context, I promise). Also those summoned reavers were really annoying in Callisto Mines, so we gave them a countdown warning timer.
== Bugfixes ==
FIX #1729 - stimpacks properly reset Headshot FIX #1733 - status effect text for Freeze/Chilled fixed Several bugfixes and typos have been fixed in addition to the two above.
== Full Changelog ==
Release 1.4 - Chaos - June 13th, 2022
NEW #1712 - Europa has a boss too!
NEW #1732 - Conamara Chaos branch/special rework!
NEW #1713 - Dig Zone branch/special rework!
NEW #1731 - Asterius branch/special rework!
NEW #1721 - Mephitic Mines branch/special rework!
NEW #1750 - Refueling Base/The Pit reworked
NEW #1709 - Callisto security visual improvements finished
NEW #1745 - Europa security visual improvements
NEW #1739 - use SHIFT-move to swap position with friendlies
NEW #1551 - [REDACTED]
CHANGE #1737 - improved Europa level generators (mostly visual)
CHANGE #1714 - improved cave/basalt level visuals
CHANGE #1714 - improved cave/basalt level generators
CHANGE #1738 - improved friendly pathfinding (esp. for Hunt)
CHANGE #1695 - CRI weapon prefix is a manufacturer now
CHANGE #1695 - CRI manufacturer present on alive CRI soldiers/branch
CHANGE #1695 - CRI sword/CRI blaster always roll with CRI manufacturer
CHANGE #1749 - balance - base/exalt reavers have lower melee dmg/acc
CHANGE #1749 - balance - exalted reavers don't get +10% speed
CHANGE #1729 - balance - fiend/kerberi/reaver status higher, lower base
CHANGE #1729 - balance - sentinels proc cold effects
CHANGE #1729 - balance - 40mm drum launcher - 32 damage/6 capacity
CHANGE #1729 - balance - plasma launcher - +10 damage
CHANGE #1729 - Vampyre - melee restore 8%/12%/20%
CHANGE #1729 - Vampyre - grants overhealth
CHANGE #1729 - Sharpshooter - resets skill cooldown on kill
CHANGE #1729 - Gun Kata - only in opt_range, removed dodge penalties
CHANGE #1729 - Gun Kata - single target dual shots from L2
CHANGE #1729 - Gun Kata - critical damage bonus based on proximity
CHANGE #1729 - Survivor - no in-combat regeneration, 5/5/10 crit
CHANGE #1729 - Ghost - L2/L3 swapped, L3 Stealth cost is 12
CHANGE #1729 - Wizard - smoke cooldown up to 25
CHANGE #1740 - unique buffs - level the same way regardless of tier
CHANGE #1740 - unique buffs - Scrapgun and Void get +1 base damage
CHANGE #1740 - unique buffs - Firestorm deals more fire damage
CHANGE #1740 - unique buffs - Carnage - +1 opt, +4 clip
CHANGE #1740 - unique buffs - Monster and Bloodletter - +20 damage
CHANGE #1740 - unique buffs - Overlord works on Guardians/Sentinels
CHANGE #1740 - exotic buffs - AWP and CRI blaster +5 damage
CHANGE #1740 - exotic buffs - nailgun/super nailgun +2 damage
CHANGE #1740 - exotic buffs - micro launcher/power saw +20 damage
CHANGE #1740 - exotic buffs - toxin rifle +2 damage
CHANGE #1744 - UI/UX - mouse path uses icons instead of highlights
CHANGE #1748 - UI/UX - modded items don't display text description
CHANGE #1747 - UI/UX - elevator, term/box/station reveal on clear
CHANGE #1743 - Purgatory - Cathedral hint leads to Inferno unlock
CHANGE #1742 - Callisto Mines - 5 turn warning countdown for summon
FIX #1746 - fixed rare in-your-face spawns (mostly in minilevels)
FIX #1729 - stimpacks properly reset Headshot
FIX #1733 - status effect text for Freeze/Chilled fixed
== What's next ==
It doesn't take an oracle to foresee that the next update will be all about Io! We do plan some additional more early-game improvements for it too, so stay tuned even if you constantly die on Europa :P. Jupiter Hell 1.5 "Ancient" is tentatively scheduled for the beginning of August to celebrate a year since Jupiter Hell got a full release! That's all for today folks, and now time for some really really needed rest. I'll give myself a few hours, maybe even a full day! xD Yours,
Jupiter Hell 1.3 "Valhalla" brings an overhaul to Callisto branches and mainline, a new boss at Valhalla Spaceport, level generation improvements, manufacturer perks, slowing smoke, experimental localization (Polish and German for now) and secrets!
[previewyoutube=8vzw5q9DEII;full][/previewyoutube]
There's one big secret in the game, for which you won't find spoilers anywhere, but hopefully the search for it will stir the community - jump by the Jupiter Hell discord if you want to take part in the hunt! https://discord.gg/jupiterhell
Read down below for details! But first...
== Special Offer ==
The Valhalla update calls for a special 30% discount - the biggest one yet! - and for something more... Viking-ish to add to the mix. If you like tactics, chances are you also like strategy. If you enjoy traditional roguelikes, you may get a kick out of discovering modern RTS games. If you love to control every careful step of a bad-ass space-marine, you may also like ordering around hosts of broad-shouldered Vikings. Yeah... I've got nothing. It's a low-fantasy RTS bundled with a horror/Sci-Fi roguelike. Because after all, why wouldn't you want to try something different? https://store.steampowered.com/bundle/25281/ Frozenheim is a serene Norse city builder with elaborate management gameplay and RTS tactical combat. Lead your Viking clan through hardships of the frozen north, season by season, year after year. Build and survive. Set sail, explore and conquer. Win Odins favor and secure your place in Valhalla! If you already own one, you can get the other at an extra 10% discount (on top of any other discounts that might be active at the time). Enjoy! And now... back to our regular schedule.
== Valhalla Spaceport ==
Spaceport, the final Callisto level, got a rework! Not only is the level generator significantly improved, the mechanics and visuals improved, but there's a new boss that guards the path to the Europa Dropship! All praise the Callisto Warden, and be carful not to damage him too much at once ;).
== Callisto Rework ==
All of Callisto special levels and level generators have been revisited. Each branch has now it's own special mechanic that affects the final special level, and sometimes the rest of Callisto or even the rest of the game! Level generators both in the branches as well as in the mainline have been improved and the two special levels accessible from mainline also got reward, generator and mechanical improvements! Each branch also has a manufacturer perk - EVERY non-Unique and non-ADV weapon (exotics ARE included) that spawns there will have an extra free perk that is dependent on the branch! Currently there are three manufacturers with three separate effects - JS (JoviSec), VS (ValSec) and MDF (Mimir Defence Force). The effects are minor but if modded (or on an exotic) can really push the capabilities of the weapon!
== Gameplay Changes ==
This release we focused on what you explore and not who you are, but one big mechanical change has snuck in - Smoke (but not gas!) now slows movement of anyone standing in it. However, the technician, master of smoke, is immune to this effect! Not only does this increase the utility of smoke grenades, but also improves the disengage mechanics of the tech, and provides more utility to non-Toxicologist builds! There are some slight buffs to a few post-Callisto enemies - the Callisto loot is now much better, so we wanted to keep the difficulty curve consistent. More of such changes will come with 1.4. As Callisto L2 was always the most boring level that stood between you and the game getting interesting, we made it so that it generates at 2/3 size and 2/3 enemies so you can get to the mid-game quicker :P. Cover tiles are no longer made of paper, duh.
== Visual Improvements ==
Each generator that we revisited has been enhanced with more visual details, as well as we finally added tech that allows for decals to be placed on generation - Callisto levels now have a bit of blood scattered in them, and we'll use this tech for further improvements down the line! You'll also notice that we also implemented lighting/state control - this can be currently observed by the effect you get on Lockdown events - more is yet to come! Lighting and particle effects have been slightly improved in many places, and more light sources placed in Callisto levels (it was f*&*^ng dark there -_-).
== Other Stuff ==
The big thing is probably experimental localization support - we start off with Polish and German, but more languages will come! The localization is against the last update, so new stuff will appear in English, we'll patch that soon :). Please report any misaligned strings though, and any potential crashes (hopefully none!)! Several minor changes have been done, and a regular batch of bugfixes (see details below).
== Raw Changelog ==
Release 1.3 - Valhalla - March 14th, 2022
NEW #1684 - welcome the CalSec Warden, the new boss of Callisto!
NEW #1662 - Valhalla Terminal branch/special rework!
NEW #1666 - Mimir Habitat branch/special rework!
NEW #1664 - Callisto Rift branch/special rework!
NEW #1665 - Callisto Mines branch/special rework!
NEW #1696 - regular/exotic weapons can have a manufacturer perk!
NEW #1704 - smoke causes Slow -25%, techs are immune to this
NEW #1680 - [REDACTED]
CHANGE #1697 - improved Barracks/Docks and their rewards
CHANGE #1684 - Valhalla Spaceport got a facelift and mechanics
CHANGE #1702 - Callisto L2 is 2/3 size (and enemy count)
CHANGE #1604 - Callisto L1-L3 generators improved
CHANGE #1709 - improved Callisto security textures for visibility
CHANGE #1604 - improved lighting in all Callisto levels
CHANGE #1604 - added random decals (mostly blood) in Callisto
CHANGE #0416 - destroyed doors will lose their icons
CHANGE #0416 - minor changes to door icons and icon color
CHANGE #1670 - Gunrunner reloads both weapons on move if dualwield
CHANGE #1668 - all ravagers get +20 health
CHANGE #1668 - guardian shell back to 80%
CHANGE #1700 - increased cover health
CHANGE #1661 - target reticule on big enemies is expanded
CHANGE #1682 - big enemies are visible as long as any tile is
CHANGE #1683 - every big enemy tile can be targeted
CHANGE #1688 - friendly units wont attack disabled enemies
CHANGE #1688 - Shutdown CalSec gives XP at level enter, not instant
CHANGE #1696 - JS revolver renamed to ".44 HE revolver"
CHANGE #1702 - The Pit has a safe zone around elevator
CHANGE #1604 - bumping vending machines drops their content
CHANGE #1672 - Endless L1 will never generate events
CHANGE #1702 - L2 infestations are smaller
CHANGE #1674 - several minor lighting sources have been adjusted
CHANGE #1674 - several particle sources have been adjusted
FIX #1693 - Toxicologist L2 converts smoke 'nades (was L3)
FIX #1671 - medusa's Slithering shows percentage again
FIX #0416 - you can no longer close the destroyed half of a door
== What's Next? ==
Next up is 1.4 "Chaos", taking its name from "Conamara Chaos" - which will do for Europa and Io the same that Valhalla did for Callisto :). The update should land in about two months - hope you're excited as we are! This is the end of the official patch notes, read further only if you want Callisto spoilers!
== Spoilers ==
These are just hints to get started: * Valhalla Terminal - there's a new option on the terminal in each Terminal level... * Mimir Habitat - there's a MDF drone on each level... * Callisto Rift - I wonder what that valve on each level does... * Callisto Mines - there's a point on the minimap when you enter... If you want full spoilers, a dev interview was done on this version by BlindiRL which has a lot of details - [previewyoutube=veFTz6rF2Xw;full]https://www.youtube.com/watch?v=veFTz6rF2Xw[/previewyoutube] Good [strike]luck[/strike] RNG! Yours,
Hyperstrange friends!
We're proud to present our second full-scaled original title, Blood West, an immersive stealth shooter inspired by such classics as S.T.A.L.K.E.R., Thief, System Shock, Deus Ex, or Blood, but also hugely influenced by Crytek's excellent online title - Hunt: Showdown, while being a strictly single-player experience itself. There's a lot of ways to describe it, but it is best that you see for yourself - here's a chunky, 25-minute developer-gameplay, going through one of the first quests and showcasing some basic, and more advanced mechanics: https://www.youtube.com/watch?v=iO6UmF0-9FU To sum up the Blood West experience in a few bulletpoints:
- Blood West is not a non-stop action-focused velocity shooter. It's best taken slow, and thoughtfully, with sneaking, surveying the surroundings, planning your attacks, and going head-first into combat only when you're sure you're at an advantage.
- Combat mechanics in Blood West are more complex than you might expect. Enemies have weak spots (usually the head), and can take a lot of damage before dying, unless you use their vulnerabilities.
- Weapons have different stats, and usually guns that you loot from the enemies or find discarded somewhere, are old and rusty, and won't perform great. There are also different types of ammo, and some are more effective against certain enemy types than the others.
- Your character - the Revenant Gunslinger - gains experience, and levels up. When that happens, you get some skill points to distribute unlocking very useful perks in the character screen. Different perk+weapon combinations allow for very different approaches to the game. Try different playstyles!
Special offer for ELDERBORN players
The Hyperstrange Originals Bundle is our way to once again say thank you to all the Steam players who purchased the Hyperstrange debut title, ELDERBORN. It put us on the map and allowed us to grow, following our ambitions as a indie dev studio. Blood West is one of the effects of this pursuit. We'd like to offer all of our past supporters to check it out with a special 20% discount, that stacks with any other active discounts that may be in place.
Keep on rockin!
Exactly 5 years ago, Jupiter Hell has been funded on Kickstarter, let's celebrate that with a release, shall we? Brace yourselves, as this is - once again - a lengthy post and changelog!
Jupiter Hell 1.2 "Varia" brings a variety of changes, and changes that bring variety (see what we did there? :P). We have the player requested Mouse support (although it should be considered experimental still), a ton of new Callisto exotics, plasma SMGs (and unique SMGs!), new weapon perks, a big variety improvement of the traits (including master traits), a rework of damage type resistances (and affinities and vulnerabilities) and minor Callisto and Europa reward improvements. It's a lot to go over so lets split our changelog into sections - raw changelog is at the end as usual! Be sure to drop by the Jupiter Hell Discord (https://discord.gg/jupiterhell) if you have any questions - it's the best place to find help, discuss strategies, share mortems or videos of Jupiter Hell. The devs are very active there too!
== Mouse support! ==
While we still believe that Jupiter Hell is best played with a keyboard or gamepad only, we agree that an option for mouse control is great as an accessability feature, and probably also will be the prefered way to play by some people. JH 1.2 introduces experimental Mouse support. It's experimental in the sense that we didn't have enough time testing it, so there still might be bugs, and it isn't fully integrated into the game (no mouse tooltips, no tutorial support and the only source of help is in the help menu). That said, ALL the functionality (apart from name entry) is in the game, so it can be fully played without touching the gamepad or the keyboard :P. Enable mouse support in Settings/Input Settings by switching Mouse Support to "Active", and definitely read the Mouse and Mouse UI section in Help to get started! Feedback on mouse control needed and very welcome!
- NEW #1174 - Mouse support (experimental)
== New gear! ==
Early game exotics
As a part of our long standing goal of early game improvement we noticed that the variety of exotic loot in Callisto is very lacking (I mean, who gets excited at the 121st 9mm calibrated to drop?). This update introduces 13 (!!) new exotic weapons that can drop in Callisto, each with a unique perk, many designed to be strong in the earlier part of the game helping to transition into mid and late game gear. 2 armors, 2 visors, and 9 weapons have been added to the loot pool, each of them dropping from at latest depth 3!
- NEW #1591 - 13 new early game exotics!
Plasma SMGs
SMG builds didn't have a late game version of their favored weapon, so we fixed that. At the same time we fixed the horrible oversight of SMGs not having Unique's to be found! Plasma SMGs come with ADV variants, and 3 new Uniques in the loot pool.
- NEW #1591 - plasma SMG added (and ADV variants)
- NEW #1584 - 3 unique SMGs added! (early, mid and late)
New weapon perks
We took a critical look at the weapon ADV perk pool, decided to remove the unpopular and usually worthless Finisher perk, and instead introduced 6 new perks to spice up the variety of ADV weapons found. I'll use this section to also mention that CRI rail rifles got scopes that they were missing due to an oversight, and we buffed 7.62 snipers by a bit too!
- NEW #1652 - 5 new perks for ADV weapons added
- CHANGE #1625 - removed Finisher weapon perk, added Ambush perk
- CHANGE #1603 - CRI rail rifle comes with a scope
- CHANGE #1603 - 7.62 sniper damage 24 -> 25
== Trait changes! ==
Following further with the goal of improving early game, we also decided that it will be more beneficial for the game if picking early traits doesn't railroad characters into specific builds. We started those changes in 1.1, but only now can these changes truly shine. We took a deep look at every class in the game, with the goal of improving build variety, making traits have more character and opening up interesting new builds!
Marine trait changes
With Marine we wanted to have more gameplay around the Fury mechanic, and wanted to decouple the melee only traits into something that might be useful in non-melee builds in some edge cases. Vampyre now has a weaker effect if using non-melee weapons opening up for hybrid builds, Rip and Tear grants fury for non-melee kills and Furious grants a straight damage bonus on Adrenaline use. Army of Darkness was in a relatively good spot, but we wanted to give it some flavor. It now gives bonus to chainsaw damage and grants zero-time melee weapon swap to open up some proper hybrid gameplay options. If you know why a chainsaw specifically, then you had a groovy childhood like we did! Tough as Nails needed some love and gets a pain penalty removal functionality - without removing the pain status, so Adrenaline still works fully! Field Medic additionally grants faster medkit/stim use.
- CHANGE #1602 - Vampyre works with non-melee weapons (but weaker)
- CHANGE #1627 - Rip and Tear grants Fury for non-melee kills also
- CHANGE #1627 - Furious loses fury generation on gibbing
- CHANGE #1627 - Furious grants damage bonus when using Adrenaline
- CHANGE #1627 - Marine Skilled increases Tenacity heal by 10%/lvl
- CHANGE #1602 - Army of Darkness gains zero melee weapon swap time
- CHANGE #1602 - Army of Darkness gains chainsaw damage bonus
- CHANGE #1603 - TaN L2 provides -50% pain penalty, L3 removes it
- CHANGE #1603 - Field Medic L2+ adds small medkit/stim use time bonus
- CHANGE #1603 - Field Medic requires only one level of Ironman
Scout trait changes
Scout needed mostly a specific buff to the Assassinate master, and especially the hybrid Swashbuckler/Assassinate build. The former, while owning easier difficulties was definitely too dangerous for higher challenges, so we rebuild it with a charge mechanic that prevents it from going off the rails on Easy, but added crit chance bonuses and auto-hit so it can shine even in higher difficulties. Swashbuckler has been straight up buffed with the damage bonus now slowly degrading instead of being removed after using the other weapon group. Fairly casual gameplay with swapping between guns and melee will now fairly steadily maintain a +50% damage bonus. Speaking of melee, Gunrunner now works with melee, adding a third pure melee master option after Assassinate and Ghost builds, and even more opening up Scout to hybrid gameplay! Skilled has been buffed to provide an additional benefit of increasing energy, while Eagle Eye at level 3 now halves enemy cover. Speaking of Eagle Eye, Whizkid, Ghost and Gunrunner no longer require it, not to penalize pure melee builds.
- CHANGE #1603 - Assassinate uses charges mechanic
- CHANGE #1603 - Assassinate always hits, +50/100 crit chance at L1/L2
- CHANGE #1603 - Swashbuckler bonus now degrades instead of removed
- CHANGE #1603 - Gunrunner works with melee
- CHANGE #1603 - Scout Skilled L1 and L3 increase Energy by 10
- CHANGE #1603 - Eagle Eye L3 halves enemy cover
- CHANGE #1603 - Whizkid and Ghost require Hacking L1 instead of EE L1
- CHANGE #1603 - Gunrunner requires Son of a Gun L1 instead of EE L1
Technician trait changes
With Tech we really wanted to make him more unique by digging into status effects (which got big changes, see below) and grenades. Fireangel has it's namesake effect kick in from Level 1, and gives a bonus to ALL burning damage that you deal. Find a suitable relic or a nice Molten weapon? You'll be much more effective with it than a regular marine ;). Similarly Toxicologist got a blanket toxin damage buff at L1, and does smoke nade conversion at L2. This ties directly to the next buff, Grenadier L1 and L2 give a grenade damage boost (and they now crit if you have skills or items that increase general crit chance!).
- CHANGE #1603 - Fireangel sets things on fire since L1
- CHANGE #1587 - Fireangel L2/L3 grants +50%/+100% to ALL Burning
- CHANGE #1587 - Toxicologist L2 - smoke nades, L3 +50% ALL toxin procs
- CHANGE #1637 - Grenadier L1/L2 - +25%/+50% nade damage, no gib bonus
- FIX #1636 - grenades can now crit and use other character buffs
- FIX #1602 - Sharpshooter didn't increase auto/semi max range
Other trait changes
We cleaned up the trait descriptions to a pleasing universal format, and did two changes to the more general traits. While Ironman health bonus has been nerfed from +20% to +10% (giving an option for the health stations to shine more) this is because it also grants the important bleed resistance, giving it a wider desirability. Son of a Gun got a buff back to it's roots - while it stays weapon agnostic (did you know it works with melee and 'nades?), ADDITIONALLY it adds pistol/revolver range bonuses, to strengthen the early game of those pistol builds that we love. Gun Kata is once again, a bloodbath without incident :P
- CHANGE #1603 - Ironman adds only +10% HP, but also bleed resistance
- CHANGE #1628 - Son of a Gun adds pistol only range bonuses
- CHANGE #1627 - trait descriptions cleanup
== Other changes! ==
Damage types and status effects
In spirit of enabling more fun synergies and combinations we decided to do a deeper dive into damage types and status effects. Apart from resistances now the game has negative resistances (vulnerability) and affinities (bonus to all damage done with a damage type/status). We added vulnerabilities to many relics (instead of the boring damage debuff) for more interesting gameplay and also status affinities to several ones too (and some traits as you might have read already above). There are also more interesting interactions between damage types - for example burning damage now cauterizes bleeding effect. More useful though is that bleeding prevents regeneration effects. This is only a slight problem for the player (if using a regeneration relic, Heart buff or Survivor), but is very useful against some enemies - regenerating exalted or enemies under the warlock aura! Speaking of which we removed the bleed resistance from Warlocks and enemies under their aura to emphasize and encourage this counterplay. Oh, and frag grenades now cause bleeding - finally having a use late-game and providing a cheap source of bleed at the same time! EMP had only limited (but powerful) use - now however it will also affect semi-mechanical enemies (think which demons have grafted metal/armor) damaging them partially and slowing them down (but never disabling). To make things interesting, the boss stages 1 and 2 are now considered semi-mechanical too. Having access to the vulnerability mechanic, we could not resist making some enemies vulnerable, and hence fire fiends have cold vulnerability, while ice fiends, cyroberi and cryoreavers - fire vulnerability.
- CHANGE #1631 - several minor relics grant status effect buffs
- CHANGE #1631 - minor fire/ice relics -100% resist instead of -damage
- CHANGE #1633 - bleeding now prevents regeneration
- CHANGE #1633 - Burning damage cauterizes Bleeding
- CHANGE #1633 - frag grenades cause bleeding
- CHANGE #1633 - Warlock aura no longer grants +50% bleed resistance
- CHANGE #1633 - Warlocks no longer have bleed resistance (Archs 50%)
- CHANGE #1587 - resistances are displayed uncapped
- CHANGE #1587 - fire fiends have cold vulnerability
- CHANGE #1587 - ice fiends, cryoberi and cryoreavers- fire vulnerab.
- CHANGE #1587 - bots now have only 50% fire resistance
- CHANGE #1630 - semi-mechanicals can be harmed with emp damage (50%)
- CHANGE #1630 - boss stage 1 and 2 is semi-mechanical
- CHANGE #1587 - emp and toxin resistances displayed on bots and bio
- CHANGE #1587 - slash/impact/pierce resistances (with display)
- FIX #1611 - Acid status shows damage amount
- FIX #1587 - fixed some edge cases with wrong damage value display
Level generation changes
Preparing for the big Callisto changes coming in the next update (1.3) we decided to make the current special levels a bit more visit-worthy - Anomaly, Rift and Barracks rewards have been improved. We also noticed that Europa Ruins and Shadow Halls duo had a way lower amount of chests than intended - this has been significantlt improved. Frozen Temple is easier to open on Nightmare+, while Cathedral has a small added secret interaction - no hints are provided :P
- CHANGE #1642 - improved Anomaly, Rift and Military Barracks rewards
- CHANGE #1643 - Europa Ruins/Shadow Halls have a guaranteed box count
- CHANGE #1643 - on N!+ Frozen Temple also opens after 125% kills
- CHANGE #1578 - new small Cathedral secret added
- FIX #1617 - CalSec shutdown will properly disable Rift enemies
== Bugfixes! ==
And finally there' the usual splatter of bugfixes!
Gameplay bugfixes
- FIX #1636 - fixed chainfire weapons that didn't stop when dead
- FIX #1587 - Firecrown properly awards experience on kills
- FIX #1618 - Journal entries will not archive entering minilevels
- FIX #1625 - TAINTED properly shows up in enemy view
- FIX #1639 - zero-time action will always be queued next
- FIX #1638 - fixed status update on zero-time weapon swaps
- FIX #1611 - stage 1 of the boss properly has size 1 melee-wise
- FIX #1611 - boss conversion will not misplace player visually
- FIX #1654 - fixed manufacture hint about perks for stock items
- FIX #1641 - weapons with 100+ mag will display correctly
Engine bugfixes
- FIX #1644 - proper stretch of low-health overlay on widescreen
- FIX #1644 - fixed low-health overlay on some systems
- FIX #1619 - opt outline will no longer disappear on fullbody FX
- FIX #1653 - fixed Discord activity always showing "MED" diff
== Raw Changelog! ==
Release 1.2 - Varia - December 13th, 2021
NEW #1174 - Mouse support (experimental)
NEW #1591 - 13 new early game exotics!
NEW #1591 - plasma SMG added (and ADV variants)
NEW #1584 - 3 unique SMGs added! (early, mid and late)
NEW #1652 - 5 new perks for ADV weapons added
CHANGE #1602 - Vampyre works with non-melee weapons (but weaker)
CHANGE #1602 - Army of Darkness gains zero melee weapon swap time
CHANGE #1602 - Army of Darkness gains chainsaw damage bonus
CHANGE #1627 - Rip and Tear grants Fury for non-melee kills also
CHANGE #1603 - Ironman adds only +10% HP, but also bleed resistance
CHANGE #1603 - TaN L2 provides -50% pain penalty, L3 removes it
CHANGE #1603 - Field Medic L2+ adds small medkit/stim use time bonus
CHANGE #1603 - Field Medic requires only one level of Ironman
CHANGE #1627 - Furious loses fury generation on gibbing
CHANGE #1627 - Furious grants damage bonus when using Adrenaline
CHANGE #1627 - Marine Skilled increases Tenacity heal by 10%/lvl
CHANGE #1628 - Son of a Gun adds pistol only range bonuses
CHANGE #1603 - Assassinate uses charges mechanic
CHANGE #1603 - Assassinate always hits, +50/100 crit chance at L1/L2
CHANGE #1603 - Scout Skilled L1 and L3 increase Energy by 10
CHANGE #1603 - Swashbuckler bonus now degrades instead of removed
CHANGE #1603 - Eagle Eye L3 halves enemy cover
CHANGE #1603 - Whizkid and Ghost require Hacking L1 instead of EE L1
CHANGE #1603 - Gunrunner requires Son of a Gun L1 instead of EE L1
CHANGE #1603 - Gunrunner works with melee
CHANGE #1603 - Fireangel sets things on fire since L1
CHANGE #1587 - Fireangel L2/L3 grants +50%/+100% to ALL Burning
CHANGE #1587 - Toxicologist L2 - smoke nades, L3 +50% ALL toxin procs
CHANGE #1637 - Grenadier L1/L2 - +25%/+50% nade damage, no gib bonus
CHANGE #1627 - trait descriptions cleanup
CHANGE #1603 - 7.62 sniper damage 24 -> 25
CHANGE #1603 - CRI rail rifle comes with a scope
CHANGE #1631 - several minor relics grant status effect buffs
CHANGE #1631 - minor fire/ice relics -100% resist instead of -damage
CHANGE #1633 - bleeding now prevents regeneration
CHANGE #1633 - Burning damage cauterizes Bleeding
CHANGE #1633 - frag grenades cause bleeding
CHANGE #1587 - fire fiends have cold vulnerability
CHANGE #1587 - ice fiends, cryoberi and cryoreavers- fire vulnerab.
CHANGE #1587 - bots now have only 50% fire resistance
CHANGE #1630 - semi-mechanicals can be harmed with emp damage (50%)
CHANGE #1630 - boss stage 1 and 2 is semi-mechanical
CHANGE #1587 - resistances are displayed uncapped
CHANGE #1587 - emp and toxin resistances displayed on bots and bio
CHANGE #1587 - slash/impact/pierce resistances (with display)
CHANGE #1633 - Warlock aura no longer grants +50% bleed resistance
CHANGE #1633 - Warlocks no longer have bleed resistance (Archs 50%)
CHANGE #1625 - removed Finisher weapon perk, added Ambush perk
CHANGE #1642 - improved Anomaly, Rift and Military Barracks rewards
CHANGE #1643 - Europa Ruins/Shadow Halls have a guaranteed box count
CHANGE #1643 - on N!+ Frozen Temple also opens after 125% kills
CHANGE #1578 - new small Cathedral secret added
FIX #1611 - Acid status shows damage amount
FIX #1636 - grenades can now crit and use other character buffs
FIX #1636 - fixed chainfire weapons that didn't stop when dead
FIX #1602 - Sharpshooter didn't increase auto/semi max range
FIX #1587 - fixed some edge cases with wrong damage value display
FIX #1587 - Firecrown properly awards experience on kills
FIX #1617 - CalSec shutdown will properly disable Rift enemies
FIX #1618 - Journal entries will not archive entering minilevels
FIX #1625 - TAINTED properly shows up in enemy view
FIX #1639 - zero-time action will always be queued next
FIX #1638 - fixed status update on zero-time weapon swaps
FIX #1611 - stage 1 of the boss properly has size 1 melee-wise
FIX #1611 - boss conversion will not misplace player visually
FIX #1641 - weapons with 100+ mag will display correctly
FIX #1644 - proper stretch of low-health overlay on widescreen
FIX #1644 - fixed low-health overlay on some systems
FIX #1619 - opt outline will no longer disappear on fullbody FX
FIX #1653 - fixed Discord activity always showing "MED" diff
FIX #1654 - fixed manufacture hint about perks for stock items
== What's next! ==
Jupier Hell 1.3, currently codenamed "Valhalla", will be out between February/March, and will feature an overhaul to the Callisto zone, including several additions that will make the first half hour of a run more interesting and prettier! It will be either accompanied or preceded by a language update, bringing German, Russian, and Polish translations to Jupiter Hell. As this is the last mainline release of 2021 we wanted to wish you Happy Holidays and an excellent New Year! We're sure to do our part so that Jupiter Hell can still deliver new experiences and joy throughout 2022 :D Yours,
This is a small hotfix, addressing mostly the Hellrunner/Reloader bug and some minor issues.
Hotfix 1.1a - Exordium - November 2nd, 2021
CHANGE #1612 - hidden AWP fire time penalty removed
FIX #1612 - fixed a critical bug between Reloader and Hellrunner
FIX #1612 - swap time displayed for mortar weapons
FIX #1612 - Hubristic Bronze Badge lists Dante properly
FIX #1612 - several typos
FIX #1612 - "... and more" properly displays on Security
FIX #1612 - Shotgun focus mode perk fixed
FIX #1626 - Reloader L1 works even if not aiming
FIX #1623 - fixed slot string display in mortem
FIX #1622 - lower reload/swap speeds will be colored properly
Once again thank you for the terrific reception of Jupiter Hell full release! It's time for the new beginning, kicking off post-release updates with Jupiter Hell 1.1 Exordium! The update release is accompanied by a week-long promo, so if you were holding off to see how the game is going to fare after the release, you can grab it now, 20% off.
This is a variety update, including UI/UX improvements, new early game enemy and weapons, and a huge improvement in character build variety! Many of which features will be continued in 1.2 - we decided to bring you the first set of them early, and you can read all about them below!
Both 1.1 and 1.2 (which will hopefully land this year), are targeted at improving three main areas of the game - UI/UX and gameplay information, trait changes and build variety and early game improvements. We decided to split the update information (and changelog!) into these three sections.
Wanna know all the details? Grab something to drink, this will take a while.
== UI/UX and gameplay information ==
Multiple save slots
A highly requested QOL feature has been added - you can now have multiple saved games running in parallel (no longer will that Endless run lock you out of enjoying the rest of the game :P). Moreover, the game will detect if you have saves from a previous version, and mark and store them for you - if you accidentally update and have an old save game lying around - no worries! You can switch to "previous" branch with the previous version, finish your run, and update back to mainline from Steam beta branch functionality :).
Character and enemy information
The character screen ("c" or navigating left/right from inventory/equipment), has received an overhaul - you have descriptions of what the current status effects mean, information on your current speed, detailed resistances information and more. Arguably more important, you have a similar screen for enemies (press h when targeting an enemy, or Right Trigger + Left Stick on the pad) - including precise health, description of all its status effects, detailed armor and weapon stats.
Other UI/UX improvements
There's a new Settings option for remembering your last entered name, even between sessions. You can pair it up with disabling name entry after a run to permanently set the name of the character. There's a new Setting for enabling constant outlines for enemies and the players for better visibility. Target reticule color is based on hit chance. When aiming manually, the squares are colored according to range (red is beyond max, green is within optimal, yellow is either below minimum or above optimal). Key repeat works in UI menus, there's no VO quip when topping off ammo with full inventory, and there's an alert on armor/headgear destruction. More status effects have their time left to end displayed in the status bar. Bottom right corner has a mini-display of how long your last action took in in-game seconds.
Related Changelog entries
NEW #0694 - support for multiple save slots!
NEW #1545 - constant outline option in Settings/Display
NEW #1595 - new character information screen! (c)
NEW #1593 - new enemy information screen! (h when targeting)
NEW #1547 - "Remember last name" option in Settings
CHANGE #1543 - key repeat works for UI menus
CHANGE #1595 - last action time displayed on UI
CHANGE #1585 - you can only target in vision range
CHANGE #1408 - incompatible saves will no longer be removed
CHANGE #1558 - target reticule color based on hit chance
CHANGE #1558 - manual targeting highlight by range
CHANGE #1577 - no voice when topping off ammo
CHANGE #1573 - alert messages on armor/headgear destruction
CHANGE #1343 - resistances are percentage based
CHANGE #1595 - removed "enemies left" information (metagaming)
CHANGE #1568 - stimmed, juiced, adrenaline have turns left in UI
Further work
The character/enemy information is step 1 on the path to a full Hellpedia - expect it soon, along with enemy flavor descriptions and such! Also in progress is full mouse support that should make it into 1.2 also. We're also considering a detail screen for items too.
== Trait changes and build variety ==
The 1.0 traits, apart from a few exceptions, railroaded the player build into specific weapon groups. Sometimes the choice for a weapon group for the run had to be made very early, making finding nice exotics or uniques feel quite painful if they didn't fit your build. As part of improving early game, we decided to lift many restrictions to traits to allow broader build variety and broader weapon usability withing a given build.
Basic traits
Sustained fire and Son of a Gun have been reworked - and they now work with all ranged weapons.
Masters
Masters are now available earlier (L6), further levels available every 4 levels, and have less prerequisites in general. This should provide for more build variety and more options within a given build. Bulletstorm now works with auto's - granting them additionally +1 shot at L2. Sharpshooter works with auto's and semis, while Sniper works with ALL ranged weapons.
Balance
As Son of a Gun lost its range benefits, Gunslinger opt-range penalty has been reduced, and Headshot has received a massive accuracy bonus. Entrenchment was a bit too dangerous to use, so now it grants resistances when used. Vampyre needed a bit of love, heals 5/7.5/10 of both armor and health depending on target. Survivor was the only Master we deemed in need of a nerf - the damage bonus only is applied when below the regeneration gate, but is much stronger to further flesh out its risky playstyle. The increased usage possibility of auto weapons meant they needed a slight range nerf not to overshadow dedicated long and short range weapons for their respective traits.
Related Changelog entries
CHANGE #1571 - Master traits require level 6, less prereqs
CHANGE #1569 - Vampyre buff - 5/7.5/10 for both armor and health
CHANGE #1569 - Entrenchment additionally grants all resistances
CHANGE #1569 - Bulletstorm works with auto's - +1 shot at L2
CHANGE #1569 - Sniper works with all ranged weapons
CHANGE #1569 - Sharpshooter works with auto's and semi's
CHANGE #1586 - Sustained fire is weapon agnostic
CHANGE #1586 - Son of a Gun is weapon agnostic, no range bonuses
CHANGE #1586 - Gunslinger opt-range penalty reduced by 1
CHANGE #1586 - Headshot grants accuracy bonus
CHANGE #1569 - Survivor crit bonus counted from below 25%
CHANGE #1569 - Survivor crit bonus increases with level
CHANGE #1589 - nerf - auto range 2/3/8->7, assault 2/4->3/8
Further work
Apart from balance changes (more below), some traits still are too restricted and should open up for more weapons. While there are a few Masters that are "signature" (Gun Kata with pistols/SMGs, Blademaster with blades, etc) we generally want to have Masters and traits that still leave some choice in the weapon department.
== Early game improvements ==
Grenadiers and grenade launchers
Starting out we have a new enemy, the grenadier, which is designed to break the movement and engagement patterns in the early game. He also brings the new grenade launcher (with dedicated 40mm grenade ammo) which is a great early game swap weapon for crowd control. Grenade launchers also have their ADV variants added, and there's a new exotic grenade launcher to be found.
Level generation
We also started a long term revamp of level generation and improvements. Some early changes should already be noticable in the early Callisto level generators. We also are improving the lighting situation - Callisto was way too dark!
Early game gameplay
Melee fans will enjoy the fact that knives know come with intristic Resilient perk. Early game ADV rolls (9mm pistol, auto, SMG and shotgun) can now roll with higher perk values.
Related Changelog entries
NEW #1597 - new early game weapon type - grenade launchers!
NEW #1598 - new humanoid enemy - grenadiers!
CHANGE #1569 - knives have intristic resilent perk
CHANGE #1597 - ADV grenade and rocket added to manuf. stations
CHANGE #1572 - improved lighting on several Callisto levels
CHANGE #1572 - improves some visuals and levgen on Callisto
CHANGE #1589 - early game weapons can have better AV values
Further work
This is just the beginning of several early game improvements we have planned. We are aware that early game is currently the weakest and most repetetive part of the experience. Along with trait changes providing more options in the early game, we plan to add more early game enemies, more encounters, more level variety and level features. We're also considering some changes to character creation too - stay tuned!
== The rest ==
New stuff
3 new unique weapons have been added (1 auto, 2 rotary), so there's now 3 of each - auto and rotary weapons, one early, one mid and one late game. New windchill event is added to Europa levels. Enviropacks and large and small combat packs have been added to the consumable department. The former provide a huge and fairly long resistance boost to allow exploring status heavy areas even for players without the proper resists (or survive tough fights), while the latter are a regeneration alternative to medkits - possible to pop BEFORE a hard engagement.
Balance
Event XP has been halved as it was often a make or break thing for early game - the general amount of XP available on every level has been increased to compensate. CalSec and Valhalla shutdown XP is unchanged. Plasma weapons have been buffed to be a more viable switch possibility even if you have good early game gear. Nightmare respawn has been modified. We intended to have the respawn be a clock that keeps the player on the move. Instead Nightmare and above became a gate that allows only gib-heavy builds. Hence, gibbing no longer prevents respawn, only makes it take longer, to open up more build variety. We also didn't want fighting respawns to be the meat of the N!+ experience, so the respawn timers have been increased. Oh, and Molten wont appear on AV weapons anymore, no reason to burn yourself :P
Bugfixes
The regular supply of bugfixes also got in. Several enemies got missing resistances, exalted kerberi will properly appear in mortem files, Radeon users will see the low health screen effect and micro launchers will now appear as often as they were meant to.
Related Changelog entries
NEW #1583 - 3 new unique weapons (1 auto, 2 rotary)!
NEW #1568 - added enviropack, combat pack (large and small)
NEW #1576 - new windchill level event
CHANGE #1567 - negative healing mods affect large med/stimpacks
CHANGE #1581 - halved XP gained from events
CHANGE #1581 - increased per-level XP spawn size to compensate
CHANGE #1589 - buff - plasma rifle damage 12->15
CHANGE #1589 - buff - plasma pistol damage 22->25
CHANGE #1589 - buff - plasma shotgun damage 50->60
CHANGE #1610 - N+ - gib doubles respawn time instead of prevent
CHANGE #1610 - N+ - respawn timers made longer
CHANGE #1589 - Molten will no longer appear on AV melee weapons
FIX #1597 - fixed micro launcher exotic generation chance
FIX #1557 - low health overlay works on Radeon cards now
FIX #1343 - toxiberi are immune to poison
FIX #1343 - cryoberi and cryoreavers are immune to cold
FIX #1609 - exalted kerberi appear in kill counts properly
== Full Changelog ==
.../breaths in...
Release 1.1 - Exordium - October 11th, 2021
NEW #0694 - support for multiple save slots!
NEW #1597 - new early game weapon type - grenade launchers!
NEW #1598 - new humanoid enemy - grenadiers!
NEW #1583 - 3 new unique weapons (1 auto, 2 rotary)!
NEW #1545 - constant outline option in Settings/Display
NEW #1568 - added enviropack, combat pack (large and small)
NEW #1576 - new windchill level event
NEW #1595 - new character information screen! (c)
NEW #1593 - new enemy information screen! (h when targeting)
NEW #1547 - "Remember last name" option in Settings
CHANGE #1543 - key repeat works for UI menus
CHANGE #1595 - last action time displayed on UI
CHANGE #1585 - you can only target in vision range
CHANGE #1408 - incompatible saves will no longer be removed
CHANGE #1558 - target reticule color based on hit chance
CHANGE #1558 - manual targeting highlight by range
CHANGE #1577 - no voice when topping off ammo
CHANGE #1573 - alert messages on armor/headhear destruction
CHANGE #1597 - ADV grenade and rocket added to manuf. stations
CHANGE #1572 - improved lighting on several Callisto levels
CHANGE #1572 - improves some visuals and levgen on Callisto
CHANGE #1571 - Master traits require level 6, less prereqs
CHANGE #1569 - Survivor crit bonus counted from below 25%
CHANGE #1569 - Survivor crit bonus increases with level
CHANGE #1569 - Vampyre buff - 5/7.5/10 for both armor and health
CHANGE #1569 - Entrenchment additionally grants all resistances
CHANGE #1569 - Bulletstorm works with auto's - +1 shot at L2
CHANGE #1569 - Sniper works with all ranged weapons
CHANGE #1569 - Sharpshooter works with auto's and semi's
CHANGE #1586 - Sustained fire is weapon agnostic
CHANGE #1586 - Son of a Gun is weapon agnostic, no range bonuses
CHANGE #1586 - Gunslinger opt-range penalty reduced by 1
CHANGE #1586 - Headshot grants accuracy bonus
CHANGE #1569 - knives have intristic resilent perk
CHANGE #1567 - negative healing mods affect large med/stimpacks
CHANGE #1568 - stimmed, juiced, adrenaline have turns left in UI
CHANGE #1343 - resistances are percentage based
CHANGE #1581 - halved XP gained from events
CHANGE #1581 - increased per-level XP spawn size to compensate
CHANGE #1595 - removed "enemies left" information (metagaming)
CHANGE #1589 - early game weapons can have better AV values
CHANGE #1589 - buff - plasma rifle damage 12->15
CHANGE #1589 - buff - plasma pistol damage 22->25
CHANGE #1589 - buff - plasma shotgun damage 50->60
CHANGE #1589 - nerf - auto range 2/3/8->7, assault 2/4->3/8
CHANGE #1610 - N+ - gib doubles respawn time instead of prevent
CHANGE #1610 - N+ - respawn timers made longer
CHANGE #1589 - Molten will no longer appear on AV melee weapons
FIX #1597 - fixed micro launcher exotic generation chance
FIX #1557 - low health overlay works on Radeon cards now
FIX #1343 - toxiberi are immune to poison
FIX #1343 - cryoberi and cryoreavers are immune to cold
FIX #1609 - exalted kerberi appear in kill counts properly
== What's Next ==
There are several features we planned for 1.1 but decided not to keep it in development for too long - these will land in 1.2! This includes full mouse support, German, Russian, and Polish text localisation, browsable Hellpedia and Help improvement, and more revamps of the early game (including two more early game enemies) and more changes to the trait system to make it more flexible. We hope to ship 1.2 before the year ends, so stay tuned! Yours,
As Steam Next Fest draws to a conclusion we want to thank everyone for stopping by and trying out our demos. We've had tens of thousands people playing the featured games, hundreds joining our community Discord to offer feedback, and posting on social media!
Many of you have been asking "will I be able to keep playing the demo after Next Fest ends"? Steam suggests all Next Fest demos should be timed, to create a sense of urgency and make sure the players wishlist the game. But this is simply not the Hyperstrange way. We're old enough (well, some of us) to remember shareware times, when demos came on floppies and lasted forever (well, some of them). Cutting to the chase: the demos stay, at least until their respective games get released. Here's what you can play, in case you missed some of them:
RAYZE
[previewyoutube=lsYO7QOS6aE;full][/previewyoutube] RAYZE is a genre-defying hyper-paced music-filled first-person AIM RACER. Hit a target to accelerate. Miss and you slow down. Hit a wall and die. Find the fastest route. Get to the finish line. Simple? Yes. Easy? Hell no. Who said training to be your own aim-bot can't be fun? Welcome to your new casually hardcore obsession! The DEMO consists of the entire first sector of the game, that's 5 tracks for you to figure out and master, one bite-size FPS speedrun at a time. Achievements to unlock, global leaderboards to compete with friends and strangers... Just two more weeks until full release! Ready? 3... 2... 1... Let's RAYZE!
Blood West
[previewyoutube=hnr5wWsnJ6w;full][/previewyoutube] BLOOD WEST, an immersive Wild West FPS where a revenant desperado takes on the twisted demons and eldritch horros in a cursed, desolate mining town. Hell is empty and all the devils are here! Plan your steps, be stealthy, gain advantage, manage your resources, and paint the world dark red! Blood West was the second most-played Hyperstrange demo in Steam Fest, and there's already many players telling us they cannot wait for the release, despite the game being brutally hard! If you missed the DEMO, you can still try, and if you like the experience of being the Revenant desperado, please remember to add the game to your wishlist!
Supplice
[previewyoutube=03gC5zFgKk0;full][/previewyoutube] Supplice is a stylish throwback shooter that made a lot of people happy during the Steam Next Fest. inspired by the mid-90s FPS glory days and the legendary Doom modding community. Mixing the retro stylings of 90s era shooters with colorful graphics and frantic gameplay, it creates an experience that's ever so familiar but also exciting and fresh. The team behind the game is a real hot pot of Doom modding and FPS development legends, starting from Brett 'Mechadon' Harrell, the project founder, through Aleksander 'Cage' Kowalczyk, the lead artist also known for his work with Ion Fury, to James 'Jimmy' Paddock, the lead composer, known from his midi soundtracks to Sigil, Prodeus, and many other talents. Please check out the DEMO and follow & add the game to your wishlist if you want to stay up to date with its development.
Skullstone
[previewyoutube=ias1aZwsHRU;full][/previewyoutube] Skullstone is a true to its form dungeon crawler with grid-based movement, real-time tactics combat, and first-person view. Lead a party of adventurers into the under-realm, looking for glory, gold, and a solution to the ancient evil plaguing the town above. A real stand-out in the FPS action-focused Hyperstrange catalog - why not give it some appreciation by playing the DEMO and wishlisting this pure-blooded classic RPG.
POSTAL: Brain Damaged
[previewyoutube=aSEnsSkkRRs;full][/previewyoutube] Last, but in no way the least in our Steam Next Fest lineup, POSTAL: Brain Damaged dominated the First-Person Shooter category, reaping the most wishlists and getting over 20 000 demo downloads. If by some strange twist of fate you're here but you don't know what is POSTAL: Brain Damaged... it's a spin-off of the Running With Scissors cult series, firmly rooted in the POSTALVERSE, but taking more gameplay cues from modern shooters such as the latest DOOM, than the fan-acclaimed POSTAL 4, the latest entry in the main series. This time around the story follows POSTAL DUDE on a journey through the dark and bizarre landscape of his own mind, which gives the developer a chance to explore new depths of weirdness, madness, and gore. The gloves are off! See for yourself - play the DEMO and make sure to hit that wishlist button hard! (Please note that as we focus on developing the game, we won't be able to update the demo, so it will reflect the state of development in September 2021, even if you play it in May 2022, when the game is getting released. Expect improvements and changes!) As we wrap-up the event, we feel immensely grateful to the wonderful Steam player community who show us so much appreciation. Please keep your feedback coming - if you have any to offer, please join our community Discord. We strive to make your live stranger and filled to the brim with good old action, and it's such a rush to see that you enjoy what we bring to your screens. That is it for today, be excellent to each other! Yours truly,
Small hotfix for outstanding issues, most importantly Vulkan crashes if context switching during intro. If there are no new crash issues discovered, this will be the last hotfix before the next update (1.1, within the next 2 months).
Hotfix 1.0c - Dante - August 31st, 2021
CHANGE #1550 - enter to download added to messages menu
FIX #1554 - Swashbuckler works with free stealth attacks
FIX #1574 - removed melee "trap" from Callisto Rift
FIX #1565 - Extended mag for semis matches the result
FIX #1513 - fixed possible Vulkan crash on alt-tab from intro
FIX #1563 - proper plural enemy names are used in Character view
FIX #1566 - BFT "mishaps" will properly show up in mortem
FIX #1550 - multitool count in terminals only if applicable
FIX #1564 - manufacture sub-menu header consistency
FIX #1550 - Scout Stealth is refreshed instead of additive
This is a small hotfix for a crash, and couple more QOL features. We'll do another one focusing mostly on QOL and stability next, and then we'll bury ourselves knee deep into 1.1 development!
Hotfix 1.0b - Dante - August 19th, 2021
CHANGE #1549 - wait sound is louder and has configurable volume
CHANGE #1544 - adjusted some VO frequency
CHANGE #1555 - Random/Fated options in class select req 1 less rank
CHANGE #1561 - disable all kinds of "sticky keys" when launching
FIX #1562 - rare case of crash related to hacking a dead enemy
FIX #1552 - fix duplicate message quest rewards
FIX #1555 - Summoner will no longer appear in Challenge mortems
Hyperstrange was one of the most notable studios/publishers at Realms Deep 2021. True to our roots, we treat the "boomer-shooter con" as our main event of the season. Yes, with the amazing help and support we've received from the organizers (3D Realms, New Bloods, and others), Realms Deep is our E3 this year. And it wouldn't be a E3-styled event if we didn't announce a whole lot of stuff. Did you miss it? Here's what went down!
New Hyperstrange studio games announced
[previewyoutube=hnr5wWsnJ6w;full][/previewyoutube] BLOOD WEST, an immersive Wild West FPS where a revenant desperado takes on the twisted demons and eldritch horros in a cursed, desolate mining town. Hell is empty and all the devils are here! Plan your steps, be stealthy, gain advantage, manage your resources, and paint the world dark red! Wild West FPS games are few and far apart, so if you enjoy this setting and gameplay type, please support Blood West by adding it to your wishlist! [previewyoutube=LuBb3QXrNlY;full][/previewyoutube] RAYZE is a genre-defying hyper-paced music-filled first-person skillrunner. Godlike FPS precision & superhuman reflexes are welcome, but not required. Welcome to your new casually hardcore obsession. Adrenaline rushing, dopamine pumping, electronic pulse beating! 3.. 2.. 1.. Let's RAYZE! If you like a challenge, please consider adding the game to your wishlist, but you can also check it out right now, as there's a DEMO available!
New Hyperstrange publishing projects revealed
[previewyoutube=03gC5zFgKk0;full][/previewyoutube] Supplice is a stylish throwback shooter inspired by the mid-90s FPS glory days and the legendary Doom modding community. Mixing the retro stylings of 90s era shooters with colorful graphics and frantic gameplay, it creates an experience that's ever so familiar but also exciting and fresh. The team behind the game is a real hot pot of Doom modding and FPS development legends, starting from Brett 'Mechadon' Harrell, the project founder, through Aleksander 'Cage' Kowalczyk, the lead artist also known for his work with Ion Fury, to James 'Jimmy' Paddock, the lead composer, known from his midi soundtracks to Sigil, Prodeus, and many other talents. Please add the game to your wishlist if you want to stay up to date with its development. [previewyoutube=ias1aZwsHRU;full][/previewyoutube] Skullstone is a true to its form dungeon crawler with grid-based movement, real-time tactics combat, and first-person view. Lead a party of adventurers into the under-realm, looking for glory, gold, and a solution to the ancient evil plaguing the town above. Well, adventurer? Get crawling! Or, actually, let's start by wishlisting Skullstone, so you don't miss the demo that's heading to the October Steam Next Fest.
New HOT release
[previewyoutube=tp_uizEnIes;full][/previewyoutube] Jupiter Hell is a turn-based shooter from the depths of cosmic hell, built on a classic roguelike framework updated with modern 3d graphics. Rip and tear zombies, demons, and heavy metal monstrosities with chainguns and chainsaws. Like chess... with shotguns! This spiritual successor to Doom Roguelike launched in full on August 5 to both player and media acclaim. A Turn-Based Triumph - Jupiter Hell is an engaging and commendable recreation of DOOM's style in turn-based roguelike form that will please just about everyone. writes Screen Rant, giving the game 4,5/5 stars, while Kotaku calls it "an absolute gem".
New gameplay reveal
[previewyoutube=r2b0BkOm6Y8;full][/previewyoutube] POSTAL: Brain Damaged is our flagship in-development title that we create as an original IP based off the infamous POSTAL series, under the watchful eye of MikeJ, Vince Desi, and the rest of the Running With Scissors crew. First announced at Realms Deep 2020 in early pre-alpha stage, it quick became somewhat of an obsession with the POSTAL community, and there's a lot of people who have been asking, no, demanding to see some final-quality gameplay footage. That's exactly what we delivered at Realms Deep 2021... plus something extra. If you are a POSTAL fan or a general boomer-shooter enjoyer, please add Brain Damaged to your wishlist and follow the project, so you don't miss the chance to play the Demo that will be featured on Steam Next Fest this October!
Notable milestones
[previewyoutube=qSXR4Yf86Tg;full][/previewyoutube] While Frozenheim, our serene Norse city builder with RTS combat, didn't make the cut for the already lengthy stream, there's an announcement that we're stoked to make. Today marks the 100 000 Steam purchases milestone for Frozenheim. That's one hundred thousand Vikings in our Frozen North! This is the second game in our catalog to reach the 100k player tier, following our debut title, ELDERBORN, which - as per our Realms Deep announcement is coming soon to Xbox (alongside our bite-size FPS, CROSSBOW: Bloodnight) All this is a huge step for Hyperstrange (or a whole marathon, actually), as a small indie studio with just one game published a year ago, to a... slightly larger indie studio that's becoming a hub of game development and publishing. If you're reading this - please know, that you have our utmost gratitude - we couldn't have done any of this without the tremendous support our games are receiving from the Steam community! That is it for today, be excellent to each other! Yours truly,
PS. Thank you, Ty!
Thank you all for an excellent launch <3. First hotfix will address gameplay bugs and typos, QoL changes and requested settings. We will address the rare Vulkan related crashes in hopefully the next patch (1.0b) - in the meantime feel free to play in OpenGL mode until we patch things up!
Changelog:
Hotfix 1.0a - Dante - August 10th, 2021
NEW #1528 - Settings - you can now disable the intro
NEW #1526 - Settings - you can now disable screen shake
NEW #1526 - Settings - disable copy to clipboard on death
NEW #1536 - Stealth shows turns left
CHANGE #1533 - custom keybindings appear on the UI immediately
CHANGE #1528 - you can now skip the intro with gamepad A/B
CHANGE #1527 - final boss arena spawns no longer affect max kills
CHANGE #1532 - multishot weapon shots in the same line as damage
FIX #1529 - removed references to unimplemented boots
FIX #1531 - proper opening in Mortem after boss-fight
FIX #1530 - Bladedancer no longer has reference to being Master
After years of development, it is with great pleasure that I can finally announce - Jupiter Hell comes out of access - we're out of Beta and releasing on time!
This is not just a "final touch" update. No, that would be too easy! This is a complete replacement of the fourth and final episode - Beyond is no more, welcome Dante Station!
Along with Dante comes a completely new final boss and a new complex, challenging and demanding boss fight! Expect to die xD
Moreover, three new enemies have been added. One is the summoner who relieved of boss duty took the much more relatable "warlock" name (and comes with an arch and exalted variant!), with completely new mechanics. You may meet him as early as Io.
The other two are robotic enemies encountered only on Dante Station. The sentinel might be annoying, but fairly weak. The guardian you should fear. Testing required two nerfs already :).
Additionally we've done a lot of UI UX improvements, we hope you'll notice them yourself when you play!
And as usual, a ton of bugfixes. I tried to keep this short today, as I hope you cannot wait to dive in!
[previewyoutube=n9kAy6wigGQ;full][/previewyoutube]
Full Release Changelog
Release 1.0 - Dante - August 5th, 2021
NEW #1281 - new endgame - Dante Station (replaces Beyond)!
NEW #1283 - new final boss, with a challenging boss fight!
NEW #1512 - Inferno, a new challenging special level on Dante!
NEW #1439 - new enemy - Guardian (Dante only)
NEW #1492 - new enemy - Sentinel (Dante only)
NEW #1432 - new enemy - Warlock (was Summoner), arch/exalted
NEW #1478 - all sniper rifles come with a scope
NEW #1478 - fullscreen screen turning red effect for low health
NEW #1507 - heartbeat sound on low health
NEW #1404 - profanity selector at first launch
CHANGE #1478 - machete, CRI sword and class swords damage buffed
CHANGE #1478 - Bulletstorm affects reload ammo consumption not shot
CHANGE #1478 - Sniper critical damage bonus +25/+50 on L2 and L3
CHANGE #1478 - Sharpshooter damage bonus +50/+75/+100
CHANGE #1478 - rocket launchers deal impact damage, and slash splash
CHANGE #1506 - grenade damage is properly previewed in target info
CHANGE #1481 - removed XP from Nightmare respawns
CHANGE #1478 - machete, CRI sword and class swords damage buffed
CHANGE #1469 - highest tier enemies will appear less on EASY/MEDIUM
CHANGE #1497 - less buggy looking reveal map effect
CHANGE #1501 - CRT bending strength configurable, better default
CHANGE #1501 - you can have the UI not edge-align undeformed
CHANGE #1449 - added visual quality presets for easier config
CHANGE #1449 - advanced visual settings moved to their own category
CHANGE #1453 - cleaned up Settings window, added descriptions
CHANGE #1514 - show post-shieldgated damage on bar and info
CHANGE #1482 - wave clear on Arena refreshes class resource
CHANGE #1482 - guaranteed Endless stations and armor box drops
CHANGE #1472 - improved dualgunner and Gun Kata Master animation
CHANGE #1485 - multitool count on terminal screens
CHANGE #1490 - W - new default wait key
CHANGE #1490 - cancel manual target with B on gamepad
CHANGE #1473 - Master Traits at level up pulse
FIX #1504 - fix "Level 0" on uniques
FIX #1476 - fix for OpenGL resolution update/changes
FIX #1476 - several issues with uncommon GPU cards
FIX #1476 - fixes to compatibility with desktop scaling
FIX #1490 - removed buggy gamepad_analog setting from Settings
FIX #1477 - prevent multiple VO playing at once
FIX #1464 - fix bot rotation after death/disable
FIX #1476 - fix for Unique glow in bottom right of the map
FIX #1475 - fix for ravager's arm generating unreachable summons
FIX #1475 - fix for rare Io/Mephtic generator crash
FIX #1490 - fixed HUD hint alignment if no FPS display is present
FIX #1490 - unlock requirements properly show the badge counts left
FIX #1490 - fix for rank description and order
FIX #1490 - tutorial texts updated
What's Next
One more thing ;). Is this the end of the journey? No, it is just the beginning! Jupiter Hell may finally be a complete game, but it's a roguelike, and like all roguelikes, there's always something to add! And boy do we have a lot of ideas! We'll fix any outstanding bugs, then take a much needed rest, and jump right back to it! Expect news on 1.1 this year ;) That's it for today, make sure to make use of the 20% launch discount - it's here for a limited time!
Rip & tear turn after turn after turn... in Jupiter Hell! Good luck.
FULL RELEASE IMMINENT - JUPITER HELL 1.0 INCOMING
"Trials", a.k.a. Jupiter Hell 0.9.12, marks the final Early Access update as the game will be graduating Steam Early Access and releasing in full on August 5. A long, ambitious, and - let's not be afraid to admit - crazy development cycle is coming to an... climax. Yeah, let's go with climax, as in no way 1.0 marks the end of Jupiter Hell updates. If you've been eyeing the game for some time now and don't have it on your wishlist yet, be so kind and correct that obvious oversight now. If you do have it on your wishlist - remember to get Jupiter Hell at the full release date or soon after, so you don't miss the special release discount. Now, let's see that over-the-top cinematic teaser-trailer thing, to whet that appetite! [previewyoutube=tp_uizEnIes;full][/previewyoutube]
The Update notes
Jupiter Hell 0.9.12 "Trials" is live!The highlights of this release are a new type of challenges, the eponymous "Trials", that change the layout of the game. Furthermore you can now play the same random layout as other people thanks to the "Preset seed game" mode. New message quests (and one new level event) have also been added, as well as updates to the game voice over, as well as new intermission screen music! Finally balance changes and a TON of fixes have been made, read all about it below!
Trials
Trials are a separate category of challenges that modify the game world instead of the player. Our initial lineup of Trials is as follows: Purity - no-bullshit, no special levels, no quests but a higher chance for random exotics and uniques! Haste - half the levels, twice the experience - for the times when you want a shorter, more intense game! Endless - ever wanted to see the limits of your characters power? Try your wits in the endless challenge! Arena - fight off waves of enemies in the Arena! Royal - the Jupiter Hell "boss" rush - only special levels, but you get to pick the amount and order! Of course each Trial comes with its set of badges to earn!
Seeded games
Finally a use for that Seed number that has been lurking in the top left of your screen. Had a big stroke of luck with items? Share the level generation seed with others! Want to compete against others on the same generated levels? Share a seed and see who gets the best score! (note that seeded games don't unlock achievements, badges, found items, and are not recorded on the highscore list)
New message quests
A whopping 48 new messages are to be found, split into six new message quest types. Two of those are linked to the new potential level event - Toxic Contamination. Take note, as this one can definitely be a double edged sword!
Voice over update
Not only did we add a fresh supply of voice lines from our favorite commander Mark Meer, we also added a new setting for those that don't like the tongue-in-cheek style of the Jupiter Hell VO, but don't want to turn it off altogether - the Serious tone. It also automatically turns on when you get to the endgame ( ). Along with the new voice lines comes the option to turn on subtitles, and new voice events - for example a notification that there's a randomly spawned unique in a chest on this level! Additionally we fixed some voice issues with encountering exalted packs and picking up new weapons for the first time.
Intermission music
Our metalhead musician, Roland LaGoy, provided us with 3 brand new tracks for the intermission screens! The final "intermission" will change once Dante Station appears next update!
UI/UX improvements
Apart from adding subtitles, several other improvements have been made - post-mortem report now shows a log of what actually killed you and how much damage it did, challenge and trial choice menus give details on what Badge you already acquired, and what are the requirements for the next one, and all places that are locked behind ranks list the amount of Badges you need to earn to unlock them!
Rank requirements
Taking a look at unlocks, we moved some stuff around a bit in terms of the unlock level. We also locked challenges to Medium+ difficulties (it's supposed to be a challenge after all!). Medium+ is also the requirement for opening the portal to the Shattered Abyss.
Balance changes
Monster, Bloodletter and Love have had their damage buffed. More importantly, all non-exotic/non-unique automatic weapons got a blanket +1 buff to damage to bring them in line with the other weapon types. On the flip side, Exalted Summons encounter has been made more challenging, and we blanket increased the enemy density - because Jupiter Hell is most fun when it's crowded!
Configuration
Apart from the already mentioned subtitles and voice options, volume default settings have been adjusted, and the volume settings better reflect the perceived volume. On the visual side, you can now configure draw distance (and if you are in low-FPS-land you probably should play around reducing those). Speaking of FPS, the awkward FPS counter is now turned off by default, but if you're nostalgic, you can bring it back through the Settings menu too.
Bugfixes
Apart from fixes already mentioned, we also fixed the Fiend Crown/Frozen Temple interaction bug, and hopefully finally squashed the kill count bug that lingered around CalSec Central. Quite a few bugs have been squished, some more highlights are listed in the changelog below.
Changelog
Beta 0.9.12 - Trials - July 21, 2021
NEW #1441 - Purity trial added!
NEW #1454 - Haste trial added!
NEW #1440 - Endless trial added!
NEW #1442 - Arena trial added!
NEW #1457 - Royal trial added!
NEW #1320 - 48 new message quests (6 new types)!
NEW #1369 - Preset seed game - share the same game with others
NEW #1405 - new voice lines, Beyond serious tone override
NEW #1406 - option to turn on voice subtitles
NEW #1405 - new voice styles (serious, serious clean)
NEW #1434 - dedicated intermission music tracks
NEW #1422 - new event - Toxic Contamination
NEW #1189 - post-mortem damage source log on death
NEW #1459 - Random/Fated option in class choice
NEW #1466 - 2 new medals - Blind Luck Star and Plot Armor Medal
CHANGE #1444 - Challenge/Trial pick menu has best and next badge
CHANGE #1444 - locked entries list missing badges to unlock
CHANGE #1445 - buffed Monster, Bloodletter and Love damage
CHANGE #1445 - buffed auto, assault and plasma rifles by +1 damage
CHANGE #1445 - increased enemy density (especially early game)
CHANGE #1428 - VO event for uniques and a random unique in chest
CHANGE #1433 - volume settings are logarithmic
CHANGE #1433 - adjusted some default volume settings
CHANGE #1427 - challenge modes require Medium+ difficulty
CHANGE #1427 - Shattered Abyss doesn't appear on Easy
CHANGE #1422 - made Exalted Summons event harder
CHANGE #1447 - draw distance configurable, better defaults
CHANGE #1448 - FPS counter is optional, hidden by default
FIX #1428 - exalted pack VO will correctly play on first enemy
FIX #1428 - first pickup VO will correctly play for all types
FIX #1436 - fixed Frozen Temple/Fiend Crown interaction
FIX #1436 - fixed unique drops in Dark Cathedral
FIX #1389 - fixed kill counters bug once and for all
FIX #1455 - you will only get the highest tier medals
FIX #1435 - frozen heart is properly seed-based
FIX #1450 - Exalted Curse plays the VO just once on entry
FIX #1451 - you no longer lose Gunrunner bonus on free actions
FIX #1452 - "Level" string for uniques wont show up on compare
FIX #1461 - fixed selection disappearing on double level-up
FIX #1460 - summoner is immune to acid
FIX #1431 - fixed source of rare Vulkan crashes on load
FIX #1467 - fixed rare garbled hint messages
What's next
What else is there to say? 1.0 is next :). And with it we'll finally invite you to board Dante Station and cleanse the evil within... Stay tuned for August 5th and Jupiter Hell coming out of Early Access!
Jupiter Hell 0.9.11 "Curio" is live! The highlights of this release are potentially run changing new powerful drops - unique weapons, armor and helmets and minor and major relics for the new relic slot! Additionally UI/FX improvements and the regular update of balance changes and fixes (yes, we fixed the Apple M1 white background finally!). See for yourself and read all about it below!
Note that the changelist might be a bit smaller than the previous updates - we've been working hard this release cycle to make Jupiter Hell fully translatable - you'll be hearing more about this soon!
Unique items
A whopping total of 26 unique items have been added to the game! These are not your run of the mill advanced items, or even exotics. Each unique item comes with its own unique perk, and moreover can be improved by using it. Each item is potentially a game winning item, and even if it doesn't fit your build, it might make you consider changing it, or be a great backup tool. One unique item is guaranteed to appear if you clear out all encountered special levels. Another may rarely show up in the wild (sometimes more, especially on the lower difficulties). And there's one more guaranteed way to obtaining a unique item - secret, but a hint may be found in the changelog below ;). Additionally, for those privy to the secrets of the Shattered Abyss - the demonic sword was elevated to Unique status ;). Finally there's a new Player Data page that lists all the uniques and relics you've found, additionally to exotics too (although unfortunately this is not retroactive, as we didn't gather this data before).
Relics
Relics are basically magical monster guts. Who doesn't like magical monster guts? They come with their own equipment slot and each one provides both a buff and a downside. Be careful, as dropped relics will be destroyed! Relics may significantly change the way you play a run, especially ones of the major variety. You do however need to keep in mind their downsides as one can easily drown in the power given by some of them. Just like with uniques, an early interesting relic drop may even change your build!
Other additions
Single shot rifle fans didn't have an upgrade post-sniper rifle, so we added the CRI rail rifle - basically a nerfed railgun (which coincidentally got a buff too!). If you can't find one, you can probably manufacture one at a station, whose weapon lists have been tiered towards the moon they generate on. You can also manufacture red keycards there (under Manufacture base items), if you're going for the big weapon in CRI Armory/Blacksite Vaults! CRI backpack is now a permanent upgrade. If you pick it up, it shows up in a section below equipment dedicated to permanent effects - where also things like Wish effects and Medusa's Curse appear. As a quality of life change we added revealing all icons that are on explored space when you clear the level.
UI/FX improvements
Most prevalently we've added an interline to the UI font rendering, made it pixel-perfect and toned down the chroma abberation. New options for UI window transparency and minimap transparency have been added. In-game FX also got a facelift - most notably the in-world icons will nicely appear and disappear from view and rocket-like effects have got improved too. Localization implementation had a few nice side-effects - the mortem kill list respects proper plural forms and is rendered in nice sorted dual columns, and everywhere the game refers to keybindings (tutorial, help, hints), it will respect your non-default keybindings. Oh, and you can disable the written profanity too!
Balance changes
We've noticed that people sometimes fear the regular medusae more than the arch and exalted variants, so we nerfed the regular variant a bit and buffed the special ones. We also nerfed the EXPLOSIVE ravager exalted perk (they now need to reload like everybody else does). 7.62 sniper got a slight nerf with the appearance of the CRI rail rifle, and railgun got a buff.
Bugfixes
Several minor bugfixes have been made (full changelog below), but the one we're most happy with is finally fixing the issue that has been making the screen white exclusively on Apple M1 laptops. It was not us, it was them :P (or MoltenVK). Rest of the major bugs fixed are listed below.
Changelog
Beta 0.9.10 - Curio - June 28, 2021
NEW #1350 - Unique items! (18 weapons, 3 armors, 3 helmets)
NEW #1394 - Relics! (13 minor and 12 major)
NEW #1421 - Player Data page with uniques, relics and exotics
NEW #1393 - option to turn off UI window transparency
NEW #1393 - option to modify minimap transparency
NEW #1411 - CRI rail rifle (and ADV) added (common railgun)!
CHANGE #1390 - Mk1 and Mk2 stations have per-episode lists
CHANGE #1390 - Mk1 and Mk2 stations - same list but Mk1 is AV1
CHANGE #1355 - item icons now have fading and animation
CHANGE #1399 - help, hints and tutorial respects keybindings
CHANGE #1399 - text profanity can now be turned off as well
CHANGE #1390 - red keycards option at manufacture stations
CHANGE #1396 - item and activate sprites revealed on level clear
CHANGE #1393 - added font interline for readability
CHANGE #1397 - drop position prioritizes source-visible squares
CHANGE #1398 - permanent effects now have their own section
CHANGE #1398 - CRI backpack is now a permanent upgrade
CHANGE #1393 - reduced amount of chromatic aberration
CHANGE #1400 - improved post mortem kill list
CHANGE #1414 - Army of Darkness requires Furious (not Ironman)
CHANGE #1411 - 7.62 sniper slightly nerfed, railgun buffed
CHANGE #1420 - Wealth wish changed
CHANGE #1418 - crash save parachute will work on loaded level
CHANGE #1419 - improved FX of rocket and mortar attacks
CHANGE #1426 - reduced regular medusa damage and accuracy
CHANGE #1426 - increased arch/exalt medusa armor
CHANGE #1426 - EXPLOSIVE ravagers need to reload after shot
FIX #1417 - fixed edge case in improper smoke vision
FIX #1403 - fixed crit display for exact multiples of 100%
FIX #1425 - fixed XP from player induced barrel explosions
FIX #1416 - frenzy perk properly removed on switching weapons
FIX #1400 - proper plural enemy names in mortem
FIX #1393 - ASCII now pixel perfect
FIX #1395 - fix for Apple M1 white background
FIX #1394 - fixed BFT icon color
FIX #1426 - fixed summoner buff not procing early enough
FIX #1416 - fixed SHIFT compare with target on door frame
What's next
Full release data is getting near and the Forges of Chaos are working at full steam. Expect the next release in 2-3 weeks!
Jupiter Hell 0.9.10 "Medusa"* is live! The highlights of this release are the eponymous enemy, the BIG gun everyone has been waiting for, melee exotics and AMPs, the railgun, UI and FX improvements, rerolling AV perks in manufacture stations, new message-quests, trait upgrades and more! See for yourself and read all about it below!
[previewyoutube=wJkmSagv0iA;full][/previewyoutube]
Medusae
Jupiter Hell has been lacking truly endgame enemies, since our lovely Summoner subs for the end boss currently. Well this changes today, with the Medusa and its far more dangerous Archmedusa cousin. Be careful, as even a optimized build that steamrolls the endgame may find themselves in a tricky situation when faced with this foe! Oh, and in the meantime, the Summoner didn't want to stay behind, so he got a buff too!
The BIG guns!
Yes, you know what I'm writing about. The Big F*cking you know what is finally here. Small hint - search for it in CRI Armory or Black Site Vaults. Oh, and another golden era weapon makes its appearance too - the railgun ;).
Melee exotics and AMPs
Melee weapons finally got the treatment of their ranged counterparts - 7 new exotic melee weapons are too be found, as well as dedicated melee AMPs!
Perk rerolling
Get more control over your AV items (and non-exotic exotic item perks) with the new option available at Mk2 and Mk3 manufacturing stations. A fistful of multitools is the only thing standing between you and your god roll.
UI and FX improvements
Enemy health bars flash indicating the max damage your weapon can do. Barrel explosions nicely chain now. FPS drops from massive amounts of debris are reduced, dissapearing lights have been fixed (though reduce your simple light count in the options if you're on a low-end GPU), top-right damage info for weapons with crit has been improved, and a few minor changes here!
Trait upgrades
Several minor changes have been made (see changelog below), but the major ones are a much more interesting and powerful Infiltrator L2 and L3, a much more user friendly Juggernaut, Vampyre with armor regeneration, and Swashbuckler finally working as intended!
New message-quests
Each release we improve on the message-quest system, and each release the objectives become more complex. We will always keep them keyword based, and always picking the message up will be optional. This time however, you might want to stick to some, to know what you're getting yourself into ;)
Minor changes and fixes
Several major bugfixes have been made. Most notably the Volatile Storage crash should happen no more, and the event looks way more fun too. Several small buffs have been added (i.e. Point Blank now works in ranges 1-2). Oh, and Nightmare! got it's enemy accuracy buff back. No longer will anyone say it's easier than UV ;).
Full Changelog
Beta 0.9.10 - Medusa - June 5, 2021
NEW #0683 - Medusa - dangerous end-game enemy!
NEW #1353 - new exotic - the big gun you've been waiting for!
NEW #1352 - new exotic - railgun!
NEW #1370 - 7 new exotic melee weapons!
NEW #1371 - added melee AMPs with appropriate perks
NEW #1258 - UI - enemy health bar flashing damage indicator
NEW #1383 - Mk2 m-facture stations can reroll basic perks
NEW #1383 - Mk3 m-facture stations can also reroll adv perks
NEW #1320 - 30 new message-"quests"!
CHANGE #1369 - SPACE now reactivates station you're standing on
CHANGE #1386 - Mk2 stations moved post-Callisto, Mk3 post-Europa
CHANGE #1386 - AV3's generally not present on Callisto
CHANGE #1379 - Nightmare once again has UV enemy accuracy buff
CHANGE #1384 - Infiltrator L2 and L3 much more interesting!
CHANGE #1384 - Juggernaut protects from all frontal attacks
CHANGE #1384 - Juggernaut values slightly lower to offset
CHANGE #1381 - Vampyre reduced to 5%/5%/10%
CHANGE #1381 - Vampyre L2+ heals armor on mech/semi-mech kills
CHANGE #1378 - Summoner fight made harder (esp UV+)
CHANGE #1357 - SusFire, Onslaught are not reset by free actions
CHANGE #1359 - Point Blank perk works in range 1-2
CHANGE #1359 - Retailiate adds full pain percentage to damage
CHANGE #1359 - Durable perk now doubles durability
CHANGE #1358 - bullet visuals match game effects (not physics)
CHANGE #1365 - improved light and sprite fade effects
CHANGE #1373 - removed unused Feet slot from equipment
CHANGE #1373 - added world seed to mortem
CHANGE #1368 - light defaults changed (shotgun light artefacts)
CHANGE #1377 - no reaver infestations on Callisto
CHANGE #1375 - ongoing sounds very quiet on menus and endgame
CHANGE #1292 - changed turret AI and buffed CRI turrets
CHANGE #1258 - better damage info for Crit > 100%
CHANGE #1382 - barrel explosion chains properly chain
CHANGE #1382 - physics properly throttle and chain
CHANGE #1328 - most melee weapons have their swap time halved
CHANGE #1328 - Swashbuckler buffed to compensate for swap time
CHANGE #1384 - damage resist effects properly reduce pain
CHANGE #1385 - AoLT - no extra gun, doesn't block Hoarder
CHANGE #1372 - red keycards more common
FIX #1385 - fixed Swashbuckler zero-time swap not working
FIX #1213 - volatile storage level crashes fixed
FIX #1213 - Volatile Storage has a barrel count cap
FIX #1213 - mass explosions won't kill the music anymore
FIX #1372 - CRI bot Mk2 properly uses his weapons
FIX #1361 - fixed t-pose after teleport
FIX #1376 - disabled enemies no longer progress calibration
FIX #1375 - fixed rare edge case of rotary sound after death
FIX #1292 - enemies properly detect that they are attacked
FIX #1385 - hidden special levels wont show up on Recon
FIX #1384 - you can no longer re-hack/disable from Security
FIX #1384 - sentries in CalSec can no longer be hacked
FIX #1384 - fixed red-locked/active-locked branch elevators
FIX #1384 - drones hacked via terminal will have control
What's next
We're slowly leading to the 1.0 release, but keep your eyes open for 0.9.11 with balance changes, more content, generator improvements, and possibly bigger features ;) The game is now available 20% off, only until Monday, June 7, 9:00AM PST. *Yeah, we remember the update was supposed to be called "Unique", but "Unique" isn't as unique as "Medusa", wouldn't you agree?
Jupiter Hell 0.9.9 "More" is live! We bring you more message-objectives, more objective mechanics, more animation improvements, more trait and station usage options, and many, many, MANY more exotics! Want to know more? See for yourself, and read all about it below!
[previewyoutube=3ZzQJshl5gc;full][/previewyoutube]
Messages
Our unique objective system moves to stage 2 - now one of the three branches per moon is locked, and a message will tell you how to unlock it. More importantly, we introduced mini-level quests, also found through messages, that pose bite-sized optional challenges with potential for really good loot! There are four types of mini-levels of different challenge, rewards and rarity, and all of them have randomized layouts.
Exotics
The amount of exotics in the game has been more than DOUBLED! Among many new exotics, each with their own unique and interesting perk, you'll notice that now you can find exotic armors and exotic headgear. Some of these are class specific, giving class specific perks - don't worry, they only appear in the loot pool if you play the matching class :). Oh, almost forgot - there are two REALLY powerful and rare exotic mods to be found!
Animations
Several internal improvements to the animation system have been made. The out facing effects are much better directional tracking (like in Onslaught or enemy bot turrets), finally the intended door animations, camera movement improvements and actual elevator doors. Most notably however the player and human enemies will now lean when shooting from behind a corner! Also... the player can also be gibbed, so don't throw plasma grenades under your feet.
Trait options
The first thing you'll notice is that you can now delay trait choices for later - maybe you want to decide what build to go for based on the messages found in the Callisto L2 terminal? Maybe you're keeping a Ironman level in store for a small emergency heal? Anyway, you can store trait points and spend them any time in the trait view of your player menu. The other thing is buffs to three master traits - Onslaught (apart from improved animation) will now work with automatics and SMGs, and will benefit from Sustained Fire. Additionally, the L1 dodge penalty has been reduced to -30%. Survivor now grants a critical chance bonus dependent on your HP (and has changed prereqs), and Blademaster/Bladedancer have now kinda switched places. You can dual wield blades using Bladedancer and Blademaster gives you automatic attacks after move (Blade-kata? :P).
Station options
Manufacture stations now have the dismantle option, so if you bring an extra multitool to charge them you can manufacture a new weapon and transfer your old mods to it at the same time. Technical stations now have an Auto-calibration option. For the cost of one charge you can add a very interesting perk to your weapon, check it out (auto-calibration comes also in a kit form). Oh, and repairing at technical station always fully repairs at the cost of that single multitool!
New enemy generation algorithm
Enemy count and type that is placed in a level is now based on the experience they give - hence we get a much more consistent level progression and danger level. XP gains between difficulty levels have also been normalized. As a bonus, Callisto L1 is now guaranteed to give you your first trait if you clear all enemies!
Angel of Exaltation
We noticed that all existing challenges have been beaten on Nightmare, so we're adding Angel of Exaltation for the 1% of crazy marines out there. Like Nightmare, this Challenge isn't even remotely fair! You've been warned!
Minor changes and fixes
Knives have now 50% swap time (why didn't they?), the special loader mod is no more, but a sustain mod is in its' place! Whizkid L2 doesn't grant an extra mod slot, but mod slot counts have been improved. Quite a few bugs have been squashed, including most importantly one that's been with the game since 0.9.0 that produced an invisible player duplicate. Several Vulkan memory leaks have been squashed, improving stability.
Full Changelog
Changelog
Beta 0.9.9 - More - May 3, 2021
NEW #1243 - message destinations - 4 kinds (mini-levels)!
NEW #1243 - 1 of the 3 branches on each moon we'll be locked!
NEW #1336 - 6 new exotic armors with unique perks!
NEW #1337 - 6 new exotic headgear with unique perks!
NEW #1339 - 4 new exotic weapons with unique perks!
NEW #1338 - 2 rare new exotic mods to be found!
NEW #1330 - you can store trait choices for later!
NEW #1264 - Angel of Exaltation!
NEW #1317 - XP based monster generation!
NEW #1218 - auto-calibration at tech stations and in kits!
CHANGE #1282 - leaning animation for around corner shots
CHANGE #1317 - player always gets level 2 if clearing Cali L1
CHANGE #1294 - Bladedancer is now the blade dual-wield trait
CHANGE #1294 - Blademaster allows free attacks after a move
CHANGE #1331 - Onslaught works with autos and SMGs
CHANGE #1331 - Onslaught now works with Sustained Fire
CHANGE #1331 - Onslaught L1 dodge penalty reduced to -30%
CHANGE #1333 - Survivor grants critical chance bonus
CHANGE #1333 - Angry Mo-fo and Survivor changed prereqs
CHANGE #1329 - technical station now fully repairs armor
CHANGE #1218 - manufacture stations now have dismantle option
CHANGE #1327 - all base items now have 4 mod capacity
CHANGE #1327 - AV1 items have 1 less, AV2+ have 2 less capacity
CHANGE #1327 - only Whizkid L3 grants extra mod capacity
CHANGE #1338 - loader mod pack removed, sustain mod pack added
CHANGE #1328 - knife has 50% swap time
CHANGE #1334 - door animations now look as intended
CHANGE #1100 - better visual rotation tracking
CHANGE #0101 - elevators have animated doors
CHANGE #1203 - camera behavior changed
CHANGE #1203 - player can be gibbed
CHANGE #0068 - camera zoom/pan modes (WIP)
FIX #1335 - fixed some Secure Vault events clearing on enter
FIX #1332 - fixed barrel direction for Onslaught
FIX #1327 - ADV armor and helmets properly inherit stats
FIX #1332 - fixed rare issue with duplicate invisible player
What's next
Next update, 0.9.10 "Unique" will come to you around May 31, and will feature unique items (duh!), improvement to graphical effects, and some non-unique stuff that I'm sure you'll enjoy ;)
Jupiter Hell 0.9.8 "Message" is live! The four major features of this version are the terminal messages (and their Journal storage!), intermission screens, buffed AV items and improved exotic weapons! See for yourself!
[previewyoutube=Yuv4dhxrYjw;full][/previewyoutube]
Terminal messages
Apart from being a lore source, this is also the first stage of Jupiter Hell's take on "quests". Some of the messages you'll find will have information on items, events or other content that is available later in the levels, possibly affecting your branch choice. In later versions these will become more complex, up to full "quest" chains. Don't worry, the important shit is highlighted, so you can safely ignore all the [strike]useless flavor text[/strike] immersive narration ;) All messages that have information related to the gameplay world can be downloaded to your journal. All plot exposition-only messages are grayed out.
Intermission screens
What would be a Doo^D^D^D... shooter roguelike without intermission screens? At the end of each moon you get a screen highlighting your kill, loot and special level completion count, along with a rolling tally.
AV items and perks rework
When was the last time you were excited by a AV1 drop? Well, from this version on you might decide to take a closer look at all of them. We decided that AV weapons will have fewer traits but definitely stronger (in particular stronger effects than those you can get from mods). AV1 weapons have one common perk, AV2 have two, and AV3 weapons have one common and one advanced perk. Oh, didn't mention - perks have now rarity tiers - common, advanced and exotic ;).
Exotic weapons
Not only did we do a balance pass on all the exotic weapons to make them something a lot more exciting to find, we also gave EACH exotic its dedicated unique perk. Some of those are really interesting and fun, and give each exotic its own personality.
Balance changes
We nerfed a bit the two outlier perks in the mod selection to make builds less reliable on Whizkid, and decreased the modability of some weapons, especially AV ones as they roll with much stronger perks now. We've also split elemental immunity sources into resistance and full immunity. Two resistance sources will usually give you immunity. As far as buffs go, there's a lot more terminals, stations etc in the game, as well as extra stuff to find from message sources, and a guaranteed Mk1 manufacture station on Europa L1. This is even more useful, as now you can manufacture some rarer base weapons (the orange kind) at those stations too. Oh, and the non-AV findable melee weapons got buffed!
Bugfixes
Several small things have been fixed, but most importantly we've addressed various issues related to inaccessible rooms and vaults blocking paths to terminals.
Changelog
Changelog
Beta 0.9.8 - Message - April 12, 2021
NEW #1322 - Data module in terminals with messages!
NEW #1321 - Journal screen with important message store!
NEW #1319 - storable information messages with world effect
NEW #1323 - big set of flavor messages for terminals
NEW #1285 - Intermission screens between moons and on win!
NEW #1233 - exotics have their dedicated perks + 1 random!
NEW #1311 - AV items now have 1 or 2 perks, but stronger!
NEW #1310 - couple new perks available through modding
NEW #1310 - item perks now have tiers (common, adv, exotic)
CHANGE #1233 - exotic weapons once again drop from special boxes
CHANGE #1309 - base weapon manufacture at manufacture stations
CHANGE #1309 - Europa L1 has a Mk1 manufacture station
CHANGE #1315 - reload times equal or greater to 2 turns buffed
CHANGE #1295 - most resistance sources are only part effective
CHANGE #1310 - removed advanced perks from regular mod lists
CHANGE #1306 - non-ADV-capable melee weapons buffed slightly
CHANGE #0642 - fixed most outstanding ASCII mode bugs
CHANGE #1310 - mod capacity of ADV weapons 1 lower than regular
CHANGE #1310 - high mod capacity of many weapons reduced by 1
CHANGE #1310 - item view shows total mod capacity incl. Whizkid
CHANGE #1316 - terminals are guaranteed on events that use them
CHANGE #1323 - Callisto L2, Europa L2 and Io L2 have terminals
CHANGE #1314 - auto weapons split into semi, auto and rotary
CHANGE #1314 - semi weapons now have their own level rewards
CHANGE #1233 - massively increased the start ammo on AoHubris
FIX #1323 - terminal will always be reachable from the entry
FIX #0642 - broadcast wont trigger powerjack anymore
FIX #1324 - extra stealth shots will now properly stack
FIX #1295 - partial resistances fixed
FIX #1295 - archreavers properly acid-resistant
FIX #1312 - fixed sustain perk overflow and shot cost bug
FIX #1307 - vaults will no longer block paths to elevators
FIX #1308 - Europa Ruins inaccessible rooms fixed
What's next
We're going to bring you a content patch next, in around 3 weeks, with basically "more!" - more actionable message stuff, more exotics, more events and more perks, stay tuned!
One more hotfix release before we fully bury ourselves in 0.9.8 development! This hotfix has two minor balance changes, and fixes to almost all known outstanding bugs. Enjoy!
Beta 0.9.7c - Expanse - March 9, 2021
CHANGE #1290 - combat pistol 2x9 but range 4/7, fixed sound
CHANGE #1290 - Gunslinger L2 reduces opimal range penalty to -1
FIX #1225 - fixed rare 0 damage bug when destroying armor
FIX #1225 - massive fix to pathfinding for enemies and allies
FIX #1225 - fixed critical bug with negative minimum range
FIX #1235 - early branches will always have 3 levels size
FIX #1225 - fixed trait order display in mortem
FIX #1225 - possible fix for OSX post-game crash
FIX #1225 - fixed several unreachable level parts on Europa
FIX #1225 - fixed Limbo safe zone
FIX #1225 - fixed ADV plasma pistol name
Right on the heels of the Expanse release we bring you a "hotfix" patch which is more than just bugfixes. As the next release will probably drop at the end of the month, we wanted to push in some fixes, balance changes and QOL features before that!
Notable changes include on-screen enemy weapon information, orb healing buffs (especially on higher difficulties), improvements to UI keybindings customization (yes, you can now bind everything to the keypad!), more common orange and cell weapons, buffs to early game pistols, 9mm autos, finisher perk and increased enemy count on higher difficulty after Europa. Also, a LOT of fixes :).
Beta 0.9.7b - Expanse - March 3, 2021
CHANGE #1291 - orb healing depends on depth, not difficulty
CHANGE #1273 - increased enemy count on Io+ higher difficulties
CHANGE #1274 - enemy weapon shown on enemy UI if carryable
CHANGE #1272 - balanced Dark Cathedral secret rewards
CHANGE #1268 - increased Europa Central Dig safe zone
CHANGE #1269 - keypad can be used where hardcoded enter required
CHANGE #1288 - clarified Remote Hacker L3 description
CHANGE #1277 - you can reset configuration in each config menu
CHANGE #1278 - you can bind confirm and cancel for game and UI
CHANGE #1289 - changes in the accuracy mod perk-list
CHANGE #1286 - decreased the rarity of cell-based weapons
CHANGE #1270 - finisher perk works for enemies below 50% health
CHANGE #1290 - 9mm auto rifle damage buffed
CHANGE #1290 - rare pistols/revs improved, and more common
CHANGE #1290 - 7.62 sniper has 100% crit damage
CHANGE #1270 - slightly buffed auto AMPs
FIX #1286 - fixed Io L1 guaranteed cell weapons
FIX #1293 - fixed military sentry mortar attack
FIX #1287 - fixed Dark Cathedral visuals (now actually dark)
FIX #1271 - fixed Callisto Mines tower lights
FIX #1271 - fixed Europa Ruins inaccessible rooms
FIX #1259 - fixed terminal/station crash
FIX #1259 - fixed helmet pickup crash
FIX #1259 - fixed gibbing related crash
FIX #1259 - fixed save/load related crash
Took us a bit more time, but this release is HUGE! Jupiter Hell 0.9.7 Expanse features larger moons, mid-point levels, new generators for second halfs of the moons, 4 new branches and 4 new special levels, much improved monster placement and lists, and on top of that a huge rework of traits! But before we go into detail - theres an important announcement we need to make.
Full release date and new publisher
Jupiter Hell has been in Early Access for 18 months now, and weve been providing you with a - more or less - steady stream of updates featuring new content, bug fixes, polish, and implementations of your feedback. Its about time we announce our full release plans. With 5 more regular monthly updates to go, were getting ready to release Jupiter Hell 1.0 on the 5th of August, 2021. To make the most of the full release, were teaming up with Hyperstrange, the developer of ELDERBORN and POSTAL: Brain Damaged, who will assume the role of the publisher. Hyperstrange are good old friends and great fans and supporters of Jupiter Hell. Their ELDERBORN is an Early Access success story, and were convinced that if an indie dev needs a publisher at all, they should bring some unique perspective and understanding to the table. Hyperstrange does. Theyre already around our Discord, so if you have any questions for them - dont hesitate to ask! The first obvious question we can answer right here, right now: yes, we do have updates planned beyond the full release, which also aligns us with Hyperstrange, who also support and expand their games post-launch.
So, there it is - six more months until full release. Were excited, and were shifting gears on the development. Now, back to regular programming! Here's what the Expanse update brings to Jupiter Hell:
Expanded moons
Each of the three moons now sports 7 levels. Each moon has a midpoint level, with dedicated generators at level 4. Each moon has different new generators for its latter half, to provide for a more varied and interesting experience when traveling the main route. Additionally, due to the moons being larger, each moon will connect to three branches.
New branches
A total of four branches have been added - Callisto Rift, Europa Ruins, Shadow Halls and Noxious Mines. Each new branch has a new special level, Noxious Mines use the old Noxious Hollow, while Infernal Lock has been added to Io main route. Especially of note are Europa Ruins and Shadow Halls which feature a brand new tileset, and especially interesting special levels ;)
Expanded traits
As if that were not enough there is a HUGE expansion of traits. Every trait has now 3 levels, and while some higher levels are just additional stats, among the expanded traits some have completely new (or significantly revamped) effects! Listing every change in this department would make this post longer than anyone would care to read so either read the descriptions in game, or the massive changelog below! Interesting traits to note are the new Sysop trait, the Headshot trait enhancements (and changing it to a on cooldown effect so you can now take it with Wizard), 3 levels of Toxicologist, the scout Infiltrator trait, the really fun 2 new levels of Remote Hack, the redesigned Swashbuckler trait, the new Cover Master trait... actually, you'd just better fire up the game and read the trait descriptions anew :D You'll be able to take advantage of the new trait levels, as the expanded moons result in more XP! As we merged some traits together, and removed a few underused traits, we're left some space to add new exciting traits in the future too!
Monster generation
The game we all know is known for its huge fights, and Jupiter Hell can't be any different! Monsters now more often get generated in larger packs, especially at higher difficulties, leading to more exciting fights and a better challenge once you're already rocking that Master Trait of choice ;). We also balanced late game spawns better - Io and Beyond won't be a cakewalk anymore.
Full Changelog
That's no moon, it's the changelog!
Beta 0.9.7 - Expanse - February 22, 2021
NEW #1235 - all moons are an extra level longer
NEW #1235 - Callisto Hub midpoint level
NEW #1235 - Callisto - second part has new generators
NEW #1244 - Callisto - new branch - Callisto Rift
NEW #1247 - Callisto - Callisto Rift special level
NEW #1235 - Europa - Concourse midpoint level
NEW #1235 - Europa - second part has new generators
NEW #1245 - Europa - new branch - Europa Ruins
NEW #1248 - Europa - new special level - Frozen Temple
NEW #1235 - Io - Nexus mipoint level
NEW #1235 - Io - second part has new generators
NEW #1235 - Io - Noxious Mines branch added (Noxious Hollow)
NEW #1253 - Io - Infernal Lock special level added (Io main)
NEW #1246 - Io - Shadow Halls branch added
NEW #1249 - Io - new special level - Dark Cathedral
NEW #1235 - toxic fiend added
NEW #1262 - enemies will appear in mixed packs and swarms
NEW #1237 - all traits have now 3 levels! See below:
CHANGE #1236 - master traits are available now at levels 8,11,14
CHANGE #1237 - Skilled perk goes up to level 3 with more bonuses
CHANGE #1240 - Juggler is now a 3 level trait with more bonuses
CHANGE #1238 - Gun Hoarder and Packrat merged into 3 level trait
CHANGE #1237 - Networker and Tinkerer merged into 3 lev Sysop
CHANGE #1241 - Son of a Gun and Gunslinger go up to level 3
CHANGE #1241 - SoG and Gunslinger affect optimal range (not acc)
CHANGE #1241 - Headshot now a 3 level skill used on cooldown
CHANGE #1241 - Headshot no longer blocks Wizard
CHANGE #1237 - Toxicologist now 3 levels (more damage, nades!)
CHANGE #1237 - Energy Leech now 3 levs (lootbox energy, nonmelee)
CHANGE #1237 - Stealth Hack -> Infiltrator (loot/term detect)
CHANGE #1237 - Remote Hack gets 3 levels (autohacking!)
CHANGE #1237 - Golddigger merged into Infiltrator
CHANGE #1238 - Scout Whizkid requires Eagle Eye (usable on AoLT)
CHANGE #1237 - Whizkid now 3 levels, L2 and L3 increase capacity
CHANGE #1237 - Executioner now 3 levels (value nerf, inc range)
CHANGE #1237 - Swashbuckler up to 3 levels (critical buff!)
CHANGE #1237 - Juggernaut, Rip'n'Tear and Bladedancer now 3 levs
CHANGE #1237 - Blademaster buff- melee damage bonus at L2 and L3
CHANGE #1237 - Hellrunner modified to 3 levels, dodge adjusted
CHANGE #1237 - Dodgemaster now 3 levels (L2 min dodge, L3 max)
CHANGE #1237 - Dash gets 3 levels, adds damage reduction
CHANGE #1237 - Running now 3 levels (cost and cooldown reduced)
CHANGE #1237 - Bloodhound now 3 levels (up to full reveal)
CHANGE #1237 - Angry Mofo now 3 levels (more damage and resist)
CHANGE #1237 - Powerjack and Field Medic now 3 levels
CHANGE #1237 - Scavenger now 3 levels (convert to cells/rockets)
CHANGE #1237 - Grenadier has now 3 levels (more,gibs,explosion)
CHANGE #1237 - Eagle Eye has now 3 levels (different ranges)
CHANGE #1237 - Reloader and Army Surplus has additional L3 level
CHANGE #1237 - Ironman goes up to level 3 (for +60 health total)
CHANGE #1237 - Tough as Nails and Hacking has additional L3 level
CHANGE #1237 - Sustained Fire and Furious has additional L3 level
CHANGE #1242 - Pinpoint merged into Deadly Precision (3 levels)
CHANGE #1237 - Hunker Down, Steady Shot and Incoming merged into
a 3 level trait for both Marine and Tech
CHANGE #1237 - Cancel/Escape when modding returns a menu level up
CHANGE #1235 - ice fiend health buffed
CHANGE #1237 - removed Gun Kata accuracy penalty
CHANGE #1237 - removed +1 opt from Sharpshooter
CHANGE #1237 - Vampyre L1/L2 heals less but minimum 5hp
CHANGE #1237 - removed Shottyman, Reload Dance and Second Wind
CHANGE #1237 - removed Die Hard
CHANGE #1237 - swapped Momentum and Vampyre mod tier for melee
CHANGE #1251 - balanced the enemy lists, Hard+ late game harder!
CHANGE #1251 - earliest reaver infestations 2 levels later
CHANGE #1251 - more exalted will spawn on Hard+ on Io/Beyond
CHANGE #1251 - EASY has same amount of enemies as MEDIUM
FIX #1235 - fixed issues with inaccessible floors in Beyond
FIX #1235 - Beyond L3 will properly reveal last 3 enemies
FIX #1237 - medical station states its 160 health max
FIX #1237 - medical health inc wont eat a charge at 160 health
FIX #1237 - skills that reveal will work with ammo terminals
FIX #1237 - zero-time weapon swap will update target info
FIX #1257 - exalted fiends with ranged attack fixed
FIX #1261 - Gun Kata no longer works in the Abyss
FIX #1260 - SHIFT-F will trigger Swashbuckler melee in-place
FIX #1235 - fixed a few rare issues with BSP generators
What's next
Next release is tentatively named 0.9.8 Resolve, will be out within the next month, and will bring a lot more agency to the player ;)
Thats it for today. May RNG be forever in your favor!
Yours,
It's been a bit longer than usual, but we're back to present you a new release of Jupiter Hell - 0.9.6 Terminal! This release features upgraded terminals, enhancements to hacking, stacking elemental damage, 20 new weapon/armor perks, revisited mod pack perk lists and more!
Terminal upgrade
Apart from obvious visual changes, there are also new options, as well as reorganizing old options into modules. You can extract multitools from terminals and stations with charges, but you also can charge terminals with the multitools you have - hence multitools become a universal currency that can be traded for terminal bonuses, health upgrades, mods, ADV equpiment, 'nades or ammo :). You'll also notice that terminals now have more information about their options and the environment. We're also preparing everything for further expansions, expect at least one more top-level module!
Hacking upgrade
Most notably we added the Broadcast option, with information on currently hacked bots, and the ability to mass send commands. Remote Hack will bring up the Broadcast interface if no valid target for hacking is present. Additionally, we improved the behavior of the current commands like HUNT and WAIT. Finally, and probably the most important QOL change gameplay-wise - you won't accidentally hit your bots, nor will they accidentally hit you! Oh, the glory of IFF protocols :P.
Stacking elemental damage
Fire, Bleed and Poison now stack. Be wary as this is a very double-edged sword! This brings elemental perks, items and skills to a whole new damage potential, and gives more value to protection perks, stims and medkits. Let's just say that after the first iteration we had to give the Summoner some poison resistance, as he tended to die from just one gas grenade :P.
New perks and mod pack lists
Each of the 3 basic mod packs (power, bulk and accuracy) now has 5 possible perks - to get to the last (usually strongest) perk, you'll need Whizkid 2. We noticed our perk pool was quite weak with some options - especially shotguns, launchers and helmets, so we added 20 (!) new perks to the pools. 18 of those are accessible via standard mod packs. The new perks have also been added to the ADV weapon/armor/headslot potential roll lists too!
Grenadier
Finally, as this seems to be a release where Technician finally gets some love, we decided to give him a new Grenadier trait as an icing on the cake :).
Minor changes
The FAST keyword on exalted enemies (especially reavers) has been nerfed. Acid and plasma damage won't damage armor as much as it did. Also, grenades will no longer accidentally hit cover right in front of you (sorry Blind!).
Changelog
Beta 0.9.6 - Terminal - December 22, 2020
NEW #1223 - Broadcast (command all) option added to hacking
NEW #1223 - Broadcast and hack UI gives info on current bots
NEW #1223 - Remote Hack will Broadcast if no target
NEW #1220 - you can now mass hack drones at terminals
NEW #1220 - you can initiate purge mode from terminals
NEW #1220 - Recon module in terminals shows exist in branch
NEW #1217 - fire, poison and bleed damage now stacks/degrades!
NEW #1232 - Tech Trait - Grenadier!
NEW #1227 - 20 new weapon/armor/helmet perks!
NEW #1227 - expanded power, bulk and accuracy pack perk lists!
CHANGE #1227 - new perks added to current ADV perk lists
CHANGE #1218 - you can now charge stations with 1 multitool/charge
CHANGE #1218 - you can now extract stimpacks from medical stations
CHANGE #1218 - manufacture stations have more options
CHANGE #1222 - Protocol - HUNT tracking improved
CHANGE #1223 - Protocol - WAIT will not try to chase enemies
CHANGE #1222 - improved pathfinding for enemies
CHANGE #1219 - grenades will no longer hit cover right in front
CHANGE #1224 - hacked bots will no longer hit allies and player
CHANGE #1224 - player will no longer accidentally hit allies
CHANGE #1223 - using a multitool to repair bot fully repairs it
CHANGE #1229 - enemies alerted by sound event will "idle" sound
CHANGE #1217 - acid and plasma will damage armor a little less
CHANGE #1221 - FAST exalted only affects movement speed
CHANGE #1217 - FAST reavers will start to appear 4 levels later
FIX #1223 - Wizard L2 description and summon name fixed
FIX #1217 - fixed negative status lingering after level change
FIX #1217 - fixed min-range coloring
What's next
Next release will be 0.9.7 Expanse, where we will expand the length of the episodes to 7 levels each, add a new tileset, new branches, and overhaul the exotic weapons! The release should be out the 11th or 18th of January - stay tuned!
Time to bring the game to the next level with 0.9.5 "Advance"! Three major pillars of this release are new Traits (and improvements to old ones), fully perk-based ADV equipment, and a new perk-based item modding system - read all about it below!
Character Advancement
Four new traits have been added, each with an important role to fill. Marine got Army Surplus, which is his way to deal with ammo shortage. Useful on challenge runs, and when Bulletstorm is eating way to many bullets. Scout gets two new traits - first is Executioner, which buffs both early- (and late-) game melee, and also close-range shotgun or SMG play as well! That trait is borderline overpowered right now, so be sure to play around with it before we nerf it :). The other trait is Stealth Hack - which starts off a possibility of hacking builds for Scout - these will become more powerful with the next release (Terminal). Tech gets Toxicologist, which we hope will become a base of builds of its own - starting what we hope will be elemental builds for the various classes (more such traits will come later). Changing your defensive Smoke screen skill to a offensive toxic cloud can be quite fun! Apart from that, there are slight changes in some traits (i.e. Dash and Assassinate got slight nerfs due to Executioner), some overhauls (Tough as Nails now grants raw armor value, like it did in DRL), and improvements (Bloodhound has a short-range heat vision, Powerjack works with stations and ammo terminals), as well as a big buff to Adrenaline - now costs 30 Fury irrespective of difficulty and grants a 5-second buff that protects from pain.
ADVanced Equipment
We removed all non-perk based stat changes for ADV equipment - all stat changes are now based on perks and the perk amount (and quality) depends on the ADV item tier. Those perks are now also displayed in the postmortem for you to brag about if you find a particularly broken piece. All non-ADV AMPs have been removed, and instead ADV general AMPs have been introduced. The perk pool has been significantly increased, mostly for general AMPs but also for headgear, armors and weapons.
ADV Perk-based Modding
The old trio of Accuracy, Bulk and Power packs is still present, but instead of increasing stats, they provide a choice of perks you can apply to your equipment. Usually you pick one of two, but Whizkid increases the pool size. The perk pool is deterministic and depends on the item type and group. ADV weapons have the regular amount of mod slots, so this can get to a ridiculous number of perk counts. We are aware that this, along with the ADV changes, actually makes the game a bit harder, but also allows for more diversity in items (instead of just counting on a high-damage ADV pumped with P-mods). The trait changes offset this a bit, and further balance changes should bring the difficulty back to what it was.
Medkit and Stimpack Improvements
All medkits and stimpacks clear all negative buffs. Additionally, stimpacks protect the user from negative buffs for the duration of the Stimmed buff.
Other Balance Changes
We buffed all mid-tier melee weapons to make the progress between them more fluid. Knife and Demonic Sword stay the same, chainsaw got a small nerf - all others do more damage. Angel of Mercy now won't reduce health from exalted kills which should bring it a bit closer to "doable" on Nightmare.
Bugfixes
Most notably, enemies won't accidentally melee each other - which prevents unintended infighting and protects the player from friendly melee attacks. Assassinate now properly works on the secret level, and there won't be any more secure vaults on Asterius (which could block game progress completely). Read the full changelog below for more:
Full changelog
Beta 0.9.5 - Advance - October 29, 2020
NEW #1210 - Trait - Marine - Army Surplus!
NEW #1208 - Trait - Scout - Executioner!
NEW #1097 - Trait - Scout - Stealth Hack!
NEW #1208 - Trait - Tech - Toxicologist!
NEW #1205 - mods overhaul - mods now grant keywords!
NEW #1192 - general utility ADV AMPs added
NEW #1192 - several new AMP, armor, head perks added
NEW #1192 - ADV perks displayed in post mortem
CHANGE #1216 - all med and stimpacks clear negative status effects
CHANGE #1216 - stims protect from all status effects for duration
CHANGE #1205 - Whizkid increases also perk selection when modding
CHANGE #1192 - ADV weapons may roll with multiple status effects
CHANGE #1192 - removed all non-ADV amps, AMPs are perk-only
CHANGE #1192 - all ADV armors, helmets, visors are perk-only
CHANGE #1192 - all ADV weapons are perk-only
CHANGE #1208 - Nerfed Assassinate due to Executioner
CHANGE #1208 - Dash no longer provides a crit-chance bonus
CHANGE #1097 - Scout loses packrat, Scavenger now reqs Gun Hoarder
CHANGE #1210 - Adrenaline now adds buff that protects from pain
CHANGE #1210 - Adrenaline costs 30 Fury independent of difficulty
CHANGE #1210 - Bloodhound additionally detects enemies at range 2
CHANGE #1210 - Tough as Nails grants armor instead of pain reduct
CHANGE #1210 - Reloader - L1 is -50% when empty, L2 gives 50% DR
CHANGE #1210 - Powerjack - works with stations and ammo terminals
CHANGE #1215 - buffed all mid-range melee weapon damage a bit
CHANGE #1212 - Angel of Mercy wont reduce health for exalted kills
FIX #1208 - Energy Leech was giving 1 point too much energy
FIX #1207 - Assassinate now properly works on secret level
FIX #1208 - no more secure vaults on Asterius
FIX #1209 - enemies will no longer accidentally melee attack
FIX #1214 - fixed cleared events/levels on Nightmare!
What's next?
Initially, this update was supposed to be "Terminal" with improvements to terminals and hacking, but we got sidetracked with a revamp of the ADV and modding system. Hence, 0.9.6 Terminal is coming next - expect it within 3-4 weeks from now! P.S. There are some issues with OSX builds, we're working on them right now!
High time to attempt (no?) landings on Europa! 0.9.4 brings visual improvements to the snow-covered moon, along with revisiting of all it's generators, improvements to lighting and a brand new branch with a new special level! Additionally we added ice fiends and hyperblasters for ultimate splatter - read all about it below!
Asterius Habitat
New Europa branch has been added - similarly to Callisto's branches two out of three will be generated, but for this patch only we made Asterius Habitat guaranteed to appear. As all branches it comes with its own special level, and apart from variations of old Habitat generators it actually has two new generator types that are currently fully unique to the branch.
Ice fiends
Europa specific strain of the fiend has been added, pretty obviously cold-themed. This gives a nice counterpart to everyone's favorite cryoreavers and cryoberi :P
Hyperblaster
The addition of the cell-powered chainfire weapon leaves us with only one basic weapon that still needs to make an appearance (no cookie for guessing which, but it will come ;) ). The hyperblaster correctly works with all chainfire related traits.
Nightmare balance
We're generally pretty happy with how Nightmare turned out, it seems that almost all Diamond badges (apart from two) have already been acquired. However, two slight changes have been added. Respawned exalted will now only give experience on the first respawn (to prevent boring exp farming on level 1). To make the earlier levels more doable and less RNG-dependent, exalted soldiers on levels before Callisto L4 will now have worse equipment. This also applies to early regular game exalted spawns.
Masters and Traits
We buffed two underpowered scout masters - Ghost now reduces Stealth cost to 15 (10 at Level 2) and Assassinate keeps your dodge value after the attack (which makes spamming it much safer). We also are looking to buff Wizard and Fireangel, the former will get stronger with the hack changes coming next patch, the latter will need to wait for Fire related changes in an upcoming status effect related patch. Marine's Furious now also generates +1/+2 Fury on kills that gib, making it a bit more useful and interesting trait, while Running cost is now 20 Fury independent of difficulty level.
Changelog
Apart from the above we did some more balance and visual changes, full list below:
Beta 0.9.4 - Europa - September 28, 2020
NEW #1201 - Asterius Habitat branch added to Europa!
NEW #1202 - Asterius Breach special level!
NEW #1200 - ice fiend added!
NEW #1199 - hyperblaster, and ADV hyperblaster! (plasma chain)
CHANGE #1203 - ALL Europa generators revisted, improved visuals
CHANGE #1204 - increased amount of generated lootboxes
CHANGE #1198 - Refueling Base - better (weapon based) reward
CHANGE #1198 - AoNYR - all enemies drop weapons (except respawns)
CHANGE #1198 - weaker exalted soldier weapons pre-CalL4 (N! also)
CHANGE #1198 - Nightmare - only the first respawn gives XP
CHANGE #1198 - Scout - Ghost stealth costs now 15/10
CHANGE #1198 - Scout - Assassinate buffed and keeps dodge
CHANGE #1198 - Marine - Furious now generates +1/2 Fury on gib
CHANGE #1198 - Marine - Running now costs a flat 20 Fury
CHANGE #1198 - Europa L1 - less enemies on all difficulties
CHANGE #1168 - improved Callisto mines caves lighting
FIX #1198 - Limbo - safe zone added for reaver spawn
What's next?
This was a slightly thinner release as we need some time to build up background tech for upcoming releases. Next up in 3-4 weeks we'll have 0.9.5 Terminal which will bring improvements to hacking and terminals in general, stay tuned!
It's time to face the ultimate challenge in 0.9.3 Nightmare! Apart from the eponymous difficulty level, we have added Platinum and Diamond level badges, level events, gibbing (fun for everyone, life-saving in Nightmare), ADV AMPs and more - read all about it below!
Nightmare!
The borderline unfair and punishing difficulty level from DRL returns! While the balance is close to UV (and there's no accuracy boost for the enemies), each biological enemy that dies leaves a summoning circle. Leave that circle alone and out of sight for a while, and the enemy will respawn... as a progressively-stronger, exalted variant. This difficulty is not for the faint of heart, but is beatable. Different tactics need to be applied, gibbing enemies becomes a valuable tool, and exploring all of the map might become a death trap. You've been warned!
Platinum and Diamond badges
To make your Nightmare exploits count, we added a fourth and fifth tier of the badge system. While Platinum badges can be achieved on UV difficulty for some challenges, Diamond is all about Nightmare. Platinum badges are all achievable through careful and masterful play; Diamond ones, however... well, let's say that we're interested ourselves in how many of those are actually achievable! ;)
Gibbing
Borrowing the old Doom term, gibbing might happen when, you deal enough damage in a single attack to overkill an enemy. Depending on how much overkill happens, the gibbing chance goes up (damage equal to twice their health guarantees a gib). To quickly enjoy the lovely visuals, walk up to a former human and sell him a shotgun blast into the face. Note that some weapons (explosive ones and melee) have a hidden factor that makes gibbing easier!
Level events
Probably the most interesting addition for people who're afraid of the Nightmare are level events - modifiers that might happen when entering a regular level. There's currently 8 of them, ranging from simple ones (the level has many more barrels...) to ones that expect you to do something within a turn-based time limit to gain extra experience. Not all events generate on every level branch, and we will be adding more of them in further releases of the game!
ADV AMPs
While the initial idea was to ditch the old AMP system altogether, as the first step we're introducing ADV AMPs with random stats for pistols (inlcluding SMGs), auto weapons (rifles and chainguns), and shotguns. The perk pool for them is currently quite shallow; once we improve on it, we will probably remove the old regular AMPs.
Plasma grenade
The ultimate overkill tool, packing a whopping 200 plasma damage in a single grenade. Useful in Nightmare for gibbing, and in all difficulties for making sure that big dude dies. Don't bother saving them for the summoner though (see below).
UI
The seed line below the level name has been changed. It now states the difficulty (by single letter), the challenge abbreviation (if present), and the general seed of the run. Apart from helping streamers not answer the basic questions each time, it will help us have all the needed information in a screenshot when reporting issues with level generation. Additionally, as requested, we've added head slot durability to the UI, and removed the armor name, as usually you remember what you're wearing and you can always shift-compare with what's on the ground.
Balance changes
Summoner now has a damage gate - if you deal more than 80 damage before he takes his turn, all further damage is negated until that time. If you're faster than him, you might notice his health turning violet - don't bother shooting him then (later we'll add a nice shield effect once shields are in!). Barrel damage has been increased - this makes for more gibbing fun, but also might prove fatal if you're not careful! We've increased the amount of loot, too - common chests always drop at least 3 items, with special tier 1 chests and vaults appearing more often. Finally some more minor changes and the regular supply of bugfixes which all can be summed up in the full changelog below:
Full changelog
Beta 0.9.3 - Nightmare - September 7, 2020
NEW #1186 - Nightmare!
NEW #1156 - Level events! 8 initial events, more to come!
NEW #1188 - Gibbing! Overkill destroys corpses (useful in N!)
NEW #1187 - Platinum and Diamond badges - requiring N!/UV
NEW #1191 - plasma grenades - when a krak is not enough
NEW #1192 - ADV AMP's - pistol, auto and shotgun
CHANGE #1194 - HUD - short armor info, added helmet info
CHANGE #1193 - challenge, diff, and world seed under level name
CHANGE #1190 - Summoner damage gate (max 80 damage between turns)
CHANGE #1188 - improved some death animation timing issues
CHANGE #1191 - increased barrel damage values (be careful!)
CHANGE #1191 - ADV helmets always have at least 3 mod capacity
CHANGE #1191 - special tier 1 chests more common
CHANGE #1191 - common chests drop at least 3 items
CHANGE #1191 - increased the frequency of vaults
CHANGE #1156 - player data skill ranks above "Captain"
FIX #1191 - CAL L1 - removed some "not enough chests" cases
FIX #1165 - Tyre Outpost headgear now properly AV3
FIX #1165 - Entrenchment now displays proper resistance values
FIX #1165 - fixed passing 100% kills for some requirements
What's next?
We're working on a bigger feature, but it's taking more time than anticipated, so in the meantime we'll do a smaller content-focused release next. In hopefully two weeks you'll get 0.9.4 Europa, with various additions to level generation and other new stuff to explore. Until then, try not to fall victim to the Nightmare!
After a longer break (much needed since we've been crunching since launch), we present 0.9.2 Vision! The three biggest additions this time is the enabling of the head slot, with various associated items that have their ADV versions too, changing the vision range on some levels (lower or higher) and two new special levels!
Helmets, Visors and Gasmasks
The head slot is finally functional! While the base helmet just protects from critical hits (like the imp or reaver charge attack), stronger helmets carry a slight armor bonus. ADV versions come with a subset of armor perks. Visors and gasmasks however drop always ADV and have their own brand new pool of perks related to vision, scouting and hacking!
Vision range
Up until now vision range was hardcoded. Now you'll often encounter levels with reduced vision range - carry a shotgun and beware of melee enemies! Or, find a nice visor with Nightvision. Some caves have a higher vision range, giving more strength to long range weapons. Further along we might reduce the sight range of some enemies and make them operate on scent and sound alone, but that's for a future update! We took this occasion to tinker with the default camera settings too - the camera will adapt to vision range, and show stuff at a slightly better range.
New special levels
We've added one alternative level that can spawn instead of the Warehouse on Io, with a strong theme, new mechanics and an unique reward. On Europa, Refueling Base can also be swapped for a new level, The Pit. To avoid spoilers I'll end this paragraph here :).
Balancing
7.62 sidearm got a damage buff, and assault rifle got it's range nerfed a bit. We've also significantly increased the duration of the EMP effect. Also melee weapon drops are now more common.
Other changes
Drones can now actually fly over gaps, so don't be surprised if you're flanked on Callisto Spaceport :). Also, while adding helmets we noticed that green/blue/red as a descriptor is kind of boring - both armor and helmets now follow a new naming - basic (green), marine (blue), combat (red).
Full changelog
Beta 0.9.2 - Vision - July 27, 2020
NEW #1182 - head slot functional now!
NEW #1182 - basic/marine/combat helmets (also ADV) added
NEW #1182 - ADV gasmask added, ADV visors/headsets
NEW #1182 - ADV visors/headsets have their own new perks
NEW #0992 - new special level alternative to Warehouse
NEW #1012 - new special level alternative to Refueling Base
CHANGE #1000 - flying enemies can now fly over gaps
CHANGE #1182 - green/blue/red armor -> basic/marine/combat
CHANGE #0337 - levels may have different vision distances
CHANGE #0337 - some caves have vision 8, dark places 5-6
CHANGE #0337 - camera zooms based on vision distance
CHANGE #0337 - improved default zoom
CHANGE #1180 - 7.62 sidearm damage 10->12
CHANGE #1180 - 7.62 assault rifle max range 10->8
CHANGE #1180 - increased EMP effect duration by 66%
CHANGE #1180 - Tyre lost one special lootbox (manufacture is op)
CHANGE #1180 - increased drop rates of melee weapons
CHANGE #1170 - Mimir Habitat reward is no longer guaranteed
CHANGE #1166 - lights/lamps are destructible (no gameplay effect)
FIX #1124 - fixed visual gap in basalt levels
What's next?
This update is on the lighter side, the next one might be much beefier. 0.9.3 Nightmare is coming! Apart from obvious content for the high level players, we'll also add signifcant changes for everyone :). The update should land in 3-4 weeks from now.
After a longer break where we stabilized 0.9 and took a bit time off it's time to get back to scheduled releases! This time we look at the first episode of the game, adding a new enemy, new tileset, new branch and new special level. Read all about it below!
But before we do that, we're happy to announce that we're running an AMA on the r/Games reddit, that will be starting exactly an hour from now (11 AM PT/8 PM CEST), be sure to check it out!
EDIT : AMA is LIVE! https://www.reddit.com/r/Games/comments/gvc2h1/ama_im_the_dev_of_jupiter_hell_a_traditional/
Mimir Habitat
Probably the most noticeable addition this release is the new Callisto branch, Mimir Habitat, sporting a new civilian and very retro sci-fi flavored bright visual tileset, be sure to visit it as soon as you can! Next version two branches from the current set of three will be available each run, but this version we've set Mimir to always appear so you don't have to be on the mercy of the RNG to visit it. As all branches it is finished up with a new special level that shares similarities with Valhalla Command, but has its own unique twist.
Callisto all lit up
As the initial idea behind the tileset was to make Callisto more brighter, we also took care to improve lighting on all main branch Callisto generators - this is more or less noticeable depending on the generator, but you'll definitely notice it!
Sentries
To improve early game we also have a new robotic enemy (yes, it's hackable :P), that power-wise sits in the gap between drones and security bots. As with all upcoming enemies it has variants and unique behavior twists (we'll be revisiting some old enemies later too) - speaking of the old security bots, they now slightly differ between their Callisto, Europa and Beyond variants - most importantly the Callisto ones are a bit easier to deal with.
Grenade buffs
In terms of dealing with enemies, our old friends, grenades got a very significant buff, and if you're not using them you'll be seriously missing out. Both frag and krak grenades got their damage DOUBLED, and all the other grenades got significant buffs also (be it duration, damage or strength).
Balance changes
Another set of 0.9 balance changes is also in, starting with inevitable nerfs to Wizard smoke cooldown and Entrenchment damage resistance values, but also removal of Onslaught accuracy penalty, a bugfix that significantly improves Onslaught and Gun Kata targeting and a new terminal (BTW, all terminals have a new model now) that appears rarely but also in set places that helps with ammo consumption issues. Some nasty spawn situations, like Anomaly and Containment in-your-face reavers, have been also improved.
UI improvements
When manual targeting you now see the name of the tile you're targeting and you can use SHIFT to actually see what an item is from a distance (basically doubling as a typical roguelike look mode). We'll add more enemy information to this mode at some later point in time too. Issue with time passage and terminals/stations has also been resolved, as well as terminal and inventory no longer exiting on action (the latter only if there are no enemies in sight). Full fixes and changes follow:
Changelog
Beta 0.9.1 - Callisto - June 2, 2020
NEW #0947 - new enemy - Sentry bots! 3 variants
NEW #1171 - new tileset - Callisto habitat
NEW #1170 - new branch - Mimir Habitat
NEW #1170 - new special level - CalSec Central!
NEW #1179 - rare ammo manufacture stations
CHANGE #1168 - improved Callisto lighting
CHANGE #1164 - targeting acts as look mode
CHANGE #1164 - you can use SHIFT item compare while targeting
CHANGE #1163 - krak and frag grenade damage doubled
CHANGE #1163 - 50% initial damage increase to gas grenades
CHANGE #1163 - 25% more smoke time on smoke grenades
CHANGE #1163 - EMP lasts 50% longer, EMP grenade +50% damage
CHANGE #1162 - Callisto bots nerfed health and damage a bit
CHANGE #1162 - post-Europa bots more health and speed
CHANGE #1153 - you can no longer hit things beyond vision range
CHANGE #1159 - terminal/station commands pass time
CHANGE #1159 - terminals don't close after option pick
CHANGE #1160 - equipment doesn't close after drop if no enemies
CHANGE #1169 - Anomaly and Containment summons skip first turn
CHANGE #1169 - Tyre and Command minimal spawn range increased
CHANGE #1161 - Tyre station always has sidearm/sniper/katana
CHANGE #1162 - Callisto L1 enemies will spawn a bit further
CHANGE #0947 - Wizard T2 summons sentry bots
CHANGE #1168 - no more annoying corner turret
CHANGE #1167 - no Finisher and Cleaner on high-damage ADVs
CHANGE #1154 - reduced hack/disable cost of CRI bots
CHANGE #1154 - Onslaught accuracy penalty removed
CHANGE #1154 - Entrenchment DR - 30/50/70 -> 30/40/50
CHANGE #1154 - Wizard smoke screen cooldown doubled
CHANGE #1179 - new terminal model
FIX #1178 - prevent a lot of atlas related crashes
FIX #1175 - fixed skeleton bug (lidless boxes, dead fans)
FIX #1172 - fixed pipe placement in gaps
FIX #1154 - Gun Kata and Onslaught properly fire before move
FIX #1157 - ADV plasma shotgun name was "dual"
FIX #1155 - Angel of Marksmanship unlocks at rank 2 properly
FIX #1158 - regenerated levels will wipe old style patches
FIX #1159 - fixed health station pain exploit
FIX #1159 - fixed hints not appearing on station actions
FIX #1159 - spilling blood requirement is spilling blood
What's next
The next update might come as soon as in two weeks, tentatively it's named 0.9.2 Vision, and will have further improvements to the variety of early game and possibly an improvement pass on Europa. Stay tuned and tell us what you think of this release!
Hell, it's about time! Our most significant update yet, Jupiter Hell 0.9.0 -- a.k.a. "Masters" (of Doom? :P) -- is out, and with it, 15 (fifteen!) Master traits have been added, each bringing a unique playstyle! Read all about it below!
But before we get to the meat, this is our most important release up to date and we want to reach with it as many people as possible! We've set the price -20% off, and would be honored if you'd help us spread the news among friends, communities and your favorite streamers! Only YOU can really help us out with this quest!
Also, if you want to discuss master builds, be sure to join our Discord Server :)
Masters!
Fifteen Master traits have been added, five per class. Some of them are generic, some of them tailored toward a particular weapon group. All of these have 3 trait levels that can be picked -- one each at level 7, 10 and 13. Contrary to prior updates, Master traits have relatively few requirements (3 or 4 traits), and do not block any other traits, for maximum build flexibility.
Marine Masters
- Onslaught - once you spool up your chain-fire weapon (see below), you can move while firing and increasing spool-up!
- Bulletstorm adds 1 more shot per action to SMGs and pistols, and reduces their ammo consumption
- Army of Darkness - designed with Shotguns in mind, this is a generic trait that converts the Slash weapon damage type to Pierce, and maximizes their effective range.
- Vampyre - Health regeneration on melee kills
- Survivor - generalist trait makes you harder to kill and provides limited regeneration capabilities
Scout Masters
- Sniper - for use with any rifle, increases ranges and provides a bonus to critical chance which scales with range to target
- Gun Kata - fan favorite -- automatically shoots both your pistols at different targets as you dance between enemies
- Gunrunner - reload weapons on move and reduces their fire time for the turn after a move, leading to a run and gun playstyle
- Assassinate - Scout's flashy melee master -- phaseshift right behind the enemy to deliver a fatal blow
- Ghost - for the sneaky among us, significantly reduces stealth costs and detects enemies before you see them
Technician Masters
- Entrenchment - hold position and start spewing bullets - automatic hunker and damage reduction when firing while remaining stationary
- Sharpshooter - for the pistol fans: increased ranges and damage bonus which scales with range to target
- Fireangel - when you want to see the world burn. Shrug off explosions and proc fire effects
- Blademaster - Tech's melee master -- wield two blades at the same time for more damage!
- Wizard - smoke screen on cooldown, buff to hacked enemies and bot summoning
New Uncommon Weapons
To provide more early-game variety and fill up some gaps in weapon types vs available ammo, we added 6 new weapons that are alternatives to current common weapons:
- 9mm combat pistol
- .44 long revolver
- 7.62 sidearm
- 7.62 assault SMG
- 7.62 sniper rifle
- CRI plasma cannon
Chaingun Spool-up
Chaingun has changed! To give the chaingun its own niche among other similar weapons, chaingun now ramps up to its full damage potential after two turns of uninterrupted firing, represented by audio and visual effects, and a Spool-up status effect. Pick Marine's Onslaught master trait if you want to move while mowing down enemies!
Improved Animations
Speaking of the chaingun animation, we've also made a general pass on animations in the game - the player's body now rotates separately from the legs when firing and aiming, movement is smoothed out, rotating weapons actually rotate, and other miscellaneous animations were fixed.
UI Improvements
Several minor UI improvements have been made -- health bars now show what damage was done since the last turn, required traits in trait descriptions are highlighted red or green depending on whether or not the requirements are already met, and weapon statistics have been made more compact, and now include explicit weapon-group information.
Major Balance Changes
The inclusion of Master traits caused us to take a significant pass at game balance. In general, we made early-game a bit easier (especially on Medium), and significantly buffed all late game enemies to offset the power of Master traits. Also, there are more enemies in general post-Europa (scaling with difficulty). Oh, and remember that UV accuracy bonus for enemies? It wasn't working correctly; we've now fixed it. Expect a lot more pain on Ultraviolence ;)
Plethora of Bugfixes
Last (but certainly not least), we fixed plenty of bugs, and we eagerly anticipate fixing the ones that will inevitably popup in this release with the amount of added mechanics :P.
Changelog
That's no moon, it's a changelog!
Beta 0.9.0 - Masters - April 27, 2020
NEW #1066 - Traits - Marine chainfire master - Onslaught!
NEW #1125 - Traits - Scout rifle master - Sniper!
NEW #1126 - Traits - Tech cf/general master - Entrenchment!
NEW #1122 - Traits - Marine pistol/SMG master - Bulletstorm!
NEW #1063 - Traits - Scout pistol/SMG master - Gun Kata!
NEW #1123 - Traits - Tech pistol/SMG master - Sharpshooter!
NEW #1064 - Traits - Marine sg/rl master - Army of Darkness!
NEW #1118 - Traits - Scout sg/general master - Gunrunner!
NEW #1065 - Traits - Tech sg/general master - Fireangel!
NEW #1067 - Traits - Marine melee master - Vampyre!
NEW #1068 - Traits - Scout melee master - Assassinate!
NEW #1069 - Traits - Tech melee master - Blademaster!
NEW #1070 - Traits - Marine general master - Survivor!
NEW #1127 - Traits - Scout general master - Ghost!
NEW #1128 - Traits - Tech general master - Wizard!
NEW #1090 - 6 new uncommon base weapons with ADV variants!
NEW #0863 - chaingun now has a spool-up (4/6/8 shots)
CHANGE #1086 - UV enemy accuracy bonus was not working - fixed
CHANGE #1101 - ADV weapons now AV1, AV2 or AV3 depending on tier
CHANGE #1072 - Bloodhound and Tracking Data markers on screen
CHANGE #1128 - hacked enemies now give 1xEXP, but count kill EXP
CHANGE #1133 - UI - health bars use = to show recent damage
CHANGE #1112 - UI - required traits are highlighted red/green
CHANGE #1130 - UI - cleaned up weapon stats description
CHANGE #1130 - UI - explicit weapon groups in stats and traits
CHANGE #1130 - UI - stats now show mods line as count/capacity
CHANGE #1087 - Balance - fire fiend and drone accuracy reduced
CHANGE #1087 - Balance - Callisto sergeants deal 70% damage
CHANGE #1086 - Balance - heavies have -20% accuracy and -10% speed
CHANGE #1086 - Balance - much fewer heavies on Callisto and Europa
CHANGE #1086 - Balance - 25% fewer armored ravagers
CHANGE #1086 - Balance - +50% health to ravagers, +33% to reavers
CHANGE #1109 - Balance - more experience for ravagers and reavers
CHANGE #1109 - Balance - more health to formers post Europa
CHANGE #1109 - Balance - +60% health to all cerberi
CHANGE #1109 - Balance - x2 health for CRI marines, +50% for CRI bots
CHANGE #1109 - Balance - fewer enemies on Anomaly and Milibase
CHANGE #1086 - Balance - more enemies lategame at higher diffs
CHANGE #1088 - Balance - Scout's Dash L1 and L2 merged together
CHANGE #1088 - Balance - evasion (dodge + guard) caps at 90
CHANGE #1088 - Balance - evasion no longer halved against melee
CHANGE #1109 - Balance - Swordmaster and Summoner buffed
CHANGE #1110 - Balance - more health orbs on earlier levels
CHANGE #1099 - Traits - Marine - removed Shredder
CHANGE #1099 - Traits - Tech - removed Overkill
CHANGE #1099 - Traits - Scout - removed Shottyman
CHANGE #1099 - Traits - Scout - new Eagle Eye (+1 max distance)
CHANGE #1099 - Traits - Scout - Swashbuckler becomes a basic trait
CHANGE #1099 - Traits - Scout - Pinpoint buffed to +25%/+50%
CHANGE #1099 - Traits - Scout - Steady Shot merged into Deadly Prec
CHANGE #1108 - high HP enemies (boss, resilient) have overhealth
CHANGE #1062 - GFX - upper bodies rotate separately when aiming
CHANGE #1062 - GFX - smoother movement interpolation
CHANGE #0863 - GFX - rotating weapons now actually rotate when firing
CHANGE #1055 - GFX - improved animation and FX of ravagers
CHANGE #1102 - GFX - several fixes and improvements to lighting
CHANGE #1111 - Challenge - Carnage scavenger behaves like AoSh
FIX #1071 - "free" actions are now free, not just super short
FIX #1050 - rare enemy multi-shot crash fixed
FIX #1076 - fixed stealthing against charging fiends
FIX #1082 - fixed black tiles in industrial_01 generator
FIX #1080 - saving will be properly enabled after tutorial
FIX #1081 - melee will properly advance even if corpse removed
FIX #1077 - fixed not being able to hack bots in doorways
FIX #1098 - enemies will no longer attempt charge over lootbox
FIX #1061 - advanced bots are hackable (but expensive)
FIX #1131 - ending game with follower wont crash the next game
FIX #1136 - fixed accidental swearword on clean setting
FIX #1135 - killing mechanical enemies isn't spilling blood...
FIX #1132 - fixed a bug group related to death
What's next?
The next version, 0.9.1, will be on the lighter side in terms of content; we'll focus on balancing this update and adding more content options to early levels and their respective generators. It also might come a little later than normal, as I definitely need some Zzz.....
Edit: 0.9.0a deployed!
No sleep for me! Jupiter Hell 0.9.0a patch hasbeen deployed, mostly to fix Whizkid, but also to address the most unfair deaths. Saves are compatible!
Beta 0.9.0a - Masters - April 28, 2020
FIX #1137 - fixed Whizkid
CHANGE #1138 - reduced Anomaly and Milibase enemy count
CHANGE #1139 - reduced damage of rockets fired by heavies
CHANGE #1139 - heavies wont shoot from edge of vision
CHANGE #1140 - Bulletstorm pistol penalty reduced
CHANGE #1141 - Swashbuckler works with Assassinate
CHANGE #1141 - health orbs generation buffed, also +5 value```
The much awaited Jupiter Hell update 0.8.11 a.k.a. Berserker is live! The theme is unsurprisingly melee combat, but new general traits have also been added and the gameplay flow of the player classes improved! Read all about it below!
Melee - Rip'n'Tear!
Apart from return of the chainsaw, we've added a couple more melee weapons (katanas in space anyone?), added melee focused traits and improved melee synergy of others. A disclaimer first though - Jupiter Hell is a game of ranged combat - trying to play it melee only is much harder than any ranged build. That said, melee excels in late game in dishing huge amounts of damage! Right now it's almost viable to main melee late game, and once Masters hit next release this will definitely be true! Now however it's quite useful as a hybrid build - if they get too close, they're toast! There is a new Melee help topic in the game with all the needed information! Especially if you want to try out Angel of Berserk, the obvious challenge addition for this release :)
Melee arsenal
Apart from the aformentioned chainsaw, you can find several tiers of melee weapons, some of which even have ADV variants (anyone want an ADV machete?). Bladed melee weapons are special, utilizing Melee Guard mechanic - if you're close to enemies you get an extra dodge bonus. Speaking of mechanics - you both can bump into and "F"ire a melee weapon to attack (also diagonally), and you'll move to the enemy space at kill. If you want to prevent that (i.e. not stepping out of cover), you can hold SHIFT when pressing attack to prevent that.
New traits
In the melee department, Marine gets Rip'n'Tear that generates more Fury on melee kills and provides a damage bonus based on how much current Fury you have. Tech gets Bladedancer which doubles or even triples Melee Guard values, and Scout gets Swashbuckler that instantly switches to a melee weapon if one is present on melee attack and Energy Leech that produces Energy on melee kills. Apart from that we added new traits useful in melee builds, but also useful in general - Scout gets Dash which makes consecutive moves in a given direction be twice as fast (and a critical bonus at L2 if dashing into melee), Tech gets Juggernaut which reduces enemy damage when moving towards the targeted enemy and Powerjack that allows to siphon Power from Terminals, and Marine gets Running, similar to the now removed Scout Running, but fueled by Fury instead of once per level. Angry Motherfucker now gives bonus damage based on missing health, not pain. Lots of smaller changes in the Changelog below, we also removed some less used traits to make room for new and future stuff.
New special level
We've removed Arena from Beyond (it was kinda boring, it might return in an improved form!), and in its place there's a hidden new special level. No spoilers :P
GFX pass
We've improved performance a bit, and also improved visual quality (esp. normal maps). Addionally we did an improvement pass on enemy animations and FX (work in progress). Finally some of you might notice the game running smoother, even within the same FPS range.
Bugfixes
And of course the regular batch of bugfixes, the major ones listed below. Two things of note is that AI will no longer without provocation perform infighting, and that the guaranteed plasma weapon drops on Io L1 will now be present on higher difficulties.
Changelog
Beta 0.8.11 - Berserker - March 31, 2020
NEW #0508 - Melee is in, Rip and Tear!
NEW #1039 - Melee - melee weapons added!
NEW #1038 - Melee - Melee guard (dodge bonus if enemies close)
NEW #1044 - Challenge - Angel of Berserk!
NEW #1054 - New hidden special level added in Beyond!
NEW #0508 - Trait - Rip and Tear for Marine (Melee)
NEW #1042 - Trait - Bladedancer for Tech (Melee)
NEW #0508 - Trait - Dash for Scout (General), loses Running
NEW #0508 - Trait - Energy Leech for Scout (Melee)
NEW #0508 - Trait - Juggernaut for Tech (Close range/Melee)
NEW #0976 - Trait - Swashbuckler for Scout (Hybrid)
NEW #1042 - Trait - Running for Marine (Fury based)
NEW #1042 - Trait - Powerjack for Tech (+30 Power/Terminal)
CHANGE #1048 - Trait - Angry Mo-fo % based on missing health
CHANGE #1042 - Tech - Extra Batteries removed, +10 per Skilled
CHANGE #1042 - Marine - high-health enemies generate 2 Fury
CHANGE #1036 - Scout - activating stealth no longer costs a turn
CHANGE #1036 - Marine loses Focused Fire
CHANGE #1036 - Scout loses Reloader (Shottyman req Gun Hoarder)
CHANGE #1036 - Tech loses TaN, Hunker Down base, GH req Packrat
CHANGE #1053 - you will no longer accidentally melee barrels
CHANGE #1059 - melee killing bots/turrets wont proc explosion
CHANGE #1059 - Dodgemaster removes dodge decay from melee
CHANGE #1059 - evasion (dodge+guard+others) caps at 95%
CHANGE #1041 - Challenge - Shotgunnery converts to current ammo
CHANGE #1054 - removed Arena from Beyond L1, might return later
CHANGE #1051 - GFX - improved animation and FX of enemies
CHANGE #1047 - GFX - improved general color/light quality
CHANGE #1047 - GFX - improved volumetric lighting
CHANGE #1047 - GFX - improved roughness (bumpiness/normals)
CHANGE #1047 - GFX - performance improvement pass
FIX #1050 - GFX - fixed animation blending with empty states
FIX #1053 - AI - unintended infighting removed
FIX #1038 - AI - enemies will no longer try impossible charges
FIX #1053 - Loot - guaranteed plasma weapons on Io L1 working
FIX #1035 - Melee - weak melee no longer damages armor
What's next
We're slowly reaching 0.9.0 Masters - the release everyone is waiting for that will introduce Master Traits :). The release is scheduled for April 27th, but we may squeeze in a smaller 0.8.12 update before that! Keep your eyes open and tell us what you think of this new release!
Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!
We're putting the game on -20% sale, so it's also a great moment to help us spread the news :)
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below! Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it! Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base. We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it! Also, you might notice that some places in Europa look a bit better this update :). Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs! Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation. Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
Beta 0.8.10 - Explorer - March 9, 2020
NEW #1013 - Callisto Docking Bay added as Barracks alternative
NEW #1006 - basic melee - all weapons can be used in melee
NEW #1006 - melee override - use SHIFT-F to force melee attack
NEW #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW #1028 - Marine - adrenaline always heals a bit!
NEW #1004 - large map view! ("m" key or LBumper on pad)
NEW #1004 - base minimap can be made larger in configuration!
NEW #1016 - Valhalla Command revisited!
NEW #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX #1024 - fix empty black squares on floor
FIX #1024 - fixed Io missing double door floor mesh
FIX #1024 - fixed area near L1 dropship having no physics mesh
FIX #1006 - removed free hack exploit
FIX #1004 - fixed a group of crash/exploits related to AoHubris
FIX #1003 - regenerate level if not enough elevators are created
FIX #0977 - CRI phase won't put you in a red keycard vault
FIX #1015 - untriggered telegraphs cleared on level exit
FIX #1006 - enemies will no longer target disabled bots/turrets
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)
Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!
Protocol
Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!
Voice
New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)
Music
If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P
Damage types
All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.
Telegraphed attacks
Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.
Exalted
If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.
Balance pass
Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.
Angel of Hubris
While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).
Other stuff
We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).
Changelog
Beta 0.8.9 - Protocol - February 24, 2020
NEW #986 - reprogram, swap position and repair hack bots/drones!
NEW #997 - Angel or Hubris! (with exotic choice!)
NEW #989 - new voice-over lines for various events
NEW #989 - 4 new music tracks for the late-game levels!
NEW #982 - visual distinction between player classes
NEW #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE
NEW #991 - trait pick order in mortem
CHANGE #984 - health orb generated under player can be picked up
CHANGE #803 - added slight fade-in and fade-out on level transition
CHANGE #759 - better telegraphed attack indicators
CHANGE #759 - siege ravagers now have telegraphed attack
CHANGE #759 - siege rav's buffed and made more common to compensate
CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest)
CHANGE #988 - smoke and gas kill fire and themselves respectively
CHANGE #988 - ignite/fire has limited spreading capability
CHANGE #988 - ignite and freeze cancel each other out
CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies
CHANGE #988 - gas and smoke now reset scent to 0 on every tick
CHANGE #988 - all poison damage doubled, poison lasts 4 ticks
CHANGE #988 - acid status damage increased a lot - armor protects
much better from acid, but is damaged by it a lot too
CHANGE #974 - EMP reworked: more range in levels, not binary effect
CHANGE #994 - armor protection is now linear to its damage!
CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN
CHANGE #987 - slightly increased exalted spawn rate
CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in)
CHANGE #984 - exalted spawn further away from entry points
CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8
CHANGE #985 - less plasma ammo in the CRI branch
CHANGE #984 - turrets don't spawn near the entry elevator
CHANGE #990 - Beyond has a bit more soldiers, more of them have.44
CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes
CHANGE #996 - slight buffs to underused exotics
CHANGE #997 - UI preserves aspect ratio (widescreen UI better)
FIX #504 - no more MSVC runtime dependency
FIX #983 - fixed kill reason for suicide deaths
FIX #986 - hacked bots will no longer attack new hacked bots
FIX #986 - fixed issue with ALIVE but not TARGETABLE placement
FIX #980 - restarting music from 0% volume will now always work
What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)
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 0.8.7 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 :)
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)!
Hello everyone!
Steam Awards 2019 are up, and we noticed some people telling us they nominated Jupiter Hell for "The Best Game You Suck At" category! We're pretty happy, as we think this category isn't too crowded :P. If you could also nominate us (even if YOU DON'T suck at it), or in any other category, we would be extremely grateful!
Also, the game is -20% off for the Autumn Sale, so it's a great moment to remind your friends and your communities about it!
Post-update bugfix patch is live! While previously we put the notes into the main announcement, here we post it as a small update, as it contains significant balance changes. We're aware of the easier difficulties being too hard at the moment, and this patch tries to alleviate the difficulty a bit before we address it more thoroughly in the next patch. For that however, we'd love you to help us out! A topic discussing it has been posted to the Steam forums:
https://steamcommunity.com/app/811320/discussions/0/2803982773101542252/
Now for the changes:
The biggest one is on Easy - we made enemy cover half as effective as player cover. In short, an enemy behind full wall cover will now be hitable at around 50%. This might seem like shotgun surgery, however it comes from observation that new players don't seem to play well around enemy cover in the beginning. Also, this change makes Callisto easier, but difficulty later game is less affected as enemies don't rely on cover that much anymore.
Next, on all difficulty levels the level 1 medical box will contain two medkits - on Easy and Medium the level 2 medical box will have the same. There are many deaths that are barely avoidable due to not having much options in the inventory - this will allow to get to that point on a more regular basis. To offset the medkit addition on Hard+ and to change the difficulty curve in the direction we want we also reworked the health drops from exalted enemies - don't count on hoarding those on UV anymore, but you'll meet them more consistently on easier difficulties.
As far as usual bugfixes go, we fixed rockets flying through walls (especially on AoDoom), fixed the possibility of targeting the environment in the latter (and nerfed the damage bonus by half), and most importantly a small issue that prevented the OpenGL version working on non-Vulkan cards. If you have a card that ran JH last update with OpenGL only and stopped - this probably will fix your issue.
Full changelog follows:
CHANGE #896 - EASY only: -50% to enemy cover effectiveness
CHANGE #896 - Angel of Doom - 50% dodge to damage (instead of 100%)
CHANGE #896 - two medkits per box on levels 1 (all) and 2 (Easy/Med)
CHANGE #896 - adjusted exalted health drops
FIX #896 - Angel of Doom etheral walls fixed
FIX #896 - Angel of Doom environment targeting fixed
FIX #896 - OpenGL version accidentaly required 4.5 instead of 4.3
FIX #896 - kerberos is now properly named (as opposed to cyberos)
FIX #896 - fix for shots going through walls
See you next update, and be sure to check out the difficuly topic above!
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 here, on the forums or on Discord :D Happy hunting!
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!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!
One more quick hotfix, as there were some rare crashes during level transition. We took this opportunity to also hotfix level creation/load times, which should be significantly faster, especially on low-end systems. Finally, there's a rare bug with decal edges appearing, most noticable on Radeon cards.
FIX #821 - possible crash fix for inter-moon transition
FIX #819 - improved level loading times
FIX #819 - fixed decal borders (most visible on Radeon cards)
See you next time in 0.9.0 :)
And here we go again with the obligatory post-update bugfix patch :P
Most important thing adressed is the reduction of VRAM usage that was creating some serious issues on low-end graphics card. This might solve some crashes and framerate loss after update (please comment if it helped you). Apart from that some minor gameplay glitches have been fixed.
CHANGE #811 - bulk mods on pistol slightly nerfed on low mag size
FIX #811 - reduced VRAM use, fixes issues/crashes on low-tier GPUs
FIX #809 - fixed glitch allowing to pick traits over the maximum
FIX #814 - fixed duplicated descriptions on SHIFT view
FIX #814 - acid barrels are now named as such
Stay tuned for the next feature update, and thank you for playing Jupiter Hell :)
It's update time again!
This release has some significant gameplay changes that will shake the meta! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!
Accuracy
We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations). Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.
Ranges
Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.
Manual targeting
Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.
Weapon/Armor mods
Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).
Balance
A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties. We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.
Transition levels
However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.
Visual
Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug! Full changelog below!
Changelog
NEW #792 - Callisto L1 upgraded!
NEW #772 - Aim action added (use Wait to add +50% to hit)
NEW #777 - new trait - Steady shot (retain your aim between shots)
NEW #777 - new trait - Focused fire (successive shots +10% acc)
NEW #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW #790 - new trait - Tinkerer (+2 charges on stations)
NEW #780 - manual targeting remembers targets until you move
NEW #779 - new setting - turning off "idle" voice quips
NEW #771 - settings now in categories
NEW #780 - targeting doors or other destructible objects shows hp
NEW #690 - weapon range and accuracy topics added to Help
NEW #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
at which the tohit chance is full while max distance
shows the maximum distance at which it is possible to
hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX #776 - fixed hitting enemy in cover by firing at enemy behind
FIX #776 - fixed high accuracy display and real chance mismatch
FIX #778 - fixed repeating no ammo quip on reload dance
FIX #781 - fixed mismatch of shotgun damage between world and UI
FIX #768 - explosion range in targeting no longer reveals enemies
FIX #796 - fixed advanced SMG's sometimes having no stats
FIX #792 - fixed yet another case of lootbox in tight corridor
FIX #805 - fixed display for armor value 10 and over
FIX #774 - fixed rare cases of running out of texture space
A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!
Thank you, and good luck!
Hello marines, time for a content update! 0.8.2 is deployed and you can download it now (you might need to fully restart your client to trigger the update).
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.
Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.
Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.
Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!
There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).
Full changelog below!
Content updates
NEW #496 - new branch - CRI Laboratories!
NEW #496 - new special level - CRI Armory!
NEW #563 - Medical and Technical stations added!
NEW #753 - archreaver attack now with acid
NEW #753 - added acid barrels
NEW #761 - added additional generator to Callisto
NEW #762 - ADV chainguns and ADV rocket launchers added
CHANGE #753 - Anomaly archreavers will no longer summon beside you
CHANGE #747 - Gateway and boss reavers don't count to max kills
CHANGE #750 - No more "alpha-strike" on Valhalla Command
CHANGE #750 - Valhalla Command improved (enemies and rewards)
CHANGE #563 - Ironman has now just 2 levels
CHANGE #563 - swapped armor and weapon position on UI
CHANGE #760 - Angel of Light Travel grants +20% move speed
CHANGE #752 - nerfed Summoner regeneration by half
CHANGE #752 - nerfed calibrated pistol and auto/pistiol amps a bit
CHANGE #761 - improved Callisto and Europa special level rewards
FIX #749 - fixed ridiculous to-hit chance when targeting
FIX #748 - fixed another burning death crash (hopefully the last!)
FIX #755 - Angel of Confidence has 9mm ammo again
FIX #761 - potential dead area fixed- industrial_wide_02 generator
FIX #761 - fixed two cases of unopenable vaults
It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!
Thank you, and good luck!
Hello marines! It's time for the first content/feature update! 0.8.1 is now deployed and you should be able to download it (you might need to fully restart your store client for the update to trigger).
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
We've implemented a lot of changes and features, many of them suggested by the community - you might find one you suggested in this list :).
As far as new stuff goes, you'll mostly notice the damage types - EMP, Toxic, Fire, etc. Barrels now behave differently based on color, old enemies might have new attacks, and cyroreavers and toxic reavers will introduce you gently to the new damage effects. And to turn the tables you have access to new grenades - EMP and Gas (note that the old grenades have changed colors). There's a lot new exotic (magenta) weapons too!
Speaking of weapons the cell-weapon tier has been added - rifle, pistol and shotgun (bye bye armor :P). They all do plasma damage, which mostly behaves like pierce damage.
Early game benefits from slightly different gear between classes and a new Level 1 generator that eases into a given run by providing a more balanced first level clear. We also balanced armor and health drops a bit.
We're slowly working on improving Io too - you'll find the new Blacksite special level to be something a bit different from the old ones :).
AI has been more agressive. We'll be working more on the AI later, but you should definitely be able to kite demons now.
Angel of Shotgunnery has been moved to a higher rank requirement, and Angel of Carnage (which is subjectively more fun) has been unlocked in its place instead. AoSh should be easier now though, as we allow the use of grenades (and the plasma shotgun eats armored enemies).
Tough as Nails has been reworked to reduce the accuracy penalty instead of pain, and do it on a 50%/100% level.
UI wise, we've added a item description modifier (SHIFT or LTrigger on pads), which allows you to see the stats of a weapon on the ground (and compare them to the held weapon - nicer UI improvements comming to this later!), but also allows you to use the pickup key while held to use the item immedately from the ground.
Finally some visual improvements were done - to the particle and sprite effects and icons and to the visual rendering equations.
Full changelog below!
Content updates
NEW #682 - several new exotics added! (magenta weapons)
NEW #524 - energy cells and plasma weaponry!
NEW #686 - Blacksite special level!
NEW #688 - starting gear - small med for Marine, .44 revolver
for Scout and accuracy mod for Tech
NEW #716 - cryoreavers and toxic reavers added
NEW #524 - former CRI may carry plasma weapons
NEW #715 - fire fiend sets you on fire
NEW #540 - Barrels are now different - red ones have a larger
explosion, blue are cryo and green are toxic
NEW #726 - two new types of grenades - gas and EMP
NEW #685 - Callisto 1 is now a small level with it's own generator
CHANGE #682 - exotics have same mod restrictions as advanced weapons
CHANGE #643 - Tough as Nails now reduces pain effect on accuracy
instead of pain (by 50/100%)
CHANGE #643 - Hunker Down now requires a level of Tough as Nails
CHANGE #676 - fixed lootbox bug- much more consistent counts on HARD+
CHANGE #676 - buffed armor health a bit and repair kit rarity - added
guaranteed armor boxes
CHANGE #716 - Containment Area has now different reavers
CHANGE #692 - AoShotgunnery now on moved to rank 3, AoCarnage rank 1
CHANGE #692 - AoShotgunnery now allows grenade usage
CHANGE #682 - slight nerf to CRI SMG, buff to JAC SMG
CHANGE #702 - slightly buffed grenades - more armor stripping to krak
and more damage to frag
CHANGE #675 - demons no longer ignore the player if out of sight
CHANGE #675 - AI properly retalitates if fired from beyond sight
CHANGE #705 - minor changed to the boss fight
CHANGE #711 - A-mods decrese fire-time by 20%, B-mods decrease reload
time by %20 (instead of 30%)
CHANGE #710 - minimun spawn distance from player increased by 1
CHANGE #685 - .44 ammo is more common on Valhalla Terminal
CHANGE #734 - SMG swap time reduced to 0.5
CHANGE #680 - AI groups keep patroling given area instead of walking
around the whole map
FIX #640 - "Mag size" instead of "Clip size"
FIX #675 - chargers wont charge through doors anymore
FIX #675 - AI wont get stuck behind boxes anymore
FIX #688 - AoLT scout now properly starts with 3 slots
FIX #710 - europa_03 sometimes missing elevators fixed
UI/Game/Visual updates
NEW #706 - chance to restore game progress on game crash
NEW #693 - you can now abandon a game instead of Save and Quit
NEW #677 - hold SHIFT/LTrigger to view/compare item on floor
NEW #678 - SHIFT/LTrigger + G/A use item from floor
NEW #679 - option to reduce or turn-off the text typing animation
NEW #689 - option to separately configure CRT geometric effect
NEW #673 - What's new/Changelog screen
CHANGE #677 - grenade info is shown in SHIFT mode and inventory
CHANGE #726 - frag is now yellow, krak is red
CHANGE #695 - Enemies left on level info on character screen
CHANGE #472 - animation and move speed now dependent on ingame speed
CHANGE #471 - smoke fx upgraded
CHANGE #728 - Improved Vulkan and OpenGL init and error reporting
CHANGE #674 - added GoG Galaxy integration and achievements
CHANGE #684 - integrated MacOS version for GoG
CHANGE #737 - improved linear space color calculations for particles
and sprites and ambient light calculation which now
finally uses correct linear color space
FIX #735 - fixed ui icon blending issues
FIX #725 - improved decal rendering on curved surfaces
FIX #724 - rendering of ammo shells on ground
FIX #720 - potential fix for loading non existing material
FIX #675 - potential crash when saving game on Io fixed
FIX #472 - fixed animated particles - now starting from index 0
FIX #472 - proper loading of status effects on player
FIX #471 - animation fix for particles
FIX #724 - fixed ammo shell decals on floor
FIX #707 - minimap no longer renders over the UI
Apart from a potential bugfix release, the next update (0.8.2) probably will appear in two weeks, however it will be slightly lighter on content, as we'll be half or this period attending Gamescom. You can expect further gameplay improvements by that time though!
Thank you, and good luck!
EDIT : Hotfix 0.8.1a
We had two serious bugs that we needed to fix (fire fiend burn crash and Angel equipment issues) - and took that opportunity to do a small balance patch, changes below:
CHANGE #740 - moved Military Barracks to level 4 as intended
CHANGE #744 - you can now compare armors on ground
CHANGE #743 - allow numbers, underscores and apostrophes in names
CHANGE #741 - plasma rifle minimum range reduced
CHANGE #741 - plasma shotgun shot cost reduced to 4
CHANGE #741 - more formerCRI spawn (increase plasma weapon drop rate)
CHANGE #741 - cold status buffed slightly
CHANGE #741 - slight buff to mod drop rate
FIX #--- - fixed crash related to dying from fire
FIX #742 - pathfinder check on Anomaly, no longer unreachable exit
FIX #740 - fixed Military Barracks issues
FIX #739 - fixed challenge equipment (AoSh, AoC and AoOC)
FIX #--- - particle brightness not dependant on active light count
FIX #--- - particles are now visible on shader quality 0
Hello marines! We're so glad that so many of you decided to join us at Early Access launch!
We'll start our Early Access updates with a bugfix release 0.8.0a to address most issues that we have found thanks to your reports. The release is live now, if your start screen doesn't state 0.8.0a, fully restart Steam to force the update!
Changes (sneaking into a bugfix release)
CHANGE #651 - PBR lighting improvement
CHANGE #651 - minor performance improvement pass
CHANGE #651 - improved performance of shader quality 0
CHANGE #651 - improved shadow filters
CHANGE #666 - music for a given area is picked from a set and not sequentially (starting music random)
Graphical/engine/launch bugs
FIX #637 - fixed white screen only on old OpenGL cards
FIX #657 - fixed highlight bug on Intel Iris on macOS
FIX #646 - macOS random freezes fixed
FIX #649 - decals on OpenGL are no longer dim
FIX #651 - reenabled volumetric on Intel GPUs
FIX #665 - wrapper linux script now supports launch options
Gameplay bugs
FIX #636 - fixed crashes on level change
FIX #638 - home button no longer crashes the game
FIX #610 - Containment Area, Anomaly and Arena properly indicate cleared
FIX #660 - shottyman will now correctly reload shotguns with extended mags
FIX #662 - shottyman will not trigger the no ammo alert on every step
FIX #663 - fixed crash on ammo pickup when wielding Chainsaw and having Scavenger
FIX #661 - target mode will not trigger when no weapon is held
The first content (0.8.1) update will come August 15th, so stay tuned!Finally, after so many years, Jupiter Hell, our turn-based sci-fi roguelike, spiritual successor to "Doom, the Roguelike" is out on Steam Early Access! Rip and tear zombies, demons, and heavy metal monstrosities with chainguns and chainsaws on randomized levels set all over Jupiters orbit. Buy, play and leave a review here! 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! <3
It's the final countdown! 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.
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.
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.
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!
Full changelog follows:
Beta 0.7.4 - July 29, 2019
NEW #--- - macOS version (experimental)
CHANGE #517 - let there be light!
CHANGE #--- - Io Gateway will spawn reavers less often
FIX #--- - fixes to ASCII version (still more work needed)
FIX #--- - fixed Limbo spawning weird portals
FIX #--- - fixed rare case of "life after death"
FIX #623 - Fix for crash on entering Tyre Outpost
and Refueling Base
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.
P.S. Oh, and if you didn't see the Early Access launch trailer yet, enjoy ;):
https://www.youtube.com/watch?v=YY8hfy0GopQ
This is a quick release, as we have some features that we still want to push before Early Access, and we'll need to feature-freeze the release soon! Apart from that some major fixes have been added too!
Most notably we added the last big change before Early Access - Player Progression - later in development there will be more content that it will unlock, but now you can give us feedback on the current locks - they should automatically unlock if you've been collecting badges, otherwise some work might need to be done to get back all the Challenges and Ultraviolence. New badges have been added so the progress goes smoother. The currently locked stuff should be achieveable by a casual player - if it isn't, please tell!
If for any reason you want to start with a clean state, delete player.dat from the game folder.
First part of the Io upgrades is also go - Io is 6 levels deep, is also inhabitated by former CRI soldiers, there's a new special level (Io Warehouse) and a new transition level at Io 6 - Gateway.
There's one balance change - SMGs should be a bit more accurate.
Notable bugfixes include speeding up the loading significantly, reenabling volumetric lights, and several crash fixes.
We need these last versions before Early Access tested as much as possible and as soon as possible, so please help us out on this last stretch! <3
Beta 0.7.3 - July 24, 2019
NEW #587 - Player progression - ranks, unlocks, rank up!
NEW #615 - Io Warehouse special level
NEW #--- - Io expanded to 6 levels, former CRI security added
NEW #--- - Io Gateway added - last level of Io!
NEW #587 - non-challenge badge sets - CRI, JoviSec and Anomaly
CHANGE #587 - only new badges appear in mortem
CHANGE #--- - significant speed up of loading times
CHANGE #--- - accuracy penalty for SMGs reduced to -10%
FIX #--- - reverted to older version of FMOD - might fix some issues
FIX #--- - fixed some Vulkan and OpenGL compatibility issues
FIX #--- - reenabled volumetric lights
FIX #--- - fixed a rare crash case that might happen at start of level
FIX #--- - fixed some formers not carrying flashlights on dark levels
FIX #--- - fixed mortar demon potential crash
FIX #--- - fixed Io floor vents
Next version will be out really soon (if bugfixes are needed), or around Monday (last changes before EA). Good luck!
VULKAN HAS ARRIVED!
This may be a point release, but boooy a lot of new stuff is here! The biggest code-wise (but hopefully barely noticable) is the fact that we merged into a new rendering architecture with Vulkan as the default API. We only started optimizations on it, so the benefits as yet are small, but will ultimately lead to both performance gains as well as new graphical goodness. It is IMPERATIVE however to at least briefly test this release on your machine before Friday! Pretty please <3. If you have any issues running the game (that you didn't before), please contact us ASAP! (preferably on Discord, but forums are also ok). If the game doesn't run at all you can also try passing --gl via right-click properties on Steam, but do report the problem anyway.
VOICE OF JUPITER
I promised new stuff, so another big change is the long awaited voice acting for our JupiterGuy, by the irreplacable Mark Meer! We still didn't add all the interactions that we wanted, but a lot of it is already in. Be warned that our hero has a foul mouth! To those offended by this or streaming/youtubeing (or playing with children beside them), there's an option to tone down the profanity. You can also raise it, but it'll just remove some of the non-profane options. If you're not a big fan of VO, or want to hear less of it because you're playing the hundreth damn time you can also configure the frequency - from off or plot-only quips, to the full package. Tell us what you think!
ULTRAVIOLENCE
For the hardcore players, we invite you to try a bit of the old ULTRAVIOLENCE! While it isn't the highest difficulty we want to add, it should keep you entertained in the meantime. While on the topic of difficulty - we did some rebalancing - there are more enemies overall, Easy is easier (accuracy nerf to enemies), Medium is a bit harder and Hard should be even harder.
SMGs
Next, we added a new weapon class - SMGs. These automatic weapons have poor accuracy (especially at longer distances), but dish a lot of bullets. The benefit however is that they benefit from pistol only skills.
SKILLED
Also noteworthy, each class now has a Skilled trait that improves their class active and passive abilities. Our scout is slowly turning into an assassin?
STEAM SAVES AND ACHIEVEMENTS
Rounding up the big ones, two Steam features were added - Steam Cloud Saves, and Steam achievements - the latter however work only partially - you wont be able to browse them on Steam until the game is officially released. Apart from that a huge chunk of smaller changes and bugfixes awaits, see the full changelog below!
Beta 0.7.2 - July 11, 2019
NEW #001 - Vulkan port!
NEW #558 - Voice over!
NEW #558 - voice over options to suit your preferences - profanity level and frequency
NEW #543 - ULTRAVIOLENCE difficulty
NEW #543 - rebalanced difficulties - more enemies on each, Easy easier, Hard harder, Medium a bit harder
NEW #575 - added SMG's - bullet hose with low accuracy, benefiting from pistol skills
NEW #565 - Skilled class trait - enhance your active and passive class skills
NEW #561 - Steam achievements (not fully working due to unreleased game status)
NEW #564 - Steam cloud save (saves, player data and score board)
NEW #542 - different step sounds, CRI bot sounds, and door sounds (on later levels)
CHANGE #543 - more exalted enemies on higher difficulties (on Hard and UV more than one pack/level possible)
CHANGE #575 - power mod value depends on base damage (nerfed explosive P-mod)
CHANGE #565 - character starts at level 1
CHANGE #541 - krak grenades have radius 1 explosion now
CHANGE #541 - spawn more repair kits and armor boxes
CHANGE #541 - chainsaw damage increased by 10
CHANGE #541 - summon sound a bit quieter
CHANGE #541 - small stimpacks clear pain
CHANGE #541 - Angel of Vampirism health gain scales less by enemy HP and depends on difficulty
CHANGE #586 - buffed CRI enemies - they now use pierce damage (later plasma)
CHANGE #586 - ADV weapons made stronger - more attributes changed, and picks best change
CHANGE #537 - option to turn off level 1 tutorial hints
CHANGE #580 - score, player and post mortem interfaces reset scroll
FIX #--- - fixed terminal animation and feedback
FIX #--- - fixed a case where bsp would generate a ton of doors
Next version (0.7.3) will be out in little more than a week! This will be the last version with new features before the August 1st Early Access launch! If all goes well we'll add account progression and finally upgrade Io to a worthy moon!
It's that time again! While we still are in the progress of updating Io, there's a regular drop of new features for the game for your enjoyment!
Most notably we finally added weapon and armor modding to the game! You can apply a single mod to any non-advanced weapon, and pick the new Whizkid trait to increse the mod capacity by 2 per level. Technicians are smarter, and can apply a single mod to advanced weapon or armor! Currently available mods are Power (damage or protection), Accuracy and Bulk (magazine size or armor durability).
We also upgraded the UI - this is not a full overhaul that is planned post Early Access release, but you'll find it a bit nicer to see things that are important. Speaking of which you can now turn off the CRT effects if you don't like them.
We're in progress of adding a new general purpose level generator (inspired by the awesome roguelike Cogmind) - currently, you can encounter it only on Io, but once we polish up the kinks it will be more widespread.
To add more tactical depth we added CRI phase devices (smarter than DRL's, because they try to teleport you to a safe place), and repair kits (replacing armor-shards - basically a carryable version).
Finally, there's a new challenge, probably the hardest and weirdest one yet - Angel of Vampirism.
Apart from that a huge chunk of smaller changes and bugfixes awaits, see the full changelog below!
Beta 0.7.1 - July 5, 2019
NEW #525 - weapon/armor mods added! Currently power, accuracy and bulk (more to come)!
NEW #525 - whizkid trait added (+2 mods per item)
NEW #524 - color overhaul of the UI!
NEW #101 - new level generator (Cogmind-style) - currently on on Io!
NEW #447 - Angel of Vampirism!
NEW #523 - CRI phase device added (teleport-to-safety consumable)
NEW #522 - carryable repair kits (for armor) added, armor shards removed
CHANGE #521 - cave levels now can have vaults
CHANGE #515 - BSP levels now can have vaults
CHANGE #508 - added a configuration option to tone down CRT effects
CHANGE #507 - items on floor use only icons (visual clutter removed)
CHANGE #533 - you can now drop equipment (be careful!)
CHANGE #531 - added proper gamepad keybinding info to the UI
CHANGE #534 - increased amount of loot/ammo in Io and Beyond
FIX #531 - you can now drop items with the gamepad (Y)
FIX #530 - fixed several spelling and grammar mistakes (thanks Slavfox!)
FIX #511 - items and current weapon is no longer missing from mortem screen
FIX #512 - rare crash on death fixed
FIX #515 - fixed rare ocurrences of non-reachable level parts
FIX #537 - fix to unconnected industrial_c_13
FIX #536 - fix industrial_13x13_2 vaults cut down (box in wall)
FIX #535 - fix military base trap
FIX #--- - fixed some issues with resolution change
Next version (0.7.2) will be out in two weeks time, and hopefully will come with Vulkan and OSX support, and a significant drop of tactical gameplay enhancements. Hopefully we'll finally hear the Marine swear too ;).
THE WAR ON IO UPDATE
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
Weve 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
Weve 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. Weve also included is a more robust help system.
SCORING SYSTEM
Weve taken a look at the scoring system and revamped it so its easier to understand:
(score = ("depth reached" * 100 + "special levels cleared" * 100 + kill count + medal values)*(difficulty factor))
Were 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 thats all for this release Marines. Our next major version should be out in ~two weeks and will include further UI color improvements, additional Io content and more so stay tuned! As always, see below for a full changelog and we await your feedback. Have fun with your new CRI friends on Io!
FULL CHANGELOG
Beta 0.7.0 - June 21, 2019
NEW #394 - Io!
NEW #405 - CRI Marines!
NEW #471 - CRI Bots!
NEW #497 - first Io branch - Black site
NEW #456 - Tutorial!
NEW #459 - New highscore system and scoring!
NEW #502 - expanded help!
NEW #482 - Music and Sounds update! Callisto music is now much more varied! Demon sounds too :P
CHANGE #483 - inline text coloring - some upgrades, more will come
CHANGE #493 - reworked Die Hard - much more useful now (OP?)
CHANGE #472 - randomized the placement/length of the branches a little
CHANGE #472 - item and difficulty level mods for branches
CHANGE #503 - mouse removed from screen (you can re-enable it in options)
CHANGE #495 - a bit of variety to Callisto Mines music
FIX #501 - load crash fix and visual one too
FIX #472 - boxes and barrels will no longer spawn on lootboxes/items
FIX #496 - fixed items droping under turret base
FIX #--- - fixed save/load visual state of double doors
Took a bit longer than planned, but we're back with a fresh new BETA!
There are two big changes in this one - the first being 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 aquires 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! To increase the availability of those (and other) skills with a cooldown, stimpacks now reset cooldowns (for the "once per level" ones you'll need a military stimpack though).
The second big change are Vaults! These are special rooms that appear on some levels (currently not on BSP or cave 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!
At the same time we rewrote from scratch the algorithm that picked monsters for the level. It should now have more consistent results (and a lot power for future changes).
Finally we added two challenges that incidentally allow to have a taste of later game content -- Carnage which is a rocket launcher only game and Confidence which throws you right into Europa.
We also implemented the Discord API - you'll have rich presence info when playing the game! (currently works only on Windows) Speaking of which, join our Discord if you haven't already :D
http://discord.gg/jupiterhell
There's also a bit of changes and fixes, see below for the full changelog!
We await for your feedback (especially on new changes)!
Restart Steam to force the update!
Beta 0.6.2 - May 30, 2019
NEW #458 - vaults!
NEW #443 - Marine class skill - Adrenaline!
NEW #441 - Scout class skill - Stealth!
NEW #442 - Technician class skill - Smoke screen!
NEW #445 - new challenge - Angel of Confidence (Europa start)
NEW #444 - new challenge - Angel of Carnage (rocket launcher only)
NEW #448 - rewrote the monster generation algorithm - more balanced compositions
NEW #455 - added Discord API - rich presence on Discord (can be toggled off)
CHANGE #426 - AI upgrade - more responsive to player but first reaction is always move
CHANGE #451 - elevators have a dedicated floor in front of them
CHANGE #457 - try to launch on dedicated graphics card if present on laptop
CHANGE #457 - warn if launching on Intel integrated GPU
CHANGE #460 - stimpacks now reset cooldowns (military stimpack resets "once per level" cd's)
CHANGE #464 - smoke grenades do no damage
CHANGE #453 - slight adjustment of game camera, should improve top/bottom visibility
CHANGE #462 - heal fx added
FIX #446 - advanced auto shotguns now have potential increased magazine instead of seeming empty
FIX #467 - added shebang to Linux script (should fix launching on itch.io)
FIX #470 - door UI icons load properly after save/load
FIX #--- - clean background in menu (was visible on ultrawide monitors)
Next version (0.7.0) should be out at the end of the next week! We will wrap up the 0.6.x changes by adding the final planned moon and episode - Io! Stay tuned for a bigger announcement when that time comes!
It's that time again! Despite the fact that these two weeks were mostly working on systems for the bigger 0.7.0 release, we managed to push in some exciting changes!
The most noticeable one is obviously another favorite hellish roguelike feature returning - Challenge Modes! We're starting modestly with 3 classics making a comeback - Light Travel, Shotgunnery and Impatience, updated for Jupiter Hell. Next release we'll add a few more interesting ones though, so stay tuned! 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). Don't mind the messy player data screens, we'll make them more beautiful later!
We also started doing upgrades on AI for the upcoming Io changes, you might notice some infighting happening -- based on the group of the given enemy.
We rewrote a bit of code around the cover mechanic - a side result is that cover modifier is lower (but much more consistent). To offset that, we made destructible cover more sturdy, and implemented a Hunker mechanic - if you wait behind cover you get a significant cover bonus - and if you pick the new Technician trait, that bonus actually stays until you move!
Apart from that we added a smoke mechanic - you can test it out with the new smoke grenades! Not a very damaging weapon, but useful to cover a tactical retreat!
We await for your feedback (especially on new changes)!
Restart Steam to force the update!
Full changelog follows!
Beta 0.6.1 - May 10, 2019
NEW #021 - Challenge modes! Angel of Light Travel, Shotgunnery and Impatience for starters
NEW #021 - Badges! Currently Bronze, Silver and Gold for the above challenges
NEW #389 - Hunker mechanic! (wait behind cover)
NEW #390 - Hunker down trait for Technician!
NEW #016 - AI upgrade - monster infighting
NEW #431 - smoke mechanic and smoke grenade added!
CHANGE #432 - changed internals of medals - old medals are invalidated :(
CHANGE #423 - pain rebalanced - now values are same between difficulties, but there's a 50% gate on a single attack
CHANGE #389 - fixed the to_hit algorithm - the accuracy penalties for cover are changed!
CHANGE #389 - made box/chair/desk covers more sturdy
FIX #--- - scavenger works with .44 ammo
FIX #428 - clearing/exploring more than 3 levels will now give the proper medals
Next version (0.6.2) will come in 2 weeks if all goes according to plan. Expect more Challenge work and active class skills that will make the classes differ a lot more than they are now, and allow for more tactical early game!
It's finally that time again! Took a bit longer than usual because PAX and GDC took development time away -- and we really wanted some significant changes for 0.6.0.
The major gameplay change is making the weapon slots universal - we decided that separate sidearm/primary/heavy slots are needlessly complex not giving much to tactical gameplay. Now you can carry any weapon in any slots (e.g. three chainguns if you wish). A trait to increase the amount of slots is also available for Scouts and Technicians!
D**mRL players will recognize the next feature - Medals! They're extremely hard to get, you see them on your mortem, and you can see a list of them in player data (use left/right to switch pages). Speaking of which a lot of additional statistics got added, including real time measuring (hello speedrunners!).
All level generators from Callisto and Europa have been improved (including the branches), including also lootbox and turret (new rocket turrets yay!) placement for all - especially the BSP generator has been significanly improved and made more common.
Significant changes are in the weapon department too - revolvers and hunter rifles are now using new .44 ammo - both got a buff and made common. Additionally double shotguns and auto shotguns have been made common too -- all four weapons are carried by enemies now, and all four have their advanced variants available! Also, rocket launchers should now be much more viable as you'll encounter heavies carrying them...
Finally, a change that was really needed - when we added exalted enemies, we forgot one important thing - they should drop good loot! Now they do :P.
We await for your feedback (especially on new changes)!
Restart Steam to force the update!
Full changelog follows!
Beta 0.6.0 - April 26, 2019
NEW #355 - medals implemented! Viewable in player data (left/right) and mortems!
NEW #391 - universal slots! Each slot can carry any weapon! Scout starts with 2, rest with 3
NEW #392 - trait: Gun Hoarder - +1 slots (Scout or Technician only)
NEW #409 - significant improvement pass on all level generators of Callisto and Europa and their branches
NEW #409 - the BSP generator has been significantly improved and made more common on Callisto
NEW #406 - heavy troopers carrying rocket launchers added - will make RL's and rockets more common!
NEW #408 - rocket turret - will also make rockets more common
NEW #411 - .44 ammo - used by revolver and hunter rifle
NEW #411 - revolver and hunter rifle made common, used by guards and soldiers (both buffed)
NEW #411 - revolver and hunter rifle advanced versions
NEW #412 - auto/double shotgun made common, used by sergeants in Europa and Beyond respectively
NEW #412 - double shotgun and auto shotgun advanced versions
NEW #413 - exalted enemies drop high quality loot and sometimes medical supplies
CHANGE #409 - lootbox and turret emplacements added to levels that have been missing them
CHANGE #407 - chaingun reloads a single turn but in 15-size increments
CHANGE #396 - more statistics! Including time tracking! Let the speedrunning commence!
CHANGE #395 - configuration is now versioned (expect a reset of config after update)
FIX #409 - several level generation issues fixed
FIX #375 - fixed muzzle placement for weapons
FIX #398 - fixed decals for shotguns multipling and going through walls
Our initial plan for 0.6.0 was to introduce Io this version, but we decided to postpone it to 0.7.0 instead. The reason is that Io introduces a new faction (CRI) which requires a rewrite in AI, and we'd rather to a nice complete content drop than something unfinished. Expect parts of the changes (AI) to appear already in 0.6.1 and Io to appear either in 0.6.2 or 0.7.0 :).
This release is a bit rushed, but we really wanted to push out these fixes before we'll leave for GDC and PAX (next release might take a month!).
The major features are the addition of a new enemy (drone), and adding telegraphed charge attacks for imps and ravagers! This feature is definitely WIP, and the visual indicatior might change. We also want it to deal more damage, but we first want to see how the attack changes the enemies difficulty - feedback for this feature needed!
In the changes department there's a minor addition of kills to the player data view, and the more significant addition of proximity doors to Europa. In particular one of the subtilesets of Europa will now always use them. We received positive feedback on proximity doors, so we wanted to make more use of them - if we went overboard, please do tell us!
Finally there are a couple fixes, most importantly the annoying key repeat after changing levels.
Check out below for the full changelog!
We await for your feedback (especially on new changes)!
Beta 0.5.2 - March 11, 2019
NEW #073 - drones!
NEW #383 - telegraphed attacks (imp and ravager) WIP
CHANGE #382 - one of the Europa visual tilesets has proximity doors
CHANGE #380 - player data total kills
FIX #381 - armored ravagers reload always after shot
FIX #379 - auto-repeat reset on level change
FIX #--- - removal of ragdoll-hit effect from security bots
Next update (0.6.0) will take some time to release - we will resume work on it after returning from PAX and GDC. However there's some content in the art department that has been piling up, so the release might still be very interesting :)
Took a week longer than initially planned, but here we are with a new beta! The extra time was taken to make sure that controller support - one of the major changes this beta - is working properly! If you have a controller, please do test it out and tell us what you think! Default bindings are visible on the bottom of the help screen. Our bindings are based on the D-Pad, but you can also try the as yet unoptimized analog stick implementation by enabling it in the options.
Another change that will benefit both controller and keyboard players is the smart auto-repeat. You can now hold the direction you're walking and the player will repeat moves, however in a much slower rate than regular auto-repeat. The beauty of the smart auto-repeat is that it TURNS OFF WHEN AN ENEMY IS IN VISION. Say goodbye to deaths by holding a directional key :D. You can adjust the initial delay of the auto-repeat and its frequency in configuration,and if you dislike it, you can also turn it off (or permanently turn repeat on)!
Additionally we've implemented turrets - currently only as dumb enemies, but later you'll be able to turn them off, or even turn them against your enemies! Callisto civilian levels now have automatic proximity doors, presenting a new tactical challenge, and the post-mortem now has an equipment and inventory list.
Other minor things are differently colored health bars for robotic enemies (to note that they react differently to different damage types), addition of lootboxes to the spaceport level, and making armored ravagers reload after each shot. Mortar ravagers will also be made easier, but that will happen in the next update.
Check out below for the full changelog!
We await for your feedback (especially on the controller support)!
Beta 0.5.1 - March 1, 2019
NEW #099 - controller support
NEW #118 - partial controller configuration
NEW #350 - smart key repeat mode (configurable)
NEW #374 - turrets!
NEW #364 - proximity doors in Callisto civilian levels
NEW #365 - inventory and equipment lists in mortem files
CHANGE #376 - robotic enemies have different health bar color to mark different damage behavior
CHANGE #347 - numpad keys can be bound
CHANGE #366 - lootboxes in Spaceport level
CHANGE #367 - armored ravagers reload after shot
FIX #348 - scavenger doesnt destroy ammo if inventory full
FIX #--- - fixed terrain technique selection (minor performance boost on some levels)
FIX #369 - "using" ammunition no longer shoots weapon to (0,0)
Next update (0.5.2) will uncharacteristically be out probably next Friday! We will try to implement some more gameplay improvements and telegraphed attacks... the hurry is that we'll be demoing at PAX East this month, and want to squeeze in some extra juice for that demo - more info soon :)
Beta Access on itch.io!
First of all, we've been working on pre-Early Access Beta availability, and we're happy to offer it via itch.io - Jupiter Hell BETA at itch.io! Buying BETA access through itch.io will still provide you a Steam key at Early Access! We're not sure if we will still be distributing/updating via itch.io after Steam Early Access launches. If you're a backer of Jupiter Hell at the player level below BETA access and want to upgrade to BETA, e-mail us at ( support at chaosforge org ) with your Kickstarted data (backer number and e-mail used) for a 75%-off coupon for the BETA - (you will still be entitled to only one Steam key though!). At this moment the BETA costs more than the game at Early Access release (to be fair to Kickstarter Backers). The game will have a lower price at Early Access launch - tentatively scheduled for June.
0.5.0 released!
Time to wrap up the 0.4.x line and release 0.5.0! Vulkan is still WIP, but to offset that we bring you some juicy gameplay additions! There's a whopping total of 6 new traits this release, all of them fairly interesting. For the defence we have Die Hard and Second Wind, Scavenger for ammo management, Reload Dance, Run'n'Gun and Field Medic to round things off. We also present a basic version of the player data screen - you can check your deaths, wins and kills - medals and badges will follow at some point in the future! Apart from that, the usual round of minor balancing, tweaks and fixes has also been done. Check out below for the full changelog! We await for your feedback (especially on the new traits)!
Changelog
NEW #335 - new trait: Scavenger - convert ammo from floor to current weapon
NEW #336 - new trait: Reload Dance - auto-reload on kill
NEW #338 - new trait: Die Hard - prevent single damage kill from 20hp
NEW #339 - new trait: Run'n'Gun - pistol only - once per level auto-shoot on move
NEW #341 - new trait: Field Medic - increase heal from small medkits and stimpacks
NEW #342 - new trait: Second Wind - once per game prevent death and heal to 50%
NEW #344 - basic player data screen
CHANGE #341 - stimpacks and small medkits heal 40 instead of 50
CHANGE #322 - preparing terminals for more options (terminal menu)
CHANGE #334 - reduced brightness of Europa snow
CHANGE #334 - reduced amount of boxes/barrels by ~33%
CHANGE #346 - exalted appear 1 level deeper, accuracy keyword nerfed a bit
CHANGE #346 - Callisto enemy count changed to 14/17/20
CHANGE #346 - temporarily removed Shredder trait
FIX #334 - re-added armor shards to drop tables
FIX #334 - active skills no longer cover minimap area
FIX #334 - fixed a shitload of tpyos and Unified Capitalization
Restart Steam to force the update!
Next update (0.5.1) should follow in around two weeks, stay tuned!This is the second release in the 0.4.x series, and the last one before 0.5. Unfortunately we didn't manage to finish Vulkan for this release, but work is still in progress.
To offset that there are several gameplay changes, probably the one that will make everyone most happy is the slot handling change - in short, each slot can carry weapons of lower tier than the slot. So you apart from the regular setup you can either carry 3 sidearms, 1 sidearm and 2 primary weapons of 2 sidearms and 1 primary. This should mostly be beneficial in the 2 primary case (e.g. shotgun and rifle).
We added also a generic action button (space), thanks to which you'll be finally able to close doors. Be aware that the AI hasn't been changed so closing doors might be confusing for it.
We've also did significant changes in the item and enemy department. The first had it's drop pick algorithm completely rewritten (WE NEED A LOT OF FEEDBACK ON THIS) - so lootbox drops might feel different, please comment if stuff is too rare or too common! As for the enemy department we've added exalted enemies - basically Champions from Diablo 3 - regular enemies with one or more random keywords that add them benefits. The keyword pool is bit on the shallow side, but we'll add more as soon as we will implement more features.
We also tried to differentiate late game enemies a bit -- we added a new ravager type and made the monster tables for the last levels a bit more varied.
Finally, player data implementation is complete, data is being gathered, but there's no way yet to see it - expect it in the next version!
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.4.2 - January 25, 2019
NEW #332 - exalted enemies
NEW #329 - you can now carry lighter weapons in heavier slots
NEW #321 - action button (Space) - you can now close doors
NEW #221 - completely changed the way drop randomization works
NEW #093 - mortar ravagers
FIX #331 - fixed a rare case where Callisto Anomaly would generate inaccessible
FIX #--- - fixed crash related to explosions
Restart Steam to force the update!
Next update (0.5) will be out next week, we'll try to get player data visible for it, add in more in the modular weapon department and do balancing and bugfixes so that we can wrap up the 0.4.x development line :).
We've been uncharacteristically silent the past month - there are several big features that we're working on that we hoped to include in 0.4.1, but none of them seemed to be close enough to make it in, so we decided that releasing an incremental small update in the time that the big features cook is better than keeping silent.
In the background we're mainly working on four big things now - the Vulkan API switch (which should allow an OS X version among other benefits), modular weapons, player data (statistics etc) and Io! We hope to finish all of those before the month ends, so gib us strength :)
In the meantime this version brings a minor overhaul of most of the games level generation parameters making caves smaller and grid levels less gridy and more open - you might spot new grid setups also. Also present is a balance pass, thanks mainly to the detailed writeup from Dervis (with comments from mosfet and Jupiter Tourist) on the ChaosForge forums. We're not there yet, but we're trying to get there! Of particular note is the buff to rocket launchers - they now have a range 2 explosion, and are guaranteed to appear on each Europa special level.
We've also swapped all the weapon models with new preset modular ones - you might notice differences between some of the "magenta" weapon flavors now.
Check out below for the full changelog!
We await for your feedback (especially on the new changes)!
NEW #309 - slight upgrade pass on all Callisto and Europa generators to break grid
NEW #309 - couple new generator tile setups for Callisto and Europa levels for variety
NEW #311 - all weapon models have been replaced with preset modular weapons
CHANGE #318 - rocket launcher buff/rework - 60 damage with radius 2, falloff = 60/45/30
CHANGE #318 - frag grenades also bumped to 2 radius and 32 damage (32/24/16), krak to 40
CHANGE #318 - explosions respect wall side and LOS
CHANGE #318 - rocket launcher is guaranteed to appear on every Europa special level
CHANGE #309 - decreased size of all cave levels a bit
CHANGE #314 - enemy balance - secbots moved 2 levels deeper, no reavers in callisto main
CHANGE #314 - enemy count - more enemies - +1/lvl at Easy, +2/lvl at Medium +3/lvl at Hard
CHANGE #314 - trait balance - Overkill nerfed a little, Shredder has no damage penalty
CHANGE #314 - weapon balance - buffed regular shotgun to 32 damage, pistol accuracy at range lowered
CHANGE #314 - removed generic damage amp
CHANGE #305 - savefile and hall of fame are now compressed
CHANGE #280 - Pain and Dodge are not hardcoded, just buff/debuff effects
FIX #310 - Point Blank trait fixed
Next update (0.4.2) should be out in 2 weeks resuming the regular schedule - hopefully it will bring us the finished player data and new gameplay features... if we're really lucky, maybe the first Vulkan version :P
This release is a wrap-up of the 0.3.x branch - additionally we added the promised configuration options, bugfixes, and did a bit of temporary optimization for OpenGL (true performance pass will happen after first Vulkan release).
Check out below for the full changelog!
We still await for your feedback on the 3.3 additions!
Beta 0.4.0 - November 23, 2018
NEW #278 - resolution and fullscreen now in-game configurable
NEW #279 - keybindings now configurable (simple mode)
NEW #285 - active and passive light count configurable
CHANGE #284 - minor optimization pass
FIX #286 - fixed shader quality option not fully working
FIX #287 - no more crash on picking Running trait
FIX #288 - fixed SoB damage values
Restart Steam to force the update!
Next update (0.4.1) will be out in around two weeks, and it might be the first Vulkan based update!
The first thing you'll notice is the appearance of player classes! We're starting off with DRL classics - Marine, Scout and Tech. We're early in devloping their differences (expect a lot more separate trait lists), but already you should notice their separate trait lists, and unique passive bonuses. Along with that we've introduced critical hit mechanics. By default the critical chance of any weapon is 0%, but there are several ways to raise that.
Second noteworthy thing is the Beyond special levels. Limbo is akin the ones already present, Arena on the other hand, if cleared, allows you to skip some levels of Beyond.
Finally, you'll notice in-game settings menu. It's still missing the most important (and most difficult to implement properly) options - screen resolution and fullscreen, but the other options should work now.
A note about performance - we're mid-transition to Vulkan, to make this easier for us we had to take some shortcuts that reduced performance especially on lower-tier systems. You will notice a performance drop, we'll take care of that once we finish the transition to Vulkan.
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.3.3 - November 23, 2018
NEW #268 - three player classes - Marine, Scout and Technician!
NEW #281 - each class has a different intrinsic passive!
NEW #270 - each class has it's own trait list, including new traits!
NEW #253 - critical chance and critical hit mechanics
NEW #263 - Beyond special level - Limbo
NEW #262 - Beyond special level - Arena (possible shortcut to boss!)
NEW #266 - hit sounds and delayed pain sounds
NEW #011 - in-game configuration (in progress!)
CHANGE #259 - better FX for baron and imp missiles
Restart Steam to force the update!
Next update (0.4) will be out next week, hopefully with the missing options, balance tweaks and bugfixes so that we can wrap up the 0.3.x development list :).
Yet again we present you a quick hotfix for the major discovered bugs of the last release! Unless something gamebreaking is discovered, the next release will be 0.3.3 on November 23rd.
We're still looking for gameplay feedback for the 0.3.2 changes!
Beta 0.3.2a - November 13, 2018
CHANGE #--- - adjusted sound reverb (still WIP)
CHANGE #264 - WASD is now also usable when targeting
FIX #--- - Fix for Linux Intel rendering
FIX #--- - Possibly fixed old Radeon rendering issues
FIX #--- - Fixed a Linux crash
FIX #261 - Fixed industrial_01_3 dead ends
FIX #260 - Fixed bullet hit assertion crash
Restart Steam to force the update!
Right on schedule we present you update 0.3.2! While it is a minor update on the road to 0.4, it's packed with new stuff to enjoy and test out :).
The three pillars of this updates are Special Levels, New Traits and Balance, and Sound! In the Levels department we have one more special level for Callisto (on the main branch), and three for Europa (two in branches, and one in the main branch). They... might be a bit too hard, so look out :P.
In the Balance and Traits department we have two favorites coming back from DRL (Son of a Bitch and Shottyman), and a new active trait, Spray'n'Pray. We also made health drops more controlled - they only appear in medical boxes, and the amount of those is controlled, so the average number of healing items per run should be more consistent. BTW, regular items no longer generate on the floor. Finally, to offset the health and trait boost, we improved the AI so it travels in the groups it was generated in.
Finally we did a lot of tweaking with the sounds, added pain, death and idle sounds to enemies, reworked the weapon sounds, and tweaked the way sound is rendered - we're not "there" yet, but I think we're closer :)
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.3.2 - November 9, 2018
NEW #219 - Callisto - Military Barracks (main branch)
NEW #231 - Europa - Refueling Base (main branch)
NEW #229 - Europa - Tyre Outpost (Europa Dig Zone)
NEW #230 - Europa - Containment Area (Conamara Chaos Biolabs)
NEW #080 - AI - Enemies keep together in the group they spawn
NEW #250 - enemy death and idle sounds!
NEW #254 - Spray'n'Pray active trait for automatic weapons
NEW #255 - Son of a bitch trait is back!
NEW #257 - Shottyman!
CHANGE #248 - only medical lootboxes carry medkits, their count is guaranteed
CHANGE #248 - items no longer generate on floor, only in lootboxes
CHANGE #242 - new weapon sounds!
CHANGE #247 - audio playback rebalanced, reverbs and listener position
CHANGE #234 - new generator tileset for early Callisto
FIX #245 - fixed another crash on death bug
FIX #238 - lootboxes will no longer wear armor after load
FIX #236 - fixed a "door to nowhere" in one of the tilesets
Restart Steam to force the update!
Next update (0.3.3) will be out in about two weeks and will bring Beyond special levels (and "branch"), more new traits, critical hits, and possibly player classes! Stay tuned!
Traditionally after a release we present you a quick hotfix for the major discovered bugs. Unless something gamebreaking is discovered, the next release will be 0.3.2 on November 9th.
We're still looking for gameplay feedback for the 0.3.1 changes!
Beta 0.3.1a - October 29, 2018
FIX #226 - fixed items visible in bottom right corner of map
FIX #224 - fixed library paths on Linux
FIX #228 - tutorial text no longer appears after load
FIX #227 - post-mortem text now scrolls properly
FIX #225 - game should no longer crash on post-mortem win
FIX #194 - permanent decals (summon pentagrams) no longer dissapear
Restart Steam to force the update!
It's time for the first Steam feature update! This is a minor update, there will be two more of those before we reach 0.4.0.
The three most noticable changes in this release are the first two special levels (look for them at the end of the Callisto Mines and Valhalla Terminal branches) - the first of many to come! To provide an incentive we've also added Utility items - at the moment they are just permanent stat bonuses, but later they will have more noticable effects.
Former humans are now tiered - Europa and Beyond soldiers (who got a new skin!) are more receptive, accurate and tougher than their Callisto counterparts. Also many other enemies got renamed (come on, you knew that "fat demon" just couldn't hold the test of time :P).
We did some balancing, which will make especially shotgun fans happy. Due to increased Pain, MEDIUM and HARD should be more difficult now.
Check out below for the full changelog!
We await for your feedback (especially on the new additions)!
Beta 0.3.1 - October 26, 2018
NEW #200 - tiered former humans - tier 2 (Europa) and tier 3 (Beyond - new look)
NEW #200 - tier 2 and 3 formers are tougher, more accurate and faster in reaction
NEW #218 - Valhalla Command special level added (at end of Valhalla Terminal branch)
NEW #217 - Callisto Anomaly special level added (at end of Callisto Mines branch)
NEW #220 - special lootboxes added
NEW #216 - utility slot now... utilized! Search for amps in special levels and special lootboxes!
NEW #210 - approaching an elevator will emit a message where it leads
NEW #209 - history added to mortem - currently just the visited branches and specials
NEW #221 - imps, knights, barons and fat demons have been renamed
NEW #197 - when all enemies are dead on the level, the name changes to blue
NEW #000 - mortem and other longer texts properly scroll now with up/down arrows
CHANGE #223 - increased a bit the variety of level 1-2 generator sets
CHANGE #204 - buffed shotguns and chainsaw
CHANGE #204 - slight Son of a gun nerf (-25% -> -20%)
CHANGE #204 - pain on MEDIUM and HARD is a bigger factor
CHANGE #204 - buffed summoner fight
FIX #222 - all level generators will now properly generate the special stairs
FIX #208 - state of volumetrics and HDR is now properly serialized
FIX #207 - log will now not produce false-positive WARNING and ERROR messages
FIX #198 - caves will no longer generate without an exit
FIX #191 - updated linux build so we can use Steams SDL
FIX #196 - fixed a common group of bugs (some crashbugs)
Restart Steam to force the update! (note that any save that you may have will dissapear)
Next update (0.3.2) will be out in about two weeks and will bring further special levels, improvements to Beyond, new traits and more! Stay tuned!
The ChaosForge crew worked hard to bring you a bugfix update as fast as possible! Following below is a changelog in comparison to 0.3.0. We didn't manage to get all the bugs, but this should still provide a much smoother experience.
Additionally, you'll notice we posted a performance guide on the forum - please take a look especially if you're running on a low-end card (especially Intel's) - you should see major improvements.
We await for your feedback (bugfix version and general)!
Beta 0.3.0a - October 10, 2018
NEW #--- - config setups for lower-end hardware (see ChaosForge or Steam forum)
CHANGE #--- - unbound F12 key (sorry!)
CHANGE #--- - terminal map reveal a lot more subtle looking
CHANGE #--- - minor optimization pass
CHANGE #--- - Europa ice levels made darker
FIX #--- - fixed dissapearing meshes on Intel GPUs (hopefully)
FIX #--- - fixed crash on win
FIX #--- - fixed game not running correctly under OpenGL 4.3 (related to Intel)
FIX #--- - fixed final battle start position
FIX #--- - fixed source for potential crashes when stacking dead enemies
FIX #--- - fixed two rare crash bugs
Restart Steam to force the update!
The Beta is here! If youre 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 cant 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. Were 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.
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
Jupiter Hell community
Were thrilled to get to this stage, and we couldnt 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:
- Discord chat
- ChaosForge forums (inc dedicated Beta forum)
- Twitch, with regular livestreaming of Jupiter Hell development
Jupiter Hell
ChaosForge
ChaosForge
2019-08-01
Strategy RPG Singleplayer
Game News Posts 77
🎹🖱️Keyboard + Mouse
Very Positive
(1561 reviews)
https://jupiterhell.com
https://store.steampowered.com/app/811320 
Jupiter Hell Linux [7.93 M]
Dive deep into a true form of the 30 year old roguelike game genre that has resurged in popularity. Experience tactical permadeath challenges in glorious 3D visuals. Jupiter Hell is the spiritual successor to DoomRL, the parody roguelike that years ago streamlined the traditional format and popularised a new wave of accessible roguelikes. Distilled, hardcore gameplay, fast-paced challenge and limitless death all await.
True Roguelike!
The classic tactical mix of permadeath with turn-based, procedural gameplay, but now updated with modern graphics and accessibility. A traditional roguelike designed for all players.
Fluid Gameplay
Dynamic turn-based action with unique adaptive animation system lets you play at your own pace. Supported by intuitive interface and streamlined gameplay for action-focused entertainment.
Smart Procedural Generation
Built upon decades of expertise in producing truly engaging procedural content. Layered procedural structures, adaptive challenges and intermeshing random systems ensure engaging variety.
Limitless Challenge
A game full of tense tactical combat, tight resources and legendary boss battles. Advanced difficulty modes and special challenges cater for the most masochistic players.
- OS: 64-bitMemory: 4 GB RAMGraphics: OpenGL 4.3+ compatibleStorage: 2 GB available space
- Memory: 4 GB RAM
- Graphics: OpenGL 4.3+ compatible
- Storage: 2 GB available space
- OS: Ubuntu 16.04 64-bitMemory: 8 GB RAMGraphics: NVIDIA GeForce GTX 960 or betterStorage: 2 GB available spaceSound Card: DirectX compatible sound card
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 960 or better
- Storage: 2 GB available space
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