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Jupiter Hell 0.9.1 - Callisto!
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.
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!
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.
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).
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.
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:
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!
[ 2020-06-02 17:00:13 CET ] [ Original post ]
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!
[ 2020-06-02 17:00:13 CET ] [ Original post ]
Jupiter Hell
ChaosForge
Developer
ChaosForge
Publisher
2019-08-01
Release
Game News Posts:
78
🎹🖱️Keyboard + Mouse
Very Positive
(1579 reviews)
Public Linux Depots:
- Jupiter Hell Linux [7.93 M]
Jupiter Hell is a classic, turn-based roguelike set in a 90's flavored sci-fi universe. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry such as shotguns, chainguns, railguns and the trusty chainsaw. All to the shine of CRT monitors and the tune of heavy metal!
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.
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.
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.
Built upon decades of expertise in producing truly engaging procedural content. Layered procedural structures, adaptive challenges and intermeshing random systems ensure engaging variety.
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.
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.
MINIMAL SETUP
- 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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