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!
All Reviews:
Very Positive (82) - 81% of the 82 user reviews for this game are positive.
Release Date:
Aug 1, 2019
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

TL;DR: We intend to make the game the best it can be by listening to player feedback.

We believe that traditional roguelikes make best use of Early Access especially if they actively engage with their community. We promise frequent updates, usually twice a month, based a lot on player feedback - you can already notice this from our update history and some topics on the steam forums! Roguelikes have traditionally been a long-brewing expierience that like good wine got better with age.”

Approximately how long will this game be in Early Access?

“While we plan to support the game for several years with regular content updates, there is a state of the game that we can confidently call 1.0, which will provide a polished complete experience. We intend to achieve that milestone before the end of 2020.”

How is the full version planned to differ from the Early Access version?

“Roguelike development is usually a horizontal affair - adding more possibilities, more items, more traits and challenges, and adding more classes.”

What is the current state of the Early Access version?

“The game is playable from start to finish, all the features described on the store page are implemented. What we are still expanding upon is the breadth of the game - more item, enemy and level variety, more special levels and challenges and better modding support. We're also committed to constantly improving performance and visual quality.”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features.”

How are you planning on involving the Community in your development process?

“Whether here on the Steam forums, or on our ChaosForge forums, be it Twitter or Reddit, we read all feedback. Anyone that has been active on our forums during our ASCII roguelike game days can tell that we treat all feedback seriously and very often implement player suggestions. Roguelike development is a very community driven effort :)”
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Recent updates View all (24)

August 15

Jupiter Hell 0.8.1!

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
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August 5

Jupiter Hell 0.8.0a!


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

Hotfix 0.8.0b
FIX #666 - controller weapon choice now properly shows 4th weapon FIX #697 - invisible people, floating guns fix for AMD Radeon HD 7570M FIX #696 - possible fix for shader compilation on Intel HD Graphics 4600 OpenGL Windows7


The first content (0.8.1) update will come August 15th, so stay tuned!
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About This Game

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!

Tactical, turn-based combat with real-time responsiveness


Benefit from classic roguelike turns with modern shooter sensibilities. Controls are immediate and accessible while retaining the back-end depth of a turn-based RPG.

Meaningful RPG progression


Customize your character with new weapons, items and abilities gained as you progress through a permadeath-prone hell. Beat the game to unlock more difficult challenges rather than grinding to make the game easier.

Randomized levels set all over Jupiter’s orbit


Blast through procedurally-generated civilian sectors, military space bases and mining colonies on the violent moons of Jupiter. Every playthrough you’ll find new ways to experience familiar settings.

Original shooter roguelike lineage


Jupiter Hell is built by ChaosForge, the team that’s been making top-down, cosmic hell roguelikes since 2002.

Mature Content Description

The developers describe the content like this:

This game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, Strong Language and General Mature Content.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 7, 64-bit
    • Memory: 8 GB RAM
    • Graphics: OpenGL 4.3+ compatible
    • Storage: 2 GB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 7, 64-bit
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 960 or better
    • Storage: 2 GB available space
    • Sound Card: DirectX compatible sound card
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 10.14 Mojave or newer
    • Memory: 8 GB RAM
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: 10.14 Mojave or newer
    • Memory: 8 GB RAM
    • Storage: 2 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit
    • Memory: 8 GB RAM
    • Graphics: OpenGL 4.3+ compatible
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 16.04 64-bit
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 960 or better
    • Storage: 2 GB available space
    • Sound Card: DirectX compatible sound card

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