Jupiter Hell is a classic turn-based roguelike set in a 90's flavored sci-fi universe. Rip and tear zombies, demons and unmentionable monstrosities, using shotguns, chainguns and the trusty chainsaw, to the shine of CRT monitors and the tune of heavy metal!
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Aug 1, 2019
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Early Access Game

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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 games 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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Planned Release Date: August 2019

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Recent updates View all (18)

July 5

Jupiter Hell Beta 0.7.1!


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 ;).
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June 22

Jupiter Hell Beta 0.7.0!


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

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

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

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

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

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

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

So that’s all for this release Marines.

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
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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!

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.

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
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 7, 64-bit
    • Memory: 4 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
    • Storage: 2 GB available space
    • Sound Card: DirectX compatible sound card
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit
    • Memory: 4 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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