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描述

Jupiter Hell is a classic, turn-based roguelike set in a 90s 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!Frequent updates!Most recent:
1.0 - Dante!
0.9.12 - Trials!
0.9.11 - Curio!
0.9.10 - Medusa!
0.9.9 - More!
0.9.8 - Message!
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.
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新功能
- 版本: Windows, Linux, MacOS
- 發佈日期:
- 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
Release 1.1 - Exordium - October 12th, 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
Hotfix 1.0c - Dante - October 12th, 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
Hotfix 1.0b - Dante - October 12th, 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
Hotfix 1.0a - Dante - August 15th, 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
Patch 0.9.11 (28 June 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
Patch 0.9.10 (9 June 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
Patch 0.9.9 (4 May 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
Patch 0.9.8 (15 April 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
Patch 0.9.7c (15 March 2021)
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!
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
Patch 0.9.7b (4 March 2021)
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 :).
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
Patch 0.9.7 (23 February 2021)
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 - there’s an important announcement we need to make.
So, there it is - six more months until full release. We’re excited, and we’re 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!
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
Patch 0.9.6 (13 January 2021)
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
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
Patch 0.9.5 (2 November 2020)
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
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!
EDIT : 0.9.5a hotfix!
FIX - fixed values for Critical, Molten, Barbed and Guarded mod perks
FIX - ADV dual shotgun has now proper amount of mod slots
CHANGE - single shot auto weapons now have perks at level 4 instead of 1
CHANGE - armors can be modded multiple times with the same mod (Whizkid)
CHANGE - Assassinate nerfed - no more refund, no critical damage bonuses
Patch 0.9.4 (28 September 2020)
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!
Patch 0.9.3 (07 September 2020)
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!
Patch 0.9.2 (27 July 2020)
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.
Patch 0.9.1 (02 June 2020)
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!
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!
Patch 0.9.0 (28 April 2020)
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'd 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
Apart from that, some of the existing non-master traits have been changed or removed, and a new Eagle Eye trait is present in Scout.
Masters obviously shake up the game a lot, and we tried to compensate balance for it (see below), but generally we kept most of the traits on the overpowered side -- expect more balancing in future updates :P
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
All of the above have ADV variants (which now show their tier in the name, i.e. AV1, AV2 and AV3), and are sometimes carried by regular humanoid enemies.
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!
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 separa
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