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16
General Discussion / Jupiter Hell 0.8.3 RELEASED!
« on: September 17, 2019, 13:34 »
It's update time again!
This release has some significant gameplay changes! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!
Accuracy
We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations).
Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.
Ranges
Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.
Manual targeting
Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.
Weapon/Armor mods
Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).
Balance
A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties.
We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.
Transition levels
However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.
Visual
Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug!
Full changelog below!
Changelog
A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!
Thank you, and good luck!
This release has some significant gameplay changes! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!
Accuracy
We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations).
Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.
Ranges
Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.
Manual targeting
Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.
Weapon/Armor mods
Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).
Balance
A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties.
We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.
Transition levels
However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.
Visual
Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug!
Full changelog below!
Changelog
Code: [Select]
NEW #792 - Callisto L1 upgraded!
NEW #772 - Aim action added (use Wait to add +50% to hit)
NEW #777 - new trait - Steady shot (retain your aim between shots)
NEW #777 - new trait - Focused fire (successive shots +10% acc)
NEW #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW #790 - new trait - Tinkerer (+2 charges on stations)
NEW #780 - manual targeting remembers targets until you move
NEW #779 - new setting - turning off "idle" voice quips
NEW #771 - settings now in categories
NEW #780 - targeting doors or other destructible objects shows hp
NEW #690 - weapon range and accuracy topics added to Help
NEW #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
at which the tohit chance is full while max distance
shows the maximum distance at which it is possible to
hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX #776 - fixed hitting enemy in cover by firing at enemy behind
FIX #776 - fixed high accuracy display and real chance mismatch
FIX #778 - fixed repeating no ammo quip on reload dance
FIX #781 - fixed mismatch of shotgun damage between world and UI
FIX #768 - explosion range in targeting no longer reveals enemies
FIX #796 - fixed advanced SMG's sometimes having no stats
FIX #792 - fixed yet another case of lootbox in tight corridor
FIX #805 - fixed display for armor value 10 and over
FIX #774 - fixed rare cases of running out of texture space
A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!
Thank you, and good luck!
17
General Discussion / Jupiter Hell 0.8.2 RELEASED!
« on: September 02, 2019, 11:21 »
Hello marines, time for a content update! 0.8.2 is deployed and you can download it now (you might need to fully restart your client to trigger the update).
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.
Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.
Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.
Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!
There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).
Full changelog below!
[h1]Content updates[/h1]
It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!
Thank you, and good luck!
Please note there's no save compatibility - your previous run will be silently deleted. Your progress and statistics should stay unaffected.
Most notable change is the addition of the second Io branch - CRI Laboratories! It comes with its own special level - CRI Armory. We'll leave you to discover its secrets for yourself, although prepare as you would for Blacksite Vaults :P.
Second biggest change is Medical and Technical stations. They are carefully placed in terms of randomness (the bulk that you'll find is guaranteed), and allow for some control over your run. With Medical terminals you can either use them as stationary healing, extract a medkit out of them - a combination of both or even more :). Technical stations will allow you to better control your mod supply, or/and repair your armor.
Third topic of 0.8.2 is acid. You'll meet it both as a new barrel type, as well as in the furious hands of the archreavers. Due to the fact that this makes Anomaly even more deadly, we addressed the Friendly Neighbourhood Reaver issue, and guaranteed that those cozy creatures don't spawn right in your face.
Speaking of special levels, we've revisited some and improved the rewards for most of Callisto and Europa special levels. Among them you may find the newly added ADV rocket launchers and chainguns to even your chances out!
There are several smaller changes and bugfixes, most notably killing the fiend burn crash bug (hopefully for good!) and making Io and Boss Reavers not count to the 100% clear count (which should make some of you really happy).
Full changelog below!
[h1]Content updates[/h1]
Code: [Select]
NEW #496 - new branch - CRI Laboratories!
NEW #496 - new special level - CRI Armory!
NEW #563 - Medical and Technical stations added!
NEW #753 - archreaver attack now with acid
NEW #753 - added acid barrels
NEW #761 - added additional generator to Callisto
NEW #762 - ADV chainguns and ADV rocket launchers added
CHANGE #753 - Anomaly archreavers will no longer summon beside you
CHANGE #747 - Gateway and boss reavers don't count to max kills
CHANGE #750 - No more "alpha-strike" on Valhalla Command
CHANGE #750 - Valhalla Command improved (enemies and rewards)
CHANGE #563 - Ironman has now just 2 levels
CHANGE #563 - swapped armor and weapon position on UI
CHANGE #760 - Angel of Light Travel grants +20% move speed
CHANGE #752 - nerfed Summoner regeneration by half
CHANGE #752 - nerfed calibrated pistol and auto/pistiol amps a bit
CHANGE #761 - improved Callisto and Europa special level rewards
FIX #749 - fixed ridiculous to-hit chance when targeting
FIX #748 - fixed another burning death crash (hopefully the last!)
FIX #755 - Angel of Confidence has 9mm ammo again
FIX #761 - potential dead area fixed- industrial_wide_02 generator
FIX #761 - fixed two cases of unopenable vaults
It is quite possible that a bugfix release will follow, as our point tester is on vacation :P. Next update (0.8.3) should appear September 12th and should be more content heavy than this one!
Thank you, and good luck!
18
General Discussion / Jupiter Hell 0.8.1 RELEASED!
« on: August 15, 2019, 14:31 »
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
UI/Game/Visual updates
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!
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
Code: [Select]
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
Code: [Select]
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!
19
Announcements / Jupiter Hell has entered Early Access - get it on Steam or GOG!
« on: August 04, 2019, 20:26 »
Jupiter Hell finally has been released on Steam Early Access and GOG Games in Development! Get it now and help us support its further development!
Jupiter Hell on Steam!
Jupiter Hell on GOG!
Jupiter Hell on Steam!
Jupiter Hell on GOG!

20
Announcements / Jupiter Hell - Beta 0.7.0 RELEASED!
« on: June 22, 2019, 11:56 »
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!)
Read about it on the Jupiter Hell website: https://jupiterhell.com/news/27
21
Announcements / Jupiter Hell FREE Weekend DEMO on Steam!
« on: June 21, 2019, 13:52 »
Play a FREE pre-release DEMO of JUPITER HELL on Steam all weekend!
1. Retweet!
2. Join the Discord: https://discord.gg/jupiterhell
3. Message the CRI Command bot the secret passcode: !Hell4U
4. Play and wishlist!

WELCOME TO A TURN-BASED ROGUELIKE COSMIC HELL, MARINE!
1. Retweet!
2. Join the Discord: https://discord.gg/jupiterhell
3. Message the CRI Command bot the secret passcode: !Hell4U
4. Play and wishlist!

WELCOME TO A TURN-BASED ROGUELIKE COSMIC HELL, MARINE!
22
Announcements / Jupiter Hell BETA 0.3.0 Released!
« on: October 05, 2018, 13:17 »
Jupiter Hell Beta released!
The Beta is here! If you're a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you can't find it, please get in touch with us.

You can read more about the release on the Jupiter Hell website!
The Beta is here! If you're a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you can't find it, please get in touch with us.

You can read more about the release on the Jupiter Hell website!
23
Announcements / Jupiter Hell Alpha 0.2.0 Released!
« on: August 10, 2018, 08:56 »
We've reached the Alpha 0.2.0 milestone - which means, Beta 0.3.0 is just around the corner!

If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.
Read the full Alpha 0.2.0 update at the Jupiter Hell website!
https://jupiterhell.com/news/20

If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.
Read the full Alpha 0.2.0 update at the Jupiter Hell website!
https://jupiterhell.com/news/20
24
General Discussion / Damage calculation - complexity vs ease of understanding
« on: June 06, 2018, 07:05 »
I'm posting this design discussion in General, as I need as much feedback on this as possible. As you may now, we're trying to make Jupiter Hell as accessible as possible, but at the same time we're trying not to lose tactical depth and the choices involved. Usually I manage to find a reasonable compromise for that with the mechanics, but now I hit a problem.
I have a plan for a fairly complex damage calculation system, but I'm afraid it will not be very easily understandable to the casual players. We already decided that weapons in JH will have constant damage (for simplicity and tactics vs randomness sake), however we also want different weapons to interact differently with different enemies (resistances/armor). Apart from different weapons there will be also different ammo (think armor-piercing or hollow point) usable with the same weapon type that will have different characteristics.
The current (Alpha 0.0.3) system works as follows:
We have damage types (impact, slash, piercing - more to come like plasma, fire etc), beings have health and armor. Armor is a single number with a set of resistances. In general, impact is default (no modifiers) so just take the damage, substract the armor, and that is the amount of HP damage. Slash damage (used by shotguns, maybe we'll change it to shred instead) and piercing works the same, but doubles or halves the armor value respectively, so a 9 damage slash shot against a armor 2 enemy deals 9-2*2 = 5 damage. This is simple, although more complex than say XCOM, but it works.
However, this does not give me the design space I'd like, so I wanted to go forward with the "Damage 2.0" system:
However, I have problems with - is it easily understandable? Is there a way to easily communicate the system to the player? This is not something that could land in a tutorial (it's too deep mechanics) and without tooltips it would be hard to convey this to the player - any idea how to list that information on the player screens? Finally, it might be confusing for casual RPG players, that by default from the get go you have different resistances for piercing/slash as the player.
I know that this system is pretty simple as far as deeper RPG's go, but I do see major benefits from having clear-cut mechanics like XCOM does...
Your feedback is needed!
I have a plan for a fairly complex damage calculation system, but I'm afraid it will not be very easily understandable to the casual players. We already decided that weapons in JH will have constant damage (for simplicity and tactics vs randomness sake), however we also want different weapons to interact differently with different enemies (resistances/armor). Apart from different weapons there will be also different ammo (think armor-piercing or hollow point) usable with the same weapon type that will have different characteristics.
The current (Alpha 0.0.3) system works as follows:
We have damage types (impact, slash, piercing - more to come like plasma, fire etc), beings have health and armor. Armor is a single number with a set of resistances. In general, impact is default (no modifiers) so just take the damage, substract the armor, and that is the amount of HP damage. Slash damage (used by shotguns, maybe we'll change it to shred instead) and piercing works the same, but doubles or halves the armor value respectively, so a 9 damage slash shot against a armor 2 enemy deals 9-2*2 = 5 damage. This is simple, although more complex than say XCOM, but it works.
However, this does not give me the design space I'd like, so I wanted to go forward with the "Damage 2.0" system:
- both armor and health has resistances
- by default, armor is *2 against slash, * 0.5 against piercing
- by default, hp for humans is *2 damage from slash, * 0.5 from piercing
- in contrast, hp for mechanical enemies is *0.5 damage from slash, *1 from piercing/impact
- a skeletal enemy could have hp at 0.25 from piercing/slash and *2 from impact
However, I have problems with - is it easily understandable? Is there a way to easily communicate the system to the player? This is not something that could land in a tutorial (it's too deep mechanics) and without tooltips it would be hard to convey this to the player - any idea how to list that information on the player screens? Finally, it might be confusing for casual RPG players, that by default from the get go you have different resistances for piercing/slash as the player.
I know that this system is pretty simple as far as deeper RPG's go, but I do see major benefits from having clear-cut mechanics like XCOM does...
Your feedback is needed!
25
Announcements / Jupiter Hell Alpha Released!
« on: March 14, 2018, 07:51 »
After many months of hard work, with much love and support from our community, we have now shipped Jupiter Hell's first Alpha release! We're now on Alpha 0.0.1, which is a good start.

If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.
Read the full Alpha update at the Jupiter Hell website!
https://jupiterhell.com/news/18

If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.
Read the full Alpha update at the Jupiter Hell website!
https://jupiterhell.com/news/18
26
Announcements / Jupiter Hell Kickstarter - Year 1 update!
« on: December 13, 2017, 10:11 »
It has been one year since you Kickstarted Jupiter Hell! 12 months ago our Kickstarter completed at 117% of our target amount, and since then we've been hard at work to turn your generosity into a fantastic game :)

Read the full year 1 update at the Jupiter Hell website!
https://jupiterhell.com/news/17

Read the full year 1 update at the Jupiter Hell website!
https://jupiterhell.com/news/17
27
Announcements / Jupiter Hell Kickstarter is LIVE!
« on: November 15, 2016, 11:22 »
Jupiter Hell, the spiritual successor to Doom the Roguelike, has now launched on Kickstarter!

Jupiter Hell Kickstarter
With Jupiter Hell we are aiming to get a new generation hooked on the hardcore roguelike formula. Combining traditional gameplay with a modern look and feel, it is a game that can appeal to both long-term roguelike players and new gamers that have embraced the likes of X-COM.
We need your support to make this happen! Please visit the Kickstarter page, check out our video and the details of the game, and pledge if you can. You help in sharing news of this is also much needed - please spread the word and bring Jupiter Hell to everyone!

Jupiter Hell Kickstarter
With Jupiter Hell we are aiming to get a new generation hooked on the hardcore roguelike formula. Combining traditional gameplay with a modern look and feel, it is a game that can appeal to both long-term roguelike players and new gamers that have embraced the likes of X-COM.
We need your support to make this happen! Please visit the Kickstarter page, check out our video and the details of the game, and pledge if you can. You help in sharing news of this is also much needed - please spread the word and bring Jupiter Hell to everyone!
28
Announcements / Jupiter Hell Teaser Trailer, coming to Kickstarter November 15th!
« on: November 07, 2016, 12:21 »
The time is approaching... Jupiter Hell will be making its way to Kickstarter on November 15th. And to celebrate this announcement we're releasing a new teaser trailer:
https://www.youtube.com/embed/uj1-KQEGmsM
Here you can finally see some snippets of Jupiter Hell gameplay in action, hear some of the glorious metal soundtrack being composed for the game, and also treat your ears to the growling tones of Mark Meer (Commander Shepard of Mass Effect) who will be voicing the marine in Jupiter Hell!
https://www.youtube.com/embed/uj1-KQEGmsM
Here you can finally see some snippets of Jupiter Hell gameplay in action, hear some of the glorious metal soundtrack being composed for the game, and also treat your ears to the growling tones of Mark Meer (Commander Shepard of Mass Effect) who will be voicing the marine in Jupiter Hell!
29
Announcements / Jupiter Hell - Dev Talk #2 - Procedural Environment Layouts
« on: November 02, 2016, 10:23 »
Just because we're silent, doesn't mean nothing is happening - quite on the contrary! We're extremely busy now preparing teasers, trailers, videos and pages for the Kickstarter which will launch mid-November, stay tuned!
We'd also like to remind you that we're streaming development on epyoncf@twitch, not only every Wednesday at 5 UTC, but recently almost EVERY day at a similar hour!

In the meantime though, we took a break to bring you another Dev Talk!
DEV TALK #2 - Procedural Level Layouts
Feel free to discuss, ask questions, or give feedback!
We'd also like to remind you that we're streaming development on epyoncf@twitch, not only every Wednesday at 5 UTC, but recently almost EVERY day at a similar hour!

In the meantime though, we took a break to bring you another Dev Talk!
DEV TALK #2 - Procedural Level Layouts
Feel free to discuss, ask questions, or give feedback!
30
Announcements / Jupiter Hell reddit is live!
« on: September 30, 2016, 10:57 »
To all people preferring reddit as their main news source, we've got good news for you - Jupiter Hell has now an official subreddit!
https://www.reddit.com/r/JupiterHell/
Please subscribe!