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J-Jump Arena News

Deathmatch Balance Fix & Jumping Controls Update!

[h3]Deathmatch Balance Fix[/h3]
To make the mode more entertaining and engaging, players now have 50% of base HP in Deathmatch. Hopefully this will result in a more rewarding gameplay, where it's easier to eliminate opponents and get more score!

[h3]Jumping Controls Update[/h3]
After some consideration, I've decided that first person view while aiming to jump will be from the character's head level, not the feet. While it may take some time to get used to if you've played for a while before, I believe it makes more sense for new players. I know it can make Disappearing Platforms mode a bit difficult to play, but remember that you can still aim from third person view if you hold Left Shift.

New weapons & maps!


[h2]4 new weapons have been added to the game![/h2]
  • Zap Bomb
    Explodes with electricity! As long as the player is within the explosion radius it does the same damage, no matter the distance to explosion. If it explodes underwater, it only affects the players who are standing in the water, but explosion radius is much bigger!
  • Cluster Grenade
    Explodes creating four more smaller explosives which detonate soon after. Doesn't do as much damage as a standard grenade, but covers more area.
  • Sonic Bomb
    While it doesn't do a lot of damage, it pushes the players away with a great force!
  • Super Grenade
    A weapon that's rare to spawn! Works like a standard grenade, except it explodes sooner and is MUCH more deadly!


5 new maps in a brand new Swamp biome are now in the game for all of you to enjoy! They're designed to have a lot of area covered with water. This, along with the Zap Bomb making its debut, creates a brand new experience, as things get even more chaotic!

Happy Halloween to everyone celebrating!

Deathmatch mode! Bots in public games! Update v 0.55!

[h3]CHANGELOG:[/h3]
  • "Deathmatch" mode!
    It's a pretty common mode for a lot of games, but for those who don't know what it is about: It's a weapon mode like Last Man Standing, except that when you get eliminated you respawn and keep playing. Every player you eliminate adds +1 to your score, while if you accidentally eliminate yourself you lose -1 from your own score. The mode lasts 25 turns - this might be adjusted in future, depending on feedback. I've added Deathmatch, because Last Man Standing was by far the most popular mode, and it's really frustrating when you play with a group of friends and you have to wait after being eliminated early on.

  • Bots added to Public Games.
    I've always been against adding bots to public games, but let's face it - playing 1 on 1 is boring most of the times. That's why from now on, buts will be added to the game, but only to ensure there's at least 4 characters playing at minimum. This means that if it's just two real players playing, they will play along 2 bots. For 3 players, only 1 bot will be added. From 4 players and above, no bots will be added to the match.

  • Adjusted how "eliminated by" is assigned.
    Previously player A would have to cause damage to player B for it to count that A eliminated B. For example, if a Grenade exploded far enough not to cause damage but pushed the player off the map, game seen it as if f they eliminated themselves. This was now fixed.

  • Added a "Disconnected" status icon.
    status icon has been added - a red lightning on a black background, which indicates that the player has disconnected and left the game.

[h3]BUG FIXES:[/h3]
  • Sometimes first person view / third person view cameras would not align properly when choosing / doing actions. This has been fixed.
  • Fixed the bug where the cursor would sometimes disappear during the game.

Controls overhaul!

Controls were re-worked, to be more user-friendly!
I'm aware that the controls are a bit rough around the edges and I'm working on changing that. After listening to feedback from the community, I decided to make it so that now First Person View is the standard way of aiming. You can still aim the other way while holding left shift. Additionally, when activating a weapon, the FPS view will aim towards the same direction your main camera was, so that the gameplay will be much more intuitive. After doing the action / using a weapon, the main camera also aims towards the same direction your FPS cam was. It should be easier to find your way around the map.

I truly believe that these changes will make playing J-Jump Arena more pleasant!

Pick ups now carry more weapons! 5 new maps! Update v 0.54!

[h3]CHANGELOG:[/h3]
  • Pick ups can now carry more than one item!
    To make the game more dynamic - a bit less about jumping and a bit more about mayhem, pick ups can now carry from 1 to 4 items!

  • 5 new maps added!
    3 Tiny Forest maps and 2 Tiny Canyon maps were added to the roster!

  • "Small" maps were renaned to "Medium" maps.
    The three size categories for maps will be "Tiny", "Medium" and "Big."

  • Some touch up were made to Race Maps.
    With the intention to make the races a bit easier and more enjoyable.

  • Objects turn a bit more transparent, when obscuring the view.
    This change was made to allow better visibility. They also turn transparent faster.


[h3]BUG FIXES:[/h3]
  • Fixed the bug where pick ups would occasionally spawn too close, making the player get the weapon right away.