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Jupiter Hell Classic News

HYPERSTRANGE JOINS THE STEAM WINTER SALE!

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Madness, innit?[/p][p]We also want to take a moment to thank you for another year with us - for the support, the activity, the shoutouts, and the feedback that’s always brutally honest. Thanks for keeping it real!
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So jump into our Discord -> https://discord.gg/y2vchJDjNW and follow our socials - that’s where the good stuff starts leaking out.[/p][p][/p][p]Wishing you the strangest holidays, some proper downtime to spend with your loved (games) ones, solid celebrating, and no regrets the morning after.[/p][p]
See you soon![/p][p]The Hyperstrange team. [/p][p] [/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
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Jupiter Hell Classic 0.7 - Europa!

Jupiter Hell Classic 0.7 "Europa" upgrades Europa level generation and adds a new branch, special level and enemy, adds a new branch and special level to Callisto, further improves the UI, and more! Read patch notes below!

As mentioned in the previous patch, this one's a bit smaller - we did some renovations in Europa but more will come later. To offset that we did add yet another branch to Callisto to give even more variation to the game. If you like more complex special level mechanics this one's for you :P. Sectioned patch notes below.

[h2]== Europa ==[/h2]
GHJ#218 [new] -- Game - Conamara branch added to Europa
GHJ#219 [new] -- Game - Deep Freeze special level (Conamara)
GHJ#218 [new] -- Game - barrels of cryofluid added
GHJ#218 [new] -- Game - new enemy added to Europa
GHJ#218 [new] -- Game - new barrel type
GHJ#241 [mod] -- Game - improvement pass on Europa level generators

Conamara is the star of this update, but it's not the Conamara Chaos Complex you've known. This one is definitely colder. Along with a new branch, new fluid type, new barrel type and new enemy type comes a new special level, and improvements to the existing level generators, especially on the main path.
Conamara is guaranteed to show up in this version (the other branch is random) but will be randomly picked in the next one.

[h2]== Callisto ==[/h2]
GHJ#216 [new] -- Game - Asgard Refinery branch added to Callisto!
GHJ#217 [new] -- Game - Asgard Forge special level (Asgard Refinery)

I will try to add something to Callisto in each patch to keep the early game experience fresh for people returning to see what's new. This time it's a whole branch with a new special level. Might take a bit to figure out, but it's not as hidden as the Mimir Arena one (don't know about it and want some spoilers? drop by the Discord - https://discord.gg/jupiterhell ).
Asgard Refinery is guaranteed to show up in this version (the other branch is random) but will be randomly picked in the next one.

[h2]== Level generation ==[/h2]
GHJ#239 [mod] -- Game - improvements to barrel choice per branch and massbarrel chances
GHJ#240 [mod] -- Game - improved fluid consistence and choice in moons and branches
GHJ#238 [mod] -- Game - safer placement of Inferno portal
GHJ#241 [mod] -- Game - couple new furniture items

I've reworked the way fluids and barrels are placed, and apart from improving the Europa level generators I've also added more furnitue variety (visual also), which you will see in other levels too.

[h2]== UI/UX/Graphics/Audio ==[/h2]
GHJ#244 [new] -- UI - JH-style direct health display
GHJ#225 [new] -- UI - you can assign quickslots directly from equipment screen
GHJ#223 [new] -- Audio - different sounds for different doors
GHJ#226 [new] -- Visual - improved door illumination
GHJ#248 [mod] -- UI - feedback messages when trying to use active skill while berserked
GHJ#243 [mod] -- UI - reloading will use ammo stack on ground if matching
GHJ#231 [mod] -- UI - melee weapons will display damage type
GHJ#244 [mod] -- Visual - several sprite variations for level features
GHJ#213 [mod] -- Visual - destroyed containers have their own sprite
GHJ#210 [mod] -- Help - added info to help files on melee attack move prevention

We're continuing with constant UI/UX improvements and mechanics transparency. The immedately noticable one will the the HP numbers on the HUD instead of percentages. Quickslots can be assigned from the equipment screen and you will reload from ground if standing on ammo.

[h2]== Balance ==[/h2]
GHJ#221 [mod] -- Traits - Berserker - removed damage requirement for melee hit to count for berserker proc
GHJ#221 [mod] -- Traits - Berserker - berserk trigger times +10/+15/+20 (from +10/+20/+30)
GHJ#221 [mod] -- Traits - Berserker - stored accumulative berserk halved
GHJ#221 [mod] -- Game - Berserk - reduced resistance bonuse to +25 (from +50) apart from melee, bullet and shrapnel
GHJ#221 [mod] -- Game - Berserk - returned speed bonus to +50% (from +40%)
GHJ#224 [mod] -- Game - Broken Armor no longer modable (but +25% plasma resist)
GHJ#222 [mod] -- Game - IO 7 door isn't unlocked until boss is at phase 2
GHJ#222 [mod] -- Game - IO Boss has reduced armor to compensate
GHJ#222 [mod] -- Game - Europa,Io,Dante bosses lose a flat 20hp

Preparing for one of the future updates (0.9 Melee) I've toned down Berserk and Berseker a bit. Berserker will be weaker overall, but stronger early game (where it most needed it). Along with the Berserk changes we are making space for each class to have a different flavor of melee gameplay. But we did tone down the bosses a bit, especially if you're playing on lower difficulties :).

[h2]== Fixes ==[/h2]
GHJ#227 [fix] -- disabled events on Dante L2 to prevent a rare negative interaction (will be enabled in a later version)
GHJ#231 [fix] -- fixed crash when rocket-jumping into the Ancient fight
GHJ#236 [fix] -- fixed limited range weapon vs level clear oov targeting interaction
GHJ#235 [fix] -- fixed Harbinger AI infinite loop when being attacked by drones in melee range

Some fixes that didn't make it to the Hotfix release (or the bugs were discovered late) have also been deployed.

[h2]== What's next ==[/h2]
Next version will take a bit more time as I'm doing a significant backend feature implementation that in the longer run will allow for more interesting items, enemies, level events and more - this will come with changes to items, so the release will be called 0.8 Arsenal. Later we'll move to a Melee release (0.9 Melee) with 0.10 Heavy afterwards. Each one will obviously include several side features beyond the main theme, and will take a month plus (Arsenal closer to 6 weeks). I will try to update the forum Roadmap with more info this week!

Tell us what you think of the patch, here on Steam or on Discord!

Sincerely,
ChaosForge

Hotfix, Game 0.6a / Engine 0.10.4a

Two important fixes:
  • fixed room detection algorithm (prevents bad levgen in Mimir and improves everywhere else)
  • fixed AoCn and AoOC start to properly start at L1 of their moons, added a green and blue armor to compensate

Jupiter Hell Classic 0.6 - Callisto!

Jupiter Hell Classic 0.6 "Callisto" upgrades Callisto and its branches, introduces the proper boss of Io, improves the UI, adds the Dante special level, and much, much more. Read the moloch of patch notes below!

First of all, thank you for such a warm reception of Jupiter Hell Classic!

This update would not be possible without the help of our excellent community on Discord (
https://discord.gg/jupiterhell ) - be sure to drop in if you want to help shape future content!

This is our first post-EA-launch content update, so we wanted to start with a banger. To make reading easier, we split the massive patch notes into sections. Enjoy!

[h2]== Callisto ==[/h2]

GHJ#170 [new] -- Game - new branch with new special level - Mimir!
GHJ#152 [new] -- Game - former grenadier added!
GHJ#152 [new] -- Game - former inmate added!
GHJ#153 [new] -- Game - former guard added!
GHJ#127 [new] -- Game - new scatter items added
GHJ#000 [mod] -- Game - improved the main level generator (most noticable on Callisto)
GHJ#172 [mod] -- Game - added something extra to make Valhalla Control more interesting
GHJ#174 [mod] -- Game - improved Valhalla Habitat generators a bit
GHJ#000 [mod] -- Game - placement of boxes and powerups on levels improved
GHJ#000 [mod] -- Game - order (and selection) of moon branches is randomized now

The main focus of this release is Callisto. A brand-new branch has been added - Mimir. If you immediately thought CalSec Central, think again: the special level is completely different!

Alongside it come three new former human variants - the grenadier, the suicidal inmate, and the guard with an auto-rifle.

The main Callisto level generator (BSP, for those in the know) has been significantly improved, with benefits noticeable across other levels as well. Other Callisto generators and levels got minor improvements too, both in gameplay and visuals.

[h2]== Gameplay ==[/h2]

GHJ#068 [new] -- Game - Io has a proper boss fight now!
GHJ#038 [new] -- Game - new special level on Dante - Inferno! (warning, extremely hard)
GHJ#127 [new] -- Game - Dante has its own barrels
GHJ#018 [new] -- Game - melee kill will move into enemy square (SHIFT or LTrig to prevent)
GHJ#055 [new] -- Game - Angel of Confidence and Angel of Overconfidence challenges added!
GHJ#000 [mod] -- Audio - change warlock/cryomancer pain sound
GHJ#184 [mod] -- Game - Tyre Outpost doors unlock on proximity
GHJ#000 [mod] -- Game - new lever effect added - dispense random mod
GHJ#157 [mod] -- Game - medusa upgrade
GHJ#165 [mod] -- Game - direct hit damage calculated before knockback
GHJ#000 [mod] -- Game - slightly adjusted how resurrection timing works - warlocks and cryo might appear faster, but less random speed
GHJ#000 [mod] -- Game - mass barrel levels will have 20% less barrels
GHJ#000 [mod] -- Game - on kill all special level trigger once each enemy is killed once
GHJ#187 [mod] -- Game - most cover features will be hit 30% or 70% of time instead of 100%
GHD#331 [mod] -- Game - level up happens after the turn is resolved

Speaking of gameplay, the former isn't the end of new stuff, far from it. Io finally has a proper boss fight, and Dante gains a new special level - Inferno - a brutal homage to a classic. Dante also has its own barrels now, so watch where you stand!

Couple of important gameplay changes are outlined above. You'll quickly notice the medusa will now be more interesting to fight. Also noticable is the important knockback change - knockback now applies after damage, ensuring explosions always deal their intended damage. Do note that you're not going to be as safe in those phaseshift boots either!

Two classic challenges also return: Angel of Confidence and Angel of Overconfidence, completing the initial set. Ao100? That's planned for later in the EA cycle as part of a full set of Trial game types.

[h2]== Items ==[/h2]

GHJ#146 [new] -- Game - grenades added! 4 types available
GHJ#149 [new] -- Game - multitools added! currently repair armor, but will have more uses later
GHJ#179 [new] -- Game - accuracy, sniper and firestrom mods have effects on shotguns!
GHJ#182 [mod] -- Game - items have different swap times now - sidearms/smgs are 0.5, knives 0.3, some weapons 0.7
GHJ#185 [mod] -- Game - grenades (both used and launched) now try to avoid enemies and features that are not the target
GHJ#166 [mod] -- Game - phasing will try not to place the player on any liquid
GHJ#148 [mod] -- Game - small medkits and stimpacks now stack x3
GHJ#152 [mod] -- Game - pierce damage type replaces heavy (ignores resistance, halves armor, better gibbing)

End of new stuff? Nope! Grenades (four types!) are now in the game - perfect for clearing chaff or helping in restricted-weapon challenges. Multitools arrive too - currently repairing armor, with more uses to come. Swap times vary by weapon class now, and medkits/stimpacks stack in threes. The latter got a buff too, see below!

[h2]== UI ==[/h2]

GHJ#097 [new] -- UI - more screen with detailed stats (m by default, even from main view)
GHJ#113 [new] -- UI - defence markers added (show when safe from counterattack)
GHJ#144 [new] -- UI - quickslot support for gamepad
GHJ#204 [mod] -- UI - raised enemies have a reverse death animation
GHJ#000 [mod] -- UI - invulnerability has a slightly less agressive effect (accessability option might appear later)
GHJ#180 [mod] -- UI - improved contrast and lightness of Berserk and Stealth overlay
GHJ#182 [mod] -- UI - swap time now visible in description if not 1.0s
GHJ#158 [mod] -- UI - .44 ammo and .40 grenades have more distinct icons
GHJ#158 [mod] -- UI - mods have their own icon now, old one is multitool
GHJ#158 [mod] -- UI - sniper, hunter, plasma pistol and machete have their own item sprite
GHD#328 [mod] -- UI - player panels now close with the same key (and swap within)
GHJ#145 [mod] -- UI - better emphasize and explain Master traits
GHV#018 [mod] -- UI - text input expanded (copy/paste/move cursor)

As promised we're commited to making the game more transparent mechanics wise and less wiki dependent - two big changes in that regard. First is the being info screen (the classic m for more), with detailed stats info on enemies. This will be improved more with status effects later, and a more detailed item information screen will be added too!

The latter is the introduction of the cover marker. Nothing has changed mechanics wise - it's the same old corner-shooting, but now much more accessible. If you see that green shield that means that the targeted enemy cannot shoot you! A gray shield is the same but from a visible non-targeted enemy. After more than 20 years corner-shooting advanced to a fully respected and acknowleged feature. *sniff* oh how fast they grow up :) *sniff*

We also have quickslot support for gamepad, animation (reverse death!) for raising dead enemies and improved visuals for the fullscreen overlays for status effects - in particular invulnerability should be much less obnoxious. If anyone has still issues with those, hit me up (preferably on Discord) - I can work out a toggle that removes all of those.

A couple smaller stuff can be noticed above not least new icons for better distinction!

[h2]== Traits ==[/h2]

GHJ#179 [mod] -- Traits - Son of a Gun damage bonus +20%/+40%/+60% -> +40%/+70%/+100%
GHJ#000 [mod] -- Traits - Gunslinger penalties lessened
GHJ#179 [mod] -- Traits - Brute adds melee resistance (+20/+30/+30), Ironman melee->cold
GHJ#179 [mod] -- Traits - Sustained Fire damage bonus +1/+2/+3 -> +2/+4/+6
GHJ#191 [mod] -- Traits - Angry Mo-fo nerfed - removed resistances, damage bonus now 30%/60%/100%
GHJ#000 [mod] -- Traits - Berserker - self damage (including fluids) won't trigger berserker

This release is light on trait changes, mostly a few significant buffs (especially Son of a Gun) to improve pistol and melee experience. The one nerf is to Angry Mo-fo. The sleeper hit that once awoken was borderline broken :P. Next release will have more significant changes in this department.

[h2]== Balance ==[/h2]

GHJ#202 [mod] -- Balance - stimpacks - immunity to poison status, +25% speed instead of movespeed, 10 turns duration
GHJ#000 [mod] -- Balance - reduced onyx armor move penalty from -25 to -10
GHJ#148 [mod] -- Balance - reduces the amount of shards generating to allow other powerups to appear more
GHJ#143 [mod] -- Balance - launchers made a bit more common
GHJ#143 [mod] -- Balance - early levels will give more non-9mm ammo
GHJ#000 [mod] -- Balance - Monster has been buffed
GHJ#179 [mod] -- Balance - EGLS renamed to ERLS - accuracy 4->6, swaptime .5, rocket jump
GHD#331 [mod] -- Balance - default swap time with prepared is 0.5
GHJ#179 [mod] -- Balance - default values for shotgun range/falloff reduced to compensate mod changes
GHJ#179 [mod] -- Balance - 9mm weapons are much easier to dodge (should help with early melee builds)
GHJ#179 [mod] -- Balance - Cybersuit - movemod -30->-20, plasma resist 0->50%
GHJ#186 [mod] -- Balance - plasma pistol shot cost 1->2, mag size 4->8
GHJ#179 [mod] -- Balance - 40mm drum launcher - damage 3d6->4d6
GHJ#179 [mod] -- Balance - elephant gun - reload time 3x->2x but range -2, falloff +2
GHJ#179 [mod] -- Balance - sidearm - damage 2d4->3d3, 2 levels earlier, +50% more common
GHJ#179 [mod] -- Balance - knockback changes - pistols/smgs need +50% more damage, automatics need twice the damage per tile
GHD#333 [mod] -- Balance - changed knockback calculation so that even lower knockback armor protection matters
GHJ#165 [mod] -- Balance - increased enemies/XP gained per floor
GHJ#000 [mod] -- Balance - Cryomancer - +20HP, +100% cold resist, -25% fire resist
GHJ#179 [mod] -- Balance - medusaling bullet resistance 50%->25%
GHJ#143 [mod] -- Balance - reduced sergeants weight by 20%, earlier ones carry less shells
GHJ#143 [mod] -- Balance - callisto/europa captains carry 20 less 7.62 ammo
GHJ#143 [mod] -- Balance - ravagers appear slightly later

But Traits aren't the only thing balanced - above is quite a big list of changes, and I'm pretty sure I missed some in this report. The most notable balance changes are the stimpack buff, the variable knockback and variable swap time changes, and a general increase in XP per floor (you'll level up faster!).

[h2]== Fixes and others ==[/h2]

GHV#010 [mod] -- Backend - ported to use SDL3
GHJ#000 [mod] -- Audio - change warlock/cryomancer pain sound
GHJ#000 [fix] -- Game - fixed AoHu Platinum and Diamond not unlocking properly
GHJ#000 [fix] -- Game - fixed Entrenchment Platinum not requiring Nightmare
GHJ#194 [fix] -- Game - fixed Gun Kata interaction with weapons of shot cost > 1
GHJ#198 [fix] -- Game - fixed masochism scout ammo not being .44
GHJ#199 [fix] -- Game - fixed ammo-less weapons not behaving properly when dual wielding
GHJ#000 [fix] -- Game - 44. -> .44 lol
GHJ#181 [fix] -- UI - pushing a crate into a hazard will no longer produce the "stupid" message
GHJ#189 [fix] -- UI - remove collision of traits and resistances in Eq screen
GHD#336 [fix] -- UI - fixed auto-target behavior on darkness levels
GHJ#000 [fix] -- Audio - regular fiends lacked audio!

Finally what would a patch notes list be without a bugfixes list! This ones fairly short - we tried to push all important fixes in to the big list of Hotfixes that you've seen for the first few weeks after EA launch.

On the "other" front the tech-savvy might be interested we migrated from SDL2 to SDL3.

[h2]== Demo and DRL ==[/h2]

Finally - the demo is updated with all relevant changes above!

The DRL mod is also updated to the latest engine (no DRL specific changes at the moment):

0.10.4
[new] -- GJ#113: defence markers added (corneshooting indicator)
[new] -- GJ#144: UI - quickslot support for gamepad
[mod] -- GH#333: changed knockback calculation so that even lower knockback armor protection matters
[mod] -- GJ#166: phasing will try not to place the player on any liquid
[mod] -- GJ#165: direct hit damage calculated before knockback
[mod] -- GH#000: on kill all special level trigger once each enemy is killed once
[mod] -- GH#328: UI - inv/eq/trait/char keys are active when panel is up!
[mod] -- GH#000: level up happens after the player turn
[mod] -- GH#331: default swap time with prepared is 0.5 (down from 0.8)
[fix] -- GJ#199: fixed ammo-less weapons not behaving properly when dual wielding
[fix] -- GJ#196: fixed AoRA on death crash
[fix] -- GH#000: fixed several bugs related to checking if a level is nuked
[fix] -- GH#336: fixed auto-target behavior on darkness levels

[h2]== Closing ==[/h2]

Once again, thank you for such an awesome reception of JHC on Steam - it motivates us to make every update the best we can. We’re happy you chose to join this journey, and we promise many exciting updates along the way!

From here on, we'll aim for slightly lighter updates on a more frequent schedule. Next up: 0.7 "Europa" in about a month!

Until then, have fun with the game and let us know what you think - here on Steam or on Discord.

Sincerely,
ChaosForge