Jupiter Hell cover
Jupiter Hell screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Jupiter Hell

Jupiter Hell - Beta 0.4.0 RELEASED!

This release is a wrap-up of the 0.3.x branch - additionally we added the promised configuration options, bugfixes, and did a bit of temporary optimization for OpenGL (true performance pass will happen after first Vulkan release).

Check out below for the full changelog!

We still await for your feedback on the 3.3 additions!


Beta 0.4.0 - November 23, 2018
NEW #278 - resolution and fullscreen now in-game configurable
NEW #279 - keybindings now configurable (simple mode)
NEW #285 - active and passive light count configurable
CHANGE #284 - minor optimization pass
FIX #286 - fixed shader quality option not fully working
FIX #287 - no more crash on picking Running trait
FIX #288 - fixed SoB damage values


Restart Steam to force the update!

Next update (0.4.1) will be out in around two weeks, and it might be the first Vulkan based update!

Jupiter Hell Beta 0.3.3!

The first thing you'll notice is the appearance of player classes! We're starting off with DRL classics - Marine, Scout and Tech. We're early in devloping their differences (expect a lot more separate trait lists), but already you should notice their separate trait lists, and unique passive bonuses. Along with that we've introduced critical hit mechanics. By default the critical chance of any weapon is 0%, but there are several ways to raise that.

Second noteworthy thing is the Beyond special levels. Limbo is akin the ones already present, Arena on the other hand, if cleared, allows you to skip some levels of Beyond.

Finally, you'll notice in-game settings menu. It's still missing the most important (and most difficult to implement properly) options - screen resolution and fullscreen, but the other options should work now.

A note about performance - we're mid-transition to Vulkan, to make this easier for us we had to take some shortcuts that reduced performance especially on lower-tier systems. You will notice a performance drop, we'll take care of that once we finish the transition to Vulkan.

Check out below for the full changelog!

We await for your feedback (especially on the new additions)!


Beta 0.3.3 - November 23, 2018
NEW #268 - three player classes - Marine, Scout and Technician!
NEW #281 - each class has a different intrinsic passive!
NEW #270 - each class has it's own trait list, including new traits!
NEW #253 - critical chance and critical hit mechanics
NEW #263 - Beyond special level - Limbo
NEW #262 - Beyond special level - Arena (possible shortcut to boss!)
NEW #266 - hit sounds and delayed pain sounds
NEW #011 - in-game configuration (in progress!)
CHANGE #259 - better FX for baron and imp missiles


Restart Steam to force the update!

Next update (0.4) will be out next week, hopefully with the missing options, balance tweaks and bugfixes so that we can wrap up the 0.3.x development list :).

Jupiter Hell Beta 0.3.2a (bugfix)

Yet again we present you a quick hotfix for the major discovered bugs of the last release! Unless something gamebreaking is discovered, the next release will be 0.3.3 on November 23rd.

We're still looking for gameplay feedback for the 0.3.2 changes!

Beta 0.3.2a - November 13, 2018
CHANGE #--- - adjusted sound reverb (still WIP)
CHANGE #264 - WASD is now also usable when targeting
FIX #--- - Fix for Linux Intel rendering
FIX #--- - Possibly fixed old Radeon rendering issues
FIX #--- - Fixed a Linux crash
FIX #261 - Fixed industrial_01_3 dead ends
FIX #260 - Fixed bullet hit assertion crash


Restart Steam to force the update!

Jupiter Hell Beta 0.3.2!

Right on schedule we present you update 0.3.2! While it is a minor update on the road to 0.4, it's packed with new stuff to enjoy and test out :).

The three pillars of this updates are Special Levels, New Traits and Balance, and Sound! In the Levels department we have one more special level for Callisto (on the main branch), and three for Europa (two in branches, and one in the main branch). They... might be a bit too hard, so look out :P.

In the Balance and Traits department we have two favorites coming back from DRL (Son of a Bitch and Shottyman), and a new active trait, Spray'n'Pray. We also made health drops more controlled - they only appear in medical boxes, and the amount of those is controlled, so the average number of healing items per run should be more consistent. BTW, regular items no longer generate on the floor. Finally, to offset the health and trait boost, we improved the AI so it travels in the groups it was generated in.

Finally we did a lot of tweaking with the sounds, added pain, death and idle sounds to enemies, reworked the weapon sounds, and tweaked the way sound is rendered - we're not "there" yet, but I think we're closer :)

Check out below for the full changelog!

We await for your feedback (especially on the new additions)!


Beta 0.3.2 - November 9, 2018
NEW #219 - Callisto - Military Barracks (main branch)
NEW #231 - Europa - Refueling Base (main branch)
NEW #229 - Europa - Tyre Outpost (Europa Dig Zone)
NEW #230 - Europa - Containment Area (Conamara Chaos Biolabs)
NEW #080 - AI - Enemies keep together in the group they spawn
NEW #250 - enemy death and idle sounds!
NEW #254 - Spray'n'Pray active trait for automatic weapons
NEW #255 - Son of a bitch trait is back!
NEW #257 - Shottyman!
CHANGE #248 - only medical lootboxes carry medkits, their count is guaranteed
CHANGE #248 - items no longer generate on floor, only in lootboxes
CHANGE #242 - new weapon sounds!
CHANGE #247 - audio playback rebalanced, reverbs and listener position
CHANGE #234 - new generator tileset for early Callisto
FIX #245 - fixed another crash on death bug
FIX #238 - lootboxes will no longer wear armor after load
FIX #236 - fixed a "door to nowhere" in one of the tilesets


Restart Steam to force the update!

Next update (0.3.3) will be out in about two weeks and will bring Beyond special levels (and "branch"), more new traits, critical hits, and possibly player classes! Stay tuned!

Jupiter Hell Beta 0.3.1a (bugfix)

Traditionally after a release we present you a quick hotfix for the major discovered bugs. Unless something gamebreaking is discovered, the next release will be 0.3.2 on November 9th.

We're still looking for gameplay feedback for the 0.3.1 changes!


Beta 0.3.1a - October 29, 2018
FIX #226 - fixed items visible in bottom right corner of map
FIX #224 - fixed library paths on Linux
FIX #228 - tutorial text no longer appears after load
FIX #227 - post-mortem text now scrolls properly
FIX #225 - game should no longer crash on post-mortem win
FIX #194 - permanent decals (summon pentagrams) no longer dissapear


Restart Steam to force the update!

Jupiter Hell Beta 0.3.1!

It's time for the first Steam feature update! This is a minor update, there will be two more of those before we reach 0.4.0.

The three most noticable changes in this release are the first two special levels (look for them at the end of the Callisto Mines and Valhalla Terminal branches) - the first of many to come! To provide an incentive we've also added Utility items - at the moment they are just permanent stat bonuses, but later they will have more noticable effects.

Former humans are now tiered - Europa and Beyond soldiers (who got a new skin!) are more receptive, accurate and tougher than their Callisto counterparts. Also many other enemies got renamed (come on, you knew that "fat demon" just couldn't hold the test of time :P).

We did some balancing, which will make especially shotgun fans happy. Due to increased Pain, MEDIUM and HARD should be more difficult now.

Check out below for the full changelog!

We await for your feedback (especially on the new additions)!


Beta 0.3.1 - October 26, 2018
NEW #200 - tiered former humans - tier 2 (Europa) and tier 3 (Beyond - new look)
NEW #200 - tier 2 and 3 formers are tougher, more accurate and faster in reaction
NEW #218 - Valhalla Command special level added (at end of Valhalla Terminal branch)
NEW #217 - Callisto Anomaly special level added (at end of Callisto Mines branch)
NEW #220 - special lootboxes added
NEW #216 - utility slot now... utilized! Search for amps in special levels and special lootboxes!
NEW #210 - approaching an elevator will emit a message where it leads
NEW #209 - history added to mortem - currently just the visited branches and specials
NEW #221 - imps, knights, barons and fat demons have been renamed
NEW #197 - when all enemies are dead on the level, the name changes to blue
NEW #000 - mortem and other longer texts properly scroll now with up/down arrows
CHANGE #223 - increased a bit the variety of level 1-2 generator sets
CHANGE #204 - buffed shotguns and chainsaw
CHANGE #204 - slight Son of a gun nerf (-25% -> -20%)
CHANGE #204 - pain on MEDIUM and HARD is a bigger factor
CHANGE #204 - buffed summoner fight
FIX #222 - all level generators will now properly generate the special stairs
FIX #208 - state of volumetrics and HDR is now properly serialized
FIX #207 - log will now not produce false-positive WARNING and ERROR messages
FIX #198 - caves will no longer generate without an exit
FIX #191 - updated linux build so we can use Steams SDL
FIX #196 - fixed a common group of bugs (some crashbugs)


Restart Steam to force the update! (note that any save that you may have will dissapear)

Next update (0.3.2) will be out in about two weeks and will bring further special levels, improvements to Beyond, new traits and more! Stay tuned!

Jupiter Hell Beta 0.3.0a (bugfix/performance update)

The ChaosForge crew worked hard to bring you a bugfix update as fast as possible! Following below is a changelog in comparison to 0.3.0. We didn't manage to get all the bugs, but this should still provide a much smoother experience.

Additionally, you'll notice we posted a performance guide on the forum - please take a look especially if you're running on a low-end card (especially Intel's) - you should see major improvements.

We await for your feedback (bugfix version and general)!


Beta 0.3.0a - October 10, 2018
NEW #--- - config setups for lower-end hardware (see ChaosForge or Steam forum)
CHANGE #--- - unbound F12 key (sorry!)
CHANGE #--- - terminal map reveal a lot more subtle looking
CHANGE #--- - minor optimization pass
CHANGE #--- - Europa ice levels made darker
FIX #--- - fixed dissapearing meshes on Intel GPUs (hopefully)
FIX #--- - fixed crash on win
FIX #--- - fixed game not running correctly under OpenGL 4.3 (related to Intel)
FIX #--- - fixed final battle start position
FIX #--- - fixed source for potential crashes when stacking dead enemies
FIX #--- - fixed two rare crash bugs


Restart Steam to force the update!

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.

The game is still a deep work in progress, but has come a very long way from the early pre-Alpha stages, and has been gradually been improving with input and suggestions from the Inner Circle and Alpha communities. We’re thrilled to open this up now to many more fans and to get more feedback as Jupiter Hell moves into the next stage of development!

The beta is working on both Windows and Linux. OSX users, please be a little patient with us. From now on all updates to the game will be via Steam.

Road to early access



Whilst the core of the game is in place there is still a lot more content to get loaded in. As we move towards open release on Early Access our development focus is now switching towards adding in layers and layers of content. That means more of the following:


  • Player classes with unique traits and abilities
  • Challenge modes, online leaderboards, player achievements, and extra difficulty levels
  • A longer game with two more major locations
  • Modular weapons and armor, more weapons, more items
  • More enemies, bosses and enemy variety
  • Plot details, quests, cutscenes
  • Music, sound, voice acting
  • UI configuration, mouse and controller support


And of course many other things secret or yet to be conceived! Community support is vital at this stage to let us know what works, what doesn’t, and feed in new ideas and suggestions. Make sure to try the beta out and give feedback via the community channels. Let’s plays and other recordings of the game are very welcome - please send us a link to anything you publish as we love to see them!

Jupiter Hell community



We’re thrilled to get to this stage, and we couldn’t do it without the great support of our fans. We always want more feedback, so if you have something to say please get in touch via:


Also, most of the team will be at GiC next week. Get in touch if you want to meet up.