![]() ![]() There’s absolutely no reason to get close to an enemy. With more types planned, this is another area where there’s room for creativity in your playstyle. Impact has no bonus, Slash does double damage to armor, and half of Pierce damage goes through armor. I had to search a little outside the game to figure out how Impact, Slash, and Pierce each worked differently against armor. It's surprising that the tutorial doesn't cover different types of gun damage. The variety is still great because each firearm synergizes with certain traits, like Son of a Gun's reduced fire time. Each weapon has its own advantages, even if some (like the chaingun) can be overpowered. A 12 gauge shotgun is nasty for slaughtering groups of demons, but a 9mm automatic rifle is more consistent. The first several hours I put into Jupiter Hell I didn’t focus too much on the stats behind weapons, but rather if it felt good. I like this idea since it plays into how players will make builds centered around certain weapons. This allows for extra shots or reloads before the enemy reacts. Instead, each turn proceeds differently based on stats like your reload speed or the Hellrunner trait making you run faster. Jupiter Hell uses a unique turn order system One mechanic that likely slips under the radar is how combat plays out. In my case, I play quicker than I should and often lose the opportunity to use it. This is why the Marine is great for when you take a huge chunk of damage. The debuff disappears quickly, so it doesn’t hinder you much unless there’s an enemy in your face. The Pain mechanic ties back to the chess side in discouraging an aggressive playstyle. The Marine turns a bad situation into a good one by removing this debuff once per stage and healing from it instead. His ability takes advantage of a mechanic in Jupiter Hell where whenever you’re hurt, a Pain debuff reduces your accuracy. While two classes are more catered to running away, the Marine relishes in taking a beating. The different traits provide a good opportunity for people to create the best build for how they want to play.Įach of the three classes has an ability unique to them alongside some traits others don’t have access to. ![]() For example, the Hellrunner trait increases your dodge chance while moving in between turns. Certain traits gained from leveling up enhance that chance all throughout your run. This plays into a dodge chance mechanic by raising it when in cover. Every form of cover makes it more difficult for a ranged enemy to hit you. The persistent emphasis on cover is nothing new to any tactical shooter, but it’s even more prevalent here. Jupiter Hell will be available on PC for $24.99 on Steam, GOG, and Humble Store at launch.Each level up unlocks one trait to enhance your character. You can go through fully randomized levels without episodes, branches, and so on to see how deep you can get with the new Endless mode. In the Arena mode, you can defend against wave-based enemy attacks, with faster leveling and item acquisition between waves. Trials mode, a new customizable and moddable way to experience Jupiter Hell, will also be available. Dante Station will be the fourth and final act in the game’s suspenseful story of survival. Jupiter Hell 1.0 will include new content to the game that has made this ChaosForge game addictive. Every playthrough, you’ll discover new ways to interact with familiar settings, just like in any other roguelike worth its salt. As you progress through a permadeath-prone hell, you can customize your character with new weapons, items, and abilities.īlast your way through procedurally-generated civilian sectors, military space bases, and mining colonies on Jupiter’s violent moons. The controls are immediate and accessible, while still retaining the depth of a turn-based RPG. Traditional roguelike turn-based gameplay collides with modern shooter sensibilities in Jupiter Hell. Using classic weapons such as shotguns, chainguns, railguns, and the trusty chainsaw, players can rip and tear zombies, demons, and unmentionable monstrosities. The game is set on Jupiter’s moons and pits a lone space marine against overwhelming demonic forces. Jupiter Hell is a classic turn-based roguelike set in a sci-fi universe reminiscent of the 1990s. One of them is the fantastic voicework of Commander Shepard himself, Mark Meer. After a successful Kickstarter campaign supported by none other than Doom-father John Carmack himself, developer ChaosForge is excited to bring Jupiter Hell into 1.0 with a slew of new features. ![]()
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