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Jupiter Hell

Jupiter Hell

78
92 Positivo / 1139 Calificaciones | Versión: 1.0.0

ChaosForge

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Descarga Jupiter Hell en PC con GameLoop Emulator


Jupiter Hell, es un popular juego de Steam desarrollado por ChaosForge. Puede descargar Jupiter Hell y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Obtén Jupiter Hell juego de vapor

Jupiter Hell, es un popular juego de Steam desarrollado por ChaosForge. Puede descargar Jupiter Hell y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Jupiter Hell Funciones

Jupiter Hell is a classic, turn-based roguelike set in a 90s flavored sci-fi universe. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry such as shotguns, chainguns, railguns and the trusty chainsaw. All to the shine of CRT monitors and the tune of heavy metal!

Tactical, turn-based combat

Benefit from classic roguelike turns with modern shooter sensibilities and real-time responsiveness. Controls are immediate and accessible while retaining the back-end depth of a turn-based RPG. Play with mouse+keyboard, keyboard-only, or gamepad controls.

Spiritual successor to DOOM Roguelike

Jupiter Hell is built by ChaosForge, the team that’s been making top-down, cosmic hell roguelikes since 2002, when DOOM, the Roguelike (later renamed DRL) filled the screens with ASCII-based, gory, explosive action and defined the turn-based shooter genre.

Meaningful RPG progression

Customize your character with new weapons, items and abilities gained as you progress through a permadeath-prone hell. Each run you build your character anew, and every unlocked perk can change the way you play. Beat the game to unlock more difficult challenges rather than grinding to make the game easier.

Randomized levels set all over Jupiter’s orbit

Blast through procedurally-generated civilian sectors, military space bases and mining colonies on the violent moons of Jupiter. Every playthrough you’ll find new ways to experience familiar environments. Pair that with detailed graphics and smooth animation. Roguelikes have come a long way from their ASCII roots!

Frequent updates!

Most recent:

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Descarga Jupiter Hell en PC con GameLoop Emulator

Obtén Jupiter Hell juego de vapor

Jupiter Hell, es un popular juego de Steam desarrollado por ChaosForge. Puede descargar Jupiter Hell y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Jupiter Hell Funciones

Jupiter Hell is a classic, turn-based roguelike set in a 90s flavored sci-fi universe. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry such as shotguns, chainguns, railguns and the trusty chainsaw. All to the shine of CRT monitors and the tune of heavy metal!

Tactical, turn-based combat

Benefit from classic roguelike turns with modern shooter sensibilities and real-time responsiveness. Controls are immediate and accessible while retaining the back-end depth of a turn-based RPG. Play with mouse+keyboard, keyboard-only, or gamepad controls.

Spiritual successor to DOOM Roguelike

Jupiter Hell is built by ChaosForge, the team that’s been making top-down, cosmic hell roguelikes since 2002, when DOOM, the Roguelike (later renamed DRL) filled the screens with ASCII-based, gory, explosive action and defined the turn-based shooter genre.

Meaningful RPG progression

Customize your character with new weapons, items and abilities gained as you progress through a permadeath-prone hell. Each run you build your character anew, and every unlocked perk can change the way you play. Beat the game to unlock more difficult challenges rather than grinding to make the game easier.

Randomized levels set all over Jupiter’s orbit

Blast through procedurally-generated civilian sectors, military space bases and mining colonies on the violent moons of Jupiter. Every playthrough you’ll find new ways to experience familiar environments. Pair that with detailed graphics and smooth animation. Roguelikes have come a long way from their ASCII roots!

Frequent updates!

Most recent:

Mostrar más

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Información

  • Desarrollador

    ChaosForge

  • La última versión

    1.0.0

  • Última actualización

    2021-08-05

  • Categoría

    Steam-game

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Reseñas

  • gamedeal user

    Oct 12, 2021

    Jupiter Hell got me breaking down psychological barriers about the essence of gaming itself... We must play by the rules of a game, within the designed framework. If you're hesitant to learn new rules, you're hesitant to play a new game. It limits you to only playing games that are very similar to what you already know. If you wanna play games that are interesting and different, you're gonna have to learn new rules, and experiment with different or unfamiliar gameplay elements, and have the mindfulness to know you're not gonna know how to play the game instantly without investing some more time and attention to the experience. Any time and attention you invest in Jupiter Hell, you get rewarded for. There are multiple plateaus of game-knowledge. Every time you break through it's a satisfying confidence boost. But then almost instantly you get to see the next level of the plateau, and have a clear idea of how to get there. There are lots of options that seem overwhelming at first, but just reading through and playing, it all comes together quickly. If that cycle of mastery of mechanics appeals to you, this is a top, top-tier game for that experience. How I see it, Jupiter Hell is more than a game, it's like a toolbox. You are given full control over so many aspects of how you want to play- you can choose your own class, spec, guns, gear, route, and more- all huge varieties- and can build any type of run you want around the playstyle you're feeling for that session. The possibilities have my head spinning, even after 80+ hours played. I've never played anything like it. What's old is new again. If you're into roguelites and strategy games as a whole, and are looking for something fresh, IMMERSIVE and engaging, this is where you wanna start to get a taste of what a traditional roguelike can offer. You just have to be willing to maybe play by some new rules.
  • gamedeal user

    Oct 20, 2021

    This is an interesting one. I'm generally a big roguelike fan, and a HUGE XCOM fan. Somehow, though, this game got old fast. There are a LOT of builds that you can try and what seems like infinite different weapons. At 13 hours, I still feel like I haven't scratched the surface of what's possible in the game (and I haven't beaten it, although I started on hard mode.) But despite that, the core gameplay loop and the graphics just seem to create a boring game. Encounter enemies (or what you think are enemies, based on poor lighting conditions and retro graphics), run behind cover, wait for them to step into the open and shoot them. Overall, I think this game is probably good, but just not for me. There may be a lot of choices in terms of itemization and perks, but the combat feels so straightforward that it makes it much less enjoyable. If you know that going in, I say go for it, but if you're looking for a deep combat experience or good visuals, go elsewhere.
  • gamedeal user

    Dec 1, 2021

    This game is an absolutely amazing tactical, atmospheric, heavy metal, 90s action movie roguelike! One of the complaints of roguelike haters is RNG. However, this game brilliantly balances probability with binary (yes/no) tactical decisions. For example, a shotgun that has 33% accuracy on an enemy will inflict 33% of its max damage on that enemy (guaranteed). On the other hand, a single projectile weapon like a sniper rifle will hit with the given accuracy. For automatic weapons, a 33% chance to hit is applied to EACH bullet in the burst, so if your gun shoots 3 bullets you will hit with 1 bullet. 200+ hours into the game and I keep coming back to it. There are so many variables for level branching, combined with a rich set of skills to customize and experiment with, add in mod-able proceduraly generated loot and weapons and baddies galore. In summary, this game has not reached a fraction of the popularity it deserves yet. I hope the developers keep working on it. That said, every game could be improved a bit. Some of my hopes for improvements follow: 1) More diverse set of skills that help to differentiate play-styles for each character type. 2) Better balancing and more testing to ensure that each build is viable all the way to the end boss. Currently, some builds make it near impossible to defeat the end boss. An example is Gun Kata master skill. It's super fun to shoot 2 pistols simultaneously with each move. However, you run out of ammo stupidly fast and it would not even be viable with the number of baddies on Hard difficulty. This is even true when getting skills that allow you to convert ammo types to equipped weapon. Also, Gun Kata will auto-shoot at the nearest enemy. In the final boss battle, minions are spawning every turn around the boss, but you cannot direct your fire to finish off the boss, so there is no hope of winning with this build. Additionally, a sniper build is not viable on Hard due to the shear number of enemies that are constantly rushing you and you cannot waste a turn aiming at a target to enhance damage. A lot of work can be done to test and improve balance. 3) More information on the enemies would be extremely helpful. After 200 hours, I still cannot understand in what scenario the Medusa can reduce my HP max. And I have no clue what the white HP overlay is on the enemies (armor??). You can also suddenly be reduced to a pile of ashes without any warning because several enemies were prepping a simultaneous attack on you, or one enemy is targeting you for a special attack. So, some UI information on the estimated damage you will take on a given round could be nice. Or, perhaps this is a mod option on a combat visor that gives you a prediction of damage received on the next turn! Best of luck to the developers, I hope your game receives the popularity and recognition it so deserves!
  • gamedeal user

    Mar 23, 2022

    I played DoomRL religiously since I was 17. I'm 32 now. Same dev. Really just bought this to thank for all the fun I had on DoomRL. :)
  • gamedeal user

    Apr 9, 2022

    Jupiter Hell is a turn based roguelike in the style of Doom. The camera is overhead and every time you perform an action, all the AI performs a turn. If you choose to move, shoot, reload, or even just wait, the enemy gets a turn immediately themselves. It's not a turn based game like XCOM if that's what you're looking for. As a roguelike, there is no progression from one run to the next. You die, you lose everything and start over. You get further by learning how to better play the game. It is really fun but very challenging. It took me about 10 hours to beat it for the first time on easy. Looking at the Steam stats, only 13.2% of people ever even beat the game on easy. As a point of reference, 92.4% have at least played the tutorial so that's a very small percentage of people who have beaten it. You can easily die in the first couple of levels on any given run. The only reason I was even able to beat the last boss is because I had so many medkits I just focused on damaging the boss and taking hits myself, healing to full with large medkits when necessary. The graphics leave a lot to be desired. It's an overhead camera but I feel like with the fixed camera like this, they should have gone with a different aesthetic. It's kind of tough to tell what some enemies even are at times. The UI is pretty fitting though and looks like something from the 90s. There's also classic voice lines like you'd expect from a game like the original Doom series. The game certainly does do a great job at bringing the Doom vibe even considering the big camera change. The music is also awesome too, some solid metal tunes in there. If you like turn based games, this is a fun one. I'm not sure if I really want to continue trying harder difficulties because I feel like getting to the last boss will be incredibly infuriating at higher difficulties. I'm still glad I got it though, it was worth the price of admission!
  • gamedeal user

    May 6, 2022

    One day as a turn-based games fan, you can find yourself too old for managing massive empires (yes, I am talking about you, civ) - it will be tedious. Thinking about relations and diversity in your X-COM team will also be excessively tiresome. If you like me, you even don't want to play "deck builders" anymore. Thank god there is a new generation of "pure" turn-based roguelikes (like this one). Care only about one hero. Improve him in Diablo-style (but here, decisions matter). Yes, pure turn-based fun! I want more modern games like this one.
  • gamedeal user

    Aug 16, 2022

    Despite appearances, a very traditional rogue-like - turn based, grid movement, resource management and punishing difficulty - but with guns. Well executed, if you like that sort of thing. I've been pleased to see the developer has been regularly putting out substantial content updates, even though the game is 'complete' (no longer early access). Don't be baited by the difficulty settings into playing on 'hard'. 'Medium' is plenty hard enough to get your first win, even if you've played a fair amount of traditional rogue-likes before.
  • gamedeal user

    Aug 22, 2022

    It's fun for a while - if you enjoy roguelikes it's worth picking up to see at least. But there isn't very much depth to it. The game feels like theres a lot of potential for fun choices in it, but all of that potential seems wasted by some very questionable design decisions. I'm sure the developers listen to their community, but I also get the impression the people they listen to might not understand what makes things fun to play. The cover mechanic is integral to the game - outside of cover you can expect to eat a lot of gunfire unless you have a build that lets you shoot while moving, maintaining a % dodge chance by doing so. What this results in though is most runs revolve around dancing out from a corner to get someone's attention by waggling your butt at them, then running giggling back to your corner to shoot at enemies one at a time. And while the cover mechanic seems to be what the game was built around, many of the recent updates have been introducing more and more content that specifically renders cover useless to the PLAYER. You can have a excellent spot of cover or dodge % and learn that the majority of lategame enemies simply... don't aim. Linear beams that penetrate walls, AOE blasts, and suicide bombers will be commonplace lategame. And even without them, expect almost every elemental enemy to leave a puddle of damage at your feet (acid, destroying armor, poison that stacks every turn, or fire that stacks every turn and causes you to leave a trail of fire... that also stacks on you) on the off chance one of them DOES hit you, forcing you to run either out of your cover or retreat down a hall - giving anyone within range free turns to deliver you a healthy lead supplement. Not to mention how many of their status effects are designed to stack insanely fast, and wear down by one per turn (poison deals its number then reduces by 1, can be removed with a medkit - and fire stacks, reducing down by one per turn... and cannot be removed anymore due to the fire pool mechanic they recently introduced). This isn't even including the pain and bleeding mechanic - taking damage causes pain, which reduces your accuracy by a sizeable amount. When bleeding, every few turns it ticks down by one, dealing its full damage and giving you pain equal to bleed stacks x 5 (and is often applied in stacks of 7-10, resulting in taking an enormous penalty to accuracy and around 30-40 damage over time if you do not happen to have a medkit handy). Most melee enemies apply an enormous amount of bleeding and pain on hit, rendering almost any melee build just completely useless instantly. As for builds, they seem interesting at face value but there is unfortunately less depth in the character skills than there could be - mostly focused around melee, boosting range/damage, allowing dual wielding or some form of ammo conservation. But also essentially forcing a player to decide within the first 5 player levels (or 3-4 stages) what build they must commit entirely to ahead of time. There is no room for improvisation, either you find a gun that works with what you are doing or it is garbage. The new unique weapons are fun but don't really add anything outside of being occaisionally an item that simply wins you a run with no additional effort. There exist a number of AOE options, mostly in the form of shotgun cones, grenades/launcher circular AOEs, but nothing else. for a scifi game there is very little weapon variation outside of unique/special variants of guns that usually only add things like "no pain penalty on aiming" or "+aim to crit chance", without adding any more interesting mechanics or effects. The majority of runs go as follows: collect a shotgun somewhere, wiggle your bum at enemies to draw them to your cover corner, stockpile as many medkits as you can (you will likely be spending most or all of them in IO or Dante to remove poison or attempt to mitigate fire), and grind through each level so you can put another level into whatever your chosen build for the run is. Most of the runs honestly have almost the exact same playstyle until around the third zone where you finally have enough gear and skills to have a more unique approach - hug corners, dance around looking for enemies to wiggle your butt at, run back to your corner, rinse and repeat until a level is cleared. Of course there can always be situations where you turn a corner and just ARE adjacent to a reaver - in most cases this is an instant loss due to the accuracy penalties from pain rendering you unable to hit anything in front of you, and their move speed being larger than yours rendering you unable to escape without the aid of smoke grenades or teleport kits, but outside of events like that gameplay mostly remains the exact same. Theres a lot of possible fun that could exist with the skill system and unique/rare weapons with possibly interesting effects, but as it stands the majority of design decisions for added content just keep adding new monsters (and bosses) that are specifically designed to render the tools given to the player useless. The new bosses for example: all of them have large AOEs that ignore cover, save for the ancient - when damage he simply teleports behind you to shoot you from a new spot, potentially one that has its own cover against you (he teleports fairly randomly, but more often than not negates your cover. Though if you made it far enough to get to him you will likely just delete him anyways - as far as bosses go he's considerably less threatening than the majority of hordes and enemies you faced to get to him) I've been following this since I heard it was in development after DoomRL, and while I had high hopes for it I am just... consistently disappointed by it. TL;DR - A unique roguelike with a cover mechanic, try it out but don't expect a lot of depth. stick to cover.
  • gamedeal user

    Sep 24, 2022

    Jupiter Hell is an interesting combination between turn-based roguelikes and frenzied twitch-shooters. By "twitch shooter," of course, I mean Doom, because this game is Doom with "Mars" CTRL+F'd with "Jupiter." It's so unashamed about being Doom that it wears the fact that it is Doom on its sleeve, along with a funny hat that says "I <3 DOOM." However, Jupiter Hell doesn't just rip off Doom and leave it at that. It rips Doom off, rearranges the bits, and assembles them into a new pretty skin suit to wear instead, forging a strange identity of its own. Turn-based combat allows for gameplay that's less like a vicious ballet of torn limbs and gunshots, and more like a frenzied, extremely violent chess match. This is not slow, clunky, cautious tactical advancement. You can take cover, but enemies can too, and they aren't stupid enough to just rush into the meat grinder. They're fast, smart enough to flank you, and investigate the sounds of pitched gunfights nearby, meaning you might get flanked by enemies you didn't discover yet. These factors force you to match your enemies in violence and aggressiveness, but temper these factors by carefully considering your gear, the area you're fighting in, where enemy reinforcements might pop out of, and where your cover is. Like Doom, understanding the tools at your disposal and how they counter threats you can't just gun down with impunity is critical, and mastering combat is very satisfying. Also like Doom, if you don't get it, the game will kill you very fast until you do. Most importantly, Jupiter Hell understands that a huge part of Doom's appeal came from satisfying guns, and it more than has you covered there. The basic 9mm has a solid, satisfactory thud; .44 semi-automatic rifles and revolvers boom, 7.62mm and 9mm assault rifles chatter like an angry lathe, grenade and rocket launchers erupt and shake the screen. All of these factors mean that, while Jupiter Hell is a Doom clone, it's a Doom clone in the best sense of the word. Imitation is the sincerest form of flattery, and while Jupiter Hell is a flattering game, it's still a mighty fine one. If, like me, you've ever wanted to play a bizarre mash-up between Chess, Doom, Doom 2016/Eternal, and XCOM, you need to play this game. If you're looking for a satisfying shoot-em-up and can tolerate some turn-based combat that comes at you rapid-fire, I still strongly recommend it.
  • Yote

    Feb 19, 2023

    I usually don't care enough to review games, but this one holds a special place in my heart- Its been very satisfying to watch it develop from a free indie ASCii rogue-like (DoomRL), from an obscure corner of the internet, into a fully developed game on steam. I used to keep a thumb drive with the original, so i could plug and play it anywhere (I think I played it freak'n Haiti a few times, when i was trying to de-stress). For those who played the original, this will be a satisfying successor, will all the mechanics and play strategies refined/diversified. I think the only major difference is that you can only apply mods to weapons, but not construct specific 'named' weapons with mod combinations. But this is an actively developed game and the creators are adding content and re-balancing with some regularity. Fans of the Rogue-like genre in general should enjoy this game: it is DOOM re-imagined as a rogue-like, what more is there to say?
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