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Like chess...with shotguns!
"Something's gone wrong...really fucking wrong."
The Marine
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Jupiter Hell is a commercial Roguelike that is a Spiritual Successor to Chaosforge's previous game, DRL

The plot is simple. You're a lone marine battling your way through Jupiter's moons, encountering turned personnel, crazed machines, and fiends from the depths of hell. Similar to its predecessor, a plethora of randomized levels, equipment, and various challenges await as you take the fight to the hellspawn.

Jupiter Hell is currently available in Early Access on both Steam and GoG.


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This game contains examples of:

  • Auto-Revive: Scout's Second Wind trait saves them from death and heals them to 50% once per run.
    • Marine has a downplayed version of that with Die Hard, which prevents death once per level, but only if the HP amount at the time was already higher than 25.
  • Arbitrary Gun Power: For balancing reasons, a single 9mm bullet fired from an SMG, auto rifle or a chaingun will do at most half the damage it'll deal if shot out of a pistol.
  • Armor-Piercing Attack: 7.62 weapons, especially rifles, punch through armor far better than standard 9mm.
  • Attack Drone: Come in the security, combat and military varieties. The former are essentially the most fragile opponents in the game, with about half HP of even the basic former grunts, with combat being on par with them and the military drones possessing the same 30 HP as most hellish/former CRI enemies. However, the security drones also hit harder than any grunt with the respectable firepower of a 9mm auto-rifle, while the military drones also possess better anti-armor damage with their 7,62mm ammo. If you take Wizard master trait as Technician you can summon one yourself.
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  • Auto Doc: Medical stations allow players to heal, extract a medkit, or permanently raise their maximum health.
  • Boom, Headshot!: Interestingly, this is a skill that's only available to the Technician. It doubles pistol/SMG damage at the expense of -30% accuracy. Obtaining it also prevents the character from learning the rifles' Overkill skill (double fire rate, -40% accuracy.)
  • Boring, but Practical: The 9mm auto-rifle. Its decent accuracy, reliable damage, and plentiful ammo will see you through a good chunk of the early game before it's replaced by more specialized or hard-hitting weapons.
  • Bring It: The marine, when he isn't saying something to the effect of This Is Gonna Suck when facing Exalted enemies, will often say something to this effect.
  • Chunky Salsa Rule: The Nightmare update introduces this as an effect if the player deal a certain amount of damage over an enemies max health - And on the Nightmare difficulty itself, is required to permanently kill organic enemies.
  • Critical Existence Failure: Downplayed, as wounds result in an accuracy-reducing Pain, though Marine or Technician characters can halve or outright remove this effect through the Tough as Nails trait. Moreover, Marines' Adrenaline nullifies the existing pain and heals for half of its amount, while their Angry Motherfucker trait straight-up boosts damage when in pain.
  • Critical Hit: Present, though it's mainly seen with the specific traits. In particular, Son of a Gun trait adds 20% critical chance to pistols and SMGs (in addition to boosting their accuracy by 10%), and investing an additional point in it brings that up to 40%. It's especially big when you possess a revolver or a deagle, which have a 20% critical chance of their own, meaning that every 3 shots out of 5 will score a crit.
    • Scout's Pinpoint adds 10% critical when you fire these weapons for consecutive turns. Getting Pinpoint, and then investing in Deadly precision also makes any accuracy bonus do double duty as a critical chance bonus, which can easily result in a 100%+ critical chance.
  • Do Not Run with a Gun: Interestingly, the player themselves can choose to tilt towards this playstyle by obtaining a Steady shot trait as the Marine or Scout, which rewards them for taking a turn to wait and improve aim before firing by retaining that accuracy bonus for every consecutive shot, up until they move from that position or change targets.
    • This is an OK idea for a Marine due to synergy with Focused Fire, which grants a 10% accuracy bonus on every consecutive turn of shooting at the same target. For Scout, however, this is far from great, as much of their skill tree is about retaining or increasing the dodge bonuses, which are added when the character is on the move, and rapidly diminish when staying still.
    • Scout with Gunrunner or Gun Kata master trait is encouraged to invert this trope: Gun Kata makes scout automatically fires at enemies in range when they're moving while wielding pistols, while Gunrunner reduce fire time after moving.
    • In normal gameplay, especially in early levels, Take Cover! is emphasized, as you won't have many healing items if you make a mistake and barrel down a hallway with enemies in it.
  • Dual Wielding: Technician's Blademaster master trait allows you to do this. However, you only gets block bonus from your first melee weapon, and until you hit level 3 with the trait you suffer attack time penalty.
  • Elemental Powers: The Beasts often possess these as their ranged attacks.
    • Playing with Fire: Fire fiends throw fireballs, which will set the marine on fire for 3 turns. They are also predictable immune to being set on fire themselves. Exalted Hellfire Reavers will also be able to throw fireballs.
    • An Ice Person: Cryoreavers throw large "snowballs", which slow the marine down. Cryoberos, a variety of late-game Kerberos, can do the same.
    • Poisonous Person: Toxic Reaver and Toxiberos can throw corrosive projectiles that inflict the toxic status.
  • Elite Mooks: Every single enemy can have an Exalted variant, which has boosted health, awards more XP, and can have one of a dozen additional buffs applied. These range from things like accuracy increases, boosted armor, double damage or HP regeneration to possessing elite weapons they were not normally meant to have. Oh, and they'll spawn in groups of three as well. They are also quite capable of ending your run if you are unprepared or careless.
  • Enemy-Detecting Radar: A downplayed version of this is available for a Marine class with the Bloodhound trait: any enemy you have already seen once will stay on your radar until it dies. Or, as the game puts it, "Once you set your eyes on your prey it can run, but never hide."
    • Scout's Golddigger trait results in a chest-detecting radar. This is in addition to their Skilled trait letting them see the level elevators (and even the special elevators when it's maxed out) immediately as they enter a level.
    • Not to be outdone, the Technician also also has a map boost skill called Networker, which reveals the location of every terminal, medical station and technical station on any new level you enter.
  • Enemy Summoner: The Summoner boss, who is able to summon Archreavers to back him up.
  • Evil vs. Evil: Several floors of Io pit unpossessed CRI Marines and their 'bots against the Fiends. Make no mistake, they'll still gladly drop everything to ventilate you.
  • Gatling Good: All of the commando-type enemies wield chainguns. Normal soldier-type enemies can also possess them if they were lucky enough to have spawned Exalted and with a Heavy modifier.
  • Guns Akimbo: If a Marine or a Scout character maxes out Son of the Gun trait, Gunslinger becomes available, which enables wielding two pistols, revolvers or SMGs at the same time. Of course, it also takes twice as long to reload both guns, and the combined fire time is 1.5 longer, though upgrading this trait reduces both handicaps somewhat. Scout can pick Gun Kata master trait to allow them to fire on the move while going akimbo, while the Marine gets Bullet Storm, which allows them More Dakka with two guns.
  • Hack Your Enemy: Turrets and bots can be hacked with multitools. Technicians can obviously learn to do it better than the other classes, and are eventually able to perform hacking remotely, and can become a petmaster with an army of bots with the right traits.
  • Hand Cannon: The .44 Deagle, which has all the advantages of a revolver with practically no downsides.
  • Hand Wave: The description for the micro launcher (a version of rocket launcher that fires up to four smaller rockets instead of a single shot): "Focused rocket launcher with a magazine. No idea why standard rockets still fit it."
  • Heal Thyself: Marines can do this with Adrenaline skill, which heals them for difficulty-dependent amount of health and convert part of Pain for extra health.
  • Hollywood Hacking: Played for laughs in the Hacker skill description: "You're the geek in the squad, and you know your way around falling-letter screensavers better than the average moviegoer."
  • Large Ham: Mark Meer absolutely delivers the ham as the Jupiter Marine, from wishing he could mainline medkits to calling you out for leaving him idle for too long.
  • Limit Break: All of the Kerberos variants will become Enraged once their HP drops below 60%, and will move 30% faster and attack 50% harder for the next 10 turns.
  • Monster Closet: Vaults. They contain chests with rare items, but are also chock full of enemies to make you regret opening their doors.
  • More Dakka: Chainguns and SMGs are all about this trope. It's exaggerated further with the 9mm firestorm SMG, which expends its entire 22-bullet clip in just 2 turns worth of firing.
    • The Sustained Fire trait of the Marine and Technician also increases damage dealt from the automatic weapons when they are fired over a period of multiple turns.
  • Optional Stealth: The Scout class is able to go undetectable for 8 to 12 turns by activating stealth, although it'll be instantly broken once they attack.
  • Regenerating Health: This is the trait of some exalted enemies, as well as of the Summoner boss. Marine with Survivor master also has this if their health is below certain threshold.
  • Revolvers Are Just Better: The .44 revolver deals the same damage as a .44 hunter rifle, which is 1.5x the damage of a 9mm pistol, even doing slightly more raw damage per shot than a CRI plasma pistol. Unlike the two of them, it has a 20% critical bonus that stacks with all your other critical modifiers. However, its chambers fit 6 bullets instead of 8, its range is inferior to a plasma pistol, and it is reloaded bullet-by-bullet.
    • There is also a rare JS .44 revolver, which is slightly more damaging than the normal version, and also has a better accuracy and a 30% critical chance. However, its chamber is limited to three bullets.
    • Guard-type enemies will always carry a .44 revolver in addition to either a basic 9mm pistol, or a plasma pistol if they used to be CRI. Unless they are normal, unpossessed CRI, in which case, they'll only carry a plasma pistol.
  • Secret Level: Each moon contains "branches" that differ from the regular path in terms of environment and enemy spawns, and inside those is a Brutal Bonus Level filled with tough enemies that rewards unique items.
  • Shout-Out: The PC in the screenshots and trailers is named Flynn Taggart; this is also the default name offered for each run's marine.
    • The description for the deagle mentions that it's "Often used by terrorists, mostly when they rush B."
    • The Marine's trait that literally prevents them from dying suddenly if their HP was above 25 is called "Die Hard". Unfortunately, it only activates once per level.
    • One of the marine's lines upon finishing a level is straight out of Die Hard as well: "Yippee-ki-yay, motherfuckers!"
    • As well as "Blood for the Blood God!"
  • Smoke Out: The unique ability of the Technician class is to deploy a smokescreen, which lasts for 8 turns (12 with Skilled trait), and reduces the line of sight of everyone inside it to 1.
  • Socketed Equipment: All weapons and armor can accept a limited number of mods that run the gamut from bonus damage, bonus accuracy, and faster reloading/bigger magazines. All classes have a Whizkid trait that enables them to stack an additional mod onto a gun if it's of the same type as one already installed, while the Technician class specializes in modding their weapons and gets.
  • Take Cover!: A new game system created in order to bring back corner shooting while correcting the fact that corner shooting is a bug that has quite a number of balance problems. Being in cover reduces the chance of enemy hitting you with ranged attacks, and you can also wait in cover in order to get hunker down bonus, which reduces damage done to you. Of course, the enemy can do the same.
    • Technicians can specialize in this due to one of their talent allowing them to retain hunker down bonus (and get 25% more hunker down bonus) as long as they don't move, unlike normally where the bonus is lost when you shoot back. Entrenchment mastery makes this even more powerful since now you get extra flat damage reduction.
  • Take That!: The early access launch trailer at the end claims that the game is available exclusively on Epic Store... "HAHA, just kidding!"
  • This Is Gonna Suck: The marine will sometimes give a "well...fuck" or "Oh, fuck this thing in particular!" when facing Exalted enemies.
  • Weak Turret Gun: Averted. All three of the turret varieties have a respectable 30 HP, which is equivalent to the high-level Hellish/former CRI humanoids, though still weaker than either the elite beasts, or the bulky bots.


Turn-based doesn't mean idle, motherfucker!
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