In this update10
Full notes
Full Jupiter Hell update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Balance
- UI and audio
- Events
- Fixes
Jupiter Hell changes
You thought we were gone forever?
Coming back with a bang we present you the first new class for Jupiter Hell - the Heavy Gunner! Contrary to what you may think, this one was designed for Jupiter Hell first, and only then appeared in Jupiter Hell Classic, despite the timing :).
Speaking of Jupiter Hell Classic, it also received a big update today - check out the announcement for Jupiter Hell Classic 0.11 "Terminal"for more details on that!
Quick note - currently neither Linux nor Mac version of the game will work (use "previous" branch if you need a quick JH fix) - we will try to enable the Linux branch within a few days, but the Mac version will take some time. We updated our backend to SDL3, and are in the process of updating our renderer to SDL3_gpu as well (that's why we're OpenGL only for now) - once that is done we will be able to support all platforms again, but it is a bit of work. We apologize for the inconvenience!
Second note - while the translations were overhauled from the last release (especially the Japanese one), the new content isn't translated yet. We hope to fix this in the near future!
== Heavy Gunner ==
NEW #1905 - new class - Heavy Gunner!
The definite hero of this patch, the Heavy Gunner comes with a majority of brand new traits, including 5 brand new MASTER traits, an interesting class skill, and opening up significantly different playstyles than our other 3 classes!
To tempt you to jump in, I'll list the Master traits - Firefly, Nuclear Coil, Trench Warrior, Meatgrinder, and Ablative Armor. Joining them are new traits - Heavy Handed, Concussion, Armorer, Grenadier, Reclaimer, Bullet Rain and Flare.
== Perk upgades ==
NEW #1933 - weapon ADV perk values now randomized!
CHANGE #1933 - Sustain perk on melee weapons repairs armor on kill
CHANGE #1933 - Retaliate and High Explosive perk buffed
CHANGE #1933 - Swap Harness will only naturally roll on Explosives
CHANGE #1933 - Cleaner, Zombiebane and Mechabane buffs increased
CHANGE #1933 - Stabilized perk can roll on Shotguns instead of Rotaries
CHANGE #1933 - Critical chance balance - JS 15->10, mod 25->20, AV 25->30
CHANGE #1891 - IDR and MDF melee weapons have a separate manufacturer perk
CHANGE #1914 - several weaker weapon/armor perks slightly improved
In an attempt to make drops more fun, we've randomized and increased the range of the values you can get from AV weapons found in the wild, buffed several unexciting ones and adjusted what can appear where. Sustain, IDR and MDF perks have a dedicated effect on meleee weapons now.
== UI/Engine upgrades ==
NEW #1594 - item details window!
NEW #1546 - SDL3 used as the backend, currently OpenGL only (other backends soonish)
CHANGE #1594 - item details window includes better progression info for uniques
CHANGE #1556 - mod perk picker lists all possible perks along with required WK level
CHANGE #1909 - Technician power drop is drop-animated like other items
There's a new item details window, that will both solve the issue of multiple perks cluttering the equipment stats, and also give you more information including stats that are usually hidden (like critical damage). I think many people will also enjoy the expanded mod application interface listing all perks including ones that require higher WK levels.
Finally as mentioned before, significant backend changes are in progress too so report all issues!
== Buffs, buffs everywhere! ==
CHANGE #1936 - buffed uniques - Firecrown, Denial, Carnage, Executioner
CHANGE #1936 - minor buffs - Twin Viper, Avalanche, Monster
CHANGE #1936 - buffed exotics - volley gun, flintlock, EMP rifle, frag shotgun
CHANGE #1936 - buffed exotics - EMP, AWP, and Power saw drop earlier
CHANGE #1936 - buffed exotics - CRI sword has a new perk
CHANGE #1936 - minor buffs - class swords, 9mm eliminator, elephant gun
CHANGE #1936 - minor buffs - ancient gun, frag shotgun, CRI blaster
CHANGE #1936 - minor buffs - class and ancient swords, slight nerf to Soulstealer
CHANGE #1936 - minor buffs - tactical rifle, precision rifle, gatling, snailgun
CHANGE #1936 - minor buffs - AP SMG, torrent SMG, JAC SMG, riot SMG
CHANGE #1936 - nailgun and super nailgun marked as not auto-reloadable
You get a buff, you get a buff, everyone gets a buff! We went through the entire exotic/unique item list and buffed a lot of the unexciting items. Some of the buffs are pretty significant so keep an eye in-game!
== Gameplay changes ==
CHANGE #1889 - Fireangel hits now reduce enemy fire resistance before applying Burning
CHANGE #1914 - exalted ADAPTIVE nerfed - max 90% resistance, twice as fast decay
CHANGE #1897 - exalted DAMAGEGATE keyword added
CHANGE #1889 - on_area_damage (like Fireangel effect) now works with beam/rail weapons
CHANGE #1914 - combat armor - dodge penalties -30 -> -25, health 700 -> 1000
CHANGE #1914 - buffed damage of rail and launcher weapons
CHANGE #0000 - plasma shotgun crit damage 50->25
CHANGE #0000 - added some guaranteed non-blade melee weapons to the episodes
CHANGE #0000 - added some guaranteed cell weapons to IO
These are more general balance changes, including one very significant to absolute endgame play - the reign of terror of the ADAPTIVE trait is over.
== Level changes ==
CHANGE #1914 - MDF Central manuf. station gets an extra charge per clearance > 1
CHANGE #1914 - Valhalla shutdown warden now costs one card instead of two
CHANGE #1914 - Valhalla has a new terminal option and better potential rewards
CHANGE #1914 - Anomaly can randomly get better rewards the higher the attunement is
CHANGE #1914 - Anomaly Warlock relics no longer have XP penalties
CHANGE #1914 - improved Military Barracks rewards
CHANGE #1914 - improved Refueling Base rewards
CHANGE #1914 - slightly improved Lock and Warehouse rewards
CHANGE #1914 - The Rift has 2 less multitools
You'll notice balance changes directed at branch rewards here. We're trying hard to make the choice of branch meaningfull and prevent having a set meta of branch choices. Keep us in the loop if you think some branches are still underwhelming, or "mandatory".
== Bugfixes ==
FIX #1546 - FMOD updated to newest, fixes Linux issues
FIX #1924 - fixed hunker (cover_mod) having no effect against shotguns
FIX #1930 - fixed forklifts being able to block only exit path (esp L1)
FIX #1920 - fixed music reload issues in mod_mode
FIX #1916 - fixed menu music playing incorrectly after load in some cases
FIX #1926 - fixed rare stage 2 harbinger crash related to movement
FIX #1928 - hacked bots with an entry position will lose the entry position
FIX #1892 - army surplus will work with Dante ammo crates
FIX #1893 - hacked/disabled GATEKEEPER enemies lose their GATEKEEPER status
FIX #1922 - clip expanded weapons will now be properly found with a full mag
FIX #1932 - GATEKEEPER won't spawn on Dante Inferno (and EASY difficulty)
FIX #1927 - unlocked locked doors become destructible again
FIX #1914 - Furious will properly stack with Bloodrush
FIX #0000 - fixed Callisto L2 not being able to generate unique items
FIX #0000 - fixed Bloodrush not stacking with other adrenaline damage boosts
FIX #0000 - fixed Shadowcloak UI and values
FIX #0000 - fixed Io intro message grammar
FIX #0000 - fixed JAC bleed affinity
FIX #0000 - fixed crash related to too many permanents (mod only issue)
FIX #0000 - fixed issues related to too long mod paths (mod only issue)
And finally what would be a patch without a juicy list of bugfixes? We fixed a lot of issues, including some long running ones, so hopefully the game will be more stable and enjoyable for everyone!
== Raw changelog ==
Release 1.9 - Terminus - June 4th, 2026
NEW #1905 - new class - Heavy Gunner!
NEW #1933 - weapon ADV perk values now randomized!
NEW #1594 - item details window!
NEW #1546 - SDL3 used as the backend, currently OpenGL only (other backends soonish)
CHANGE #1594 - item details window includes better progression info for uniques
CHANGE #1556 - mod perk picker lists all possible perks along with required WK level
CHANGE #1936 - buffed uniques - Firecrown, Denial, Carnage, Executioner
CHANGE #1936 - minor buffs - Twin Viper, Avalanche, Monster
CHANGE #1936 - buffed exotics - volley gun, flintlock, EMP rifle, frag shotgun
CHANGE #1936 - buffed exotics - EMP, AWP, and Power saw drop earlier
CHANGE #1936 - buffed exotics - CRI sword has a new perk
CHANGE #1936 - minor buffs - class swords, 9mm eliminator, elephant gun
CHANGE #1936 - minor buffs - ancient gun, frag shotgun, CRI blaster
CHANGE #1936 - minor buffs - class and ancient swords, slight nerf to Soulstealer
CHANGE #1936 - minor buffs - tactical rifle, precision rifle, gatling, snailgun
CHANGE #1936 - minor buffs - AP SMG, torrent SMG, JAC SMG, riot SMG
CHANGE #1936 - nailgun and super nailgun marked as not auto-reloadable
CHANGE #1933 - Sustain perk on melee weapons repairs armor on kill
CHANGE #1933 - Retaliate and High Explosive perk buffed
CHANGE #1933 - Swap Harness will only naturally roll on Explosives
CHANGE #1933 - Cleaner, Zombiebane and Mechabane buffs increased
CHANGE #1933 - Stabilized perk can roll on Shotguns instead of Rotaries
CHANGE #1933 - Critical chance balance - JS 15->10, mod 25->20, AV 25->30
CHANGE #1889 - Fireangel hits now reduce enemy fire resistance before applying Burning
CHANGE #1909 - Technician power drop is drop-animated like other items
CHANGE #1914 - exalted ADAPTIVE nerfed - max 90% resistance, twice as fast decay
CHANGE #1897 - exalted DAMAGEGATE keyword added
CHANGE #1891 - IDR and MDF melee weapons have a separate manufacturer perk
CHANGE #1914 - MDF Central manuf. station gets an extra charge per clearance > 1
CHANGE #1914 - Valhalla shutdown warden now costs one card instead of two
CHANGE #1914 - Valhalla has a new terminal option and better potential rewards
CHANGE #1914 - Anomaly can randomly get better rewards the higher the attunement is
CHANGE #1914 - Anomaly Warlock relics no longer have XP penalties
CHANGE #1914 - improved Military Barracks rewards
CHANGE #1914 - improved Refueling Base rewards
CHANGE #1914 - slightly improved Lock and Warehouse rewards
CHANGE #1914 - The Rift has 2 less multitools
CHANGE #1889 - on_area_damage (like Fireangel effect) now works with beam/rail weapons
CHANGE #1914 - combat armor - dodge penalties -30 -> -25, health 700 -> 1000
CHANGE #1914 - several weaker weapon/armor perks slightly improved
CHANGE #1914 - buffed damage of rail and launcher weapons
CHANGE #0000 - plasma shotgun crit damage 50->25
CHANGE #0000 - added some guaranteed non-blade melee weapons to the episodes
CHANGE #0000 - added some guaranteed cell weapons to IO
FIX #1546 - FMOD updated to newest, fixes Linux issues
FIX #1924 - fixed hunker (cover_mod) having no effect against shotguns
FIX #1930 - fixed forklifts being able to block only exit path (esp L1)
FIX #1920 - fixed music reload issues in mod_mode
FIX #1916 - fixed menu music playing incorrectly after load in some cases
FIX #1926 - fixed rare stage 2 harbinger crash related to movement
FIX #1928 - hacked bots with an entry position will lose the entry position
FIX #1892 - army surplus will work with Dante ammo crates
FIX #1893 - hacked/disabled GATEKEEPER enemies lose their GATEKEEPER status
FIX #1922 - clip expanded weapons will now be properly found with a full mag
FIX #1932 - GATEKEEPER won't spawn on Dante Inferno (and EASY difficulty)
FIX #1927 - unlocked locked doors become destructible again
FIX #1914 - Furious will properly stack with Bloodrush
FIX #0000 - fixed Callisto L2 not being able to generate unique items
FIX #0000 - fixed Bloodrush not stacking with other adrenaline damage boosts
FIX #0000 - fixed Shadowcloak UI and values
FIX #0000 - fixed Io intro message grammar
FIX #0000 - fixed JAC bleed affinity
FIX #0000 - fixed crash related to too many permanents (mod only issue)
FIX #0000 - fixed issues related to too long mod paths (mod only issue)
== What's next ==
As the cadence of JH updates won't be too often, we'd still like a yearly content update to be a thing. Next version will be either 2.0 Ascension, or 1.10 Aftermath. Yes, there's still more stuff we want to add, and definitely not a single version, but the updates will be now a bit more spaced out :).
In the meantime, do check out Jupiter Hell Classic, it's cooking nicely for a 1.0 release this summer, and already has a Heavy class, but quite different from the JH one!
Source
Changelog.gg summarizes and formats this update. How we read updates.
