In this update7
Full notes
Full Jupiter Hell Classic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Security
- Maps
- Balance
- Store
Jupiter Hell Classic changes
Jupiter Hell Classic 0.11 "Terminal" is jam packed full of new content! Callisto has a proper mechanical boss now, there are 9 new bot enemies, new terminal level features and several types of utility stations to be found and a Hacking trait allowing you to take a bigger benefit from all of that! Also, this is a double release day, as Jupiter Hell has also received a big update - check out Jupiter Hell 1.9 "Heavy" announcement for more details on that! As usual, the DRL mod and the Demo have also been updated to the newest version! The traditional sectioned patch notes follow!
== New Enemies ==
GHJ#346 \[new] -- Game - new boss - the Warden! GHJ#343 \[new] -- Game - new enemies - CalSec, security and military bot! GHJ#344 \[new] -- Game - new enemies - CalSec, security and military sentry! GHJ#345 \[new] -- Game - new enemies - CalSec, security and military drone! GHJ#348 \[mod] -- Game - Archreavers now a regular enemy (slightly buffed) GHJ#347 \[mod] -- Game - rework and rebalance of Callisto Spaceport ambush
That's a lot of new enemies! Drones are hostile versions of the Tech friend, sentries are quadruped mechanical enemies with a target tracking mechanism and bots bring to mind the evil bot from Robocop (anyone remember that? :P). The CalSec, security and military variants match Callisto, Europa and Io, but apart from stats can have some behavioral differences as well. Warden takes over Callisto, and the Archreavers can finally roam freely around as regular enemies (they got moved to the later moons and buffed a bit).
== Stations and Terminals ==
GHJ#351 \[new] -- Game - new level feature - security terminals! GHJ#352 \[new] -- Game - new level features - technical and medical stations! GHJ#353 \[new] -- Game - new level features - ammo and manufacture stations! GHJ#351 \[mod] -- Game - locked vaults more common, might be unlocked from terminal
Jupiter Hell players know the drill - terminals allow you to get map info, unlock vaults and mass hack/disable robotic enemies. Stations provide resources and are fueled by multitools. Technical stations provide mods, medical stations provide healing and healing supplies, ammo allows printing ammo and grenades and manufacture allows you to print weapons that you weren't fortunate enough to find in the levels.
== Hacking ==
GHJ#350 \[new] -- Traits - new trait - Hacking! (Tech/Scout) GHJ#350 \[new] -- Game - ability to hack and disable bots GHJ#350 \[new] -- Game - ability to give friendly bots commands (works with techdrone too) GHJ#351 \[mod] -- Traits - technicians passive changed to reveal of security terminals GHJ#350 \[mod] -- Traits - WIZARD L1, requires Hacking, doubles hacked bot health GHJ#354 \[mod] -- Traits - Tech skilled grants +2 drone accuracy at L1, +4 at L3 GHJ#350 \[mod] -- Game - SHIFT-move on friendlies will swap position GHJ#354 \[mod] -- Game - tech drones (and only tech drones) can open doors GHJ#354 \[mod] -- Game - tech drone has its own sprites
We did mention Hacking, right? Scouts and Techs have access to the trait that allows you to make friends with most mechanical enemies in the game (no, the Warden won't be friends) and also provide a boost in charges for every encountered station. Several UX and utility improvements have been made to faciliate this and some buffs as well!
== Gameplay Changes ==
GHJ#356 \[new] -- UI - targeting reticule size larger for larger enemies GHJ#355 \[mod] -- UI - you can now melee scenery on the gamepad/deck using fire command with melee weapons GHJ#354 \[mod] -- Traits - VAMPYRE - melee healing factor reduced to 2x instead of 3x GHJ#354 \[mod] -- Traits - BRUTALIZER - removed +25% L3 area buff, added straight melee +25% (+50% at L3) GHJ#334 \[new] -- Game - new weapon perk "Piercing" GHJ#354 \[mod] -- Game - pierce ammo assembly has same requirements as demo ammo GHJ#346 \[mod] -- Game - mechanical enemies take +50% damage from pierce damage GHJ#357 \[mod] -- Game - powerups refresh instead of stacking GHJ#354 \[mod] -- Game - envirosuit packs duration increased by more than 50% GHJ#354 \[mod] -- Game - increased the falloff of shotguns to compensate for range 1 buff (except combat) GHJ#354 \[mod] -- Game - speedloader and pierce on shotguns now increases falloff by +3 GHJ#354 \[mod] -- Game - chainfire weapons will now be refered to as rotary weapons GHJ#354 \[mod] -- Game - medusas and variants are no longer armored GHJ#346 \[mod] -- Game - medusas no longer more resistant to shrapnel damage
The introduction of so many mechanical enemies that have specific resistances required some balance shifts and changes. Apart from that we buffed one underperforming master trait and nerfed the overperforming one. Take note of the powerup change - stacking multiple powerups won't work anymore (this has quite the impact on the DRL mod). Balance feedback always welcome on the forums and the discord!
== Fixes ==
GHJ#360 \[fix] -- UI - mouse control now auto-reloads based on shotcost instead of only when ammo is zero GHJ#359 \[fix] -- Audio - mechs won't play splat sound on gib anymore GHJ#350 \[fix] -- Game - fix grenades triggering off-hand weapon shots GHJ#237 \[fix] -- Game - file I/O fixed, should fix rare corruption crashes GHJ#358 \[fix] -- Game - off-screen death sounds now distinguish mechanical enemies GHJ#354 \[fix] -- Game - friendlies firing beyond vision will no longer get a blind attack penalty GHJ#354 \[fix] -- Game - fixed Wall Hack perk not clearing markers on unequip GHJ#361 \[fix] -- Game - Asgard Forge levers only count once towards Gambler's Shield
We round the update out with the traditional list of bugfixes. Report anything you find and we'll try to fix it as soon as possible!
== Full Changelog ==
0.11 GHJ#346 \[new] -- Game - new boss - the Warden! GHJ#343 \[new] -- Game - new enemies - CalSec, security and military bot! GHJ#344 \[new] -- Game - new enemies - CalSec, security and military sentry! GHJ#345 \[new] -- Game - new enemies - CalSec, security and military drone! GHJ#350 \[new] -- Traits - new trait - Hacking! (Tech/Scout) GHJ#350 \[new] -- Game - ability to hack and disable bots GHJ#350 \[new] -- Game - ability to give friendly bots commands (works with techdrone too) GHJ#351 \[new] -- Game - new level feature - security terminals! GHJ#352 \[new] -- Game - new level features - technical and medical stations! GHJ#353 \[new] -- Game - new level features - ammo and manufacture stations! GHJ#334 \[new] -- Game - new weapon perk "Piercing" GHJ#356 \[new] -- UI - targeting reticule size larger for larger enemies GHJ#351 \[mod] -- Traits - technicians passive changed to reveal of security terminals GHJ#350 \[mod] -- Traits - WIZARD L1, requires Hacking, doubles hacked bot health GHJ#354 \[mod] -- Traits - Tech skilled grants +2 drone accuracy at L1, +4 at L3 GHJ#354 \[mod] -- Traits - VAMPYRE - melee healing factor reduced to 2x instead of 3x GHJ#354 \[mod] -- Traits - BRUTALIZER - removed +25% L3 area buff, added straight melee +25% (+50% at L3) GHJ#348 \[mod] -- Game - Archreavers now a regular enemy (slightly buffed) GHJ#350 \[mod] -- Game - SHIFT-move on friendlies will swap position GHJ#357 \[mod] -- Game - powerups refresh instead of stacking GHJ#355 \[mod] -- UI - you can now melee scenery on the gamepad/deck using fire command with melee weapons GHJ#351 \[mod] -- Game - locked vaults more common, might be unlocked from terminal GHJ#354 \[mod] -- Game - envirosuit packs duration increased by more than 50% GHJ#354 \[mod] -- Game - pierce ammo assembly has same requirements as demo ammo GHJ#354 \[mod] -- Game - tech drones (and only tech drones) can open doors GHJ#354 \[mod] -- Game - tech drone has its own sprites GHJ#354 \[mod] -- Game - increased the falloff of shotguns to compensate for range 1 buff (except combat) GHJ#354 \[mod] -- Game - speedloader and pierce on shotguns now increases falloff by +3 GHJ#354 \[mod] -- Game - chainfire weapons will now be refered to as rotary weapons GHJ#346 \[mod] -- Game - mechanical enemies take +50% damage from pierce damage GHJ#354 \[mod] -- Game - medusas and variants are no longer armored GHJ#346 \[mod] -- Game - medusas no longer more resistant to shrapnel damage GHJ#347 \[mod] -- Game - rework and rebalance of Callisto Spaceport ambush GHJ#360 \[fix] -- UI - mouse control now auto-reloads based on shotcost instead of only when ammo is zero GHJ#359 \[fix] -- Audio - mechs won't play splat sound on gib anymore GHJ#350 \[fix] -- Game - fix grenades triggering off-hand weapon shots GHJ#237 \[fix] -- Game - file I/O fixed, should fix rare corruption crashes GHJ#358 \[fix] -- Game - off-screen death sounds now distinguish mechanical enemies GHJ#354 \[fix] -- Game - friendlies firing beyond vision will no longer get a blind attack penalty GHJ#354 \[fix] -- Game - fixed Wall Hack perk not clearing markers on unequip GHJ#361 \[fix] -- Game - Asgard Forge levers only count once towards Gambler's Shield
== What's Next? ==
Small breather and back we go, 0.12 CRI is next on the horizon, and with it even more enemies, new branches, possibly also the Medic class and more! Stay tuned for more news and see you in the next one!
Hey! And since the Hyperstrange Publisher Sale just went live, make sure to drop by, check out the other news, new releases, updates, and maybe grab something strange while you are there.
https://store.steampowered.com/sale/HyperstrangePublisherSale2026
Source
Changelog.gg summarizes and formats this update. How we read updates.
