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Steam News27 July 20261mo ago

Jupiter Hell Classic 0.12 - C̵R̵I̵ BLEP!

Jupiter Hell Classic 0.12 "CRI"... err "BLEP" brings a ton of new content, from the eponymous CRI making a full debut including 4 new enemies, a branch and a special level, the eponymous Bonus Level Expansion Project!

In this update8

Full notes

Full Jupiter Hell Classic update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes4 additions5 changes0 removals
  • Workshop
  • Gameplay
  • Events
  • UI and audio
addedJupiter Hell Classic 0.12 "CRI"... err "BLEP" brings a ton of new content, from the eponymous CRI making a full debut including 4 new enemies, a branch and a special level, the eponymous Bonus Level Expansion Project! (BLEP!) brings a whopping 7 extra special levels with a new layout that will allow two special level visits per branch! Read below Lua (the cat, not the language) for full info!
changedAs usual, the DRL mod and the Demo have also been updated to the newest version (yes, the DEMO basically has doubled the amount of special levels now)!
added== BLEP! ==Hijacking the name of this updates from the hands of CRI comes the Bonus Level Expansion Project! (BLEP!) which not only adds 7 brand new special levels to the game but changes the layout so that you can visit 2 special levels per moon (either 2 mainline levels or 1 branch and 1 special). Supporting these layout changes are newly added red keycards (which are more forgiving than in JH) and Sector reports (scout get them for free!) which allow you to plan pathing.
changed== CRI! ==Just because they've been denied the glory of having the update named after them doesn't mean you should treat CRI lightly. The branch is a high risk, high reward affair, and all of the CRI enemies are quite dangerous. Luckily while they're out to kill you like everyone else, they're also not too found of the demons either, so remember that sometimes discretion is the better part of valor!
changed== Visuals and Sound ==Blood, blood for the blood god!
added== Visuals and Sound ==Ehm... apart from the extra blood, there's better visuals (and behavior!) for gaps, and quite a few improvements on the sound front. Due to a new volume balance you might see your volume settings reset.

Jupiter Hell Classic changes

addedJupiter Hell Classic 0.12 "CRI"... err "BLEP" brings a ton of new content, from the eponymous CRI making a full debut including 4 new enemies, a branch and a special level, the eponymous Bonus Level Expansion Project! (BLEP!) brings a whopping 7 extra special levels with a new layout that will allow two special level visits per branch! Read below Lua (the cat, not the language) for full info!
changedAs usual, the DRL mod and the Demo have also been updated to the newest version (yes, the DEMO basically has doubled the amount of special levels now)!
addedHijacking the name of this updates from the hands of CRI comes the Bonus Level Expansion Project! (BLEP!) which not only adds 7 brand new special levels to the game but changes the layout so that you can visit 2 special levels per moon (either 2 mainline levels or 1 branch and 1 special). Supporting these layout changes are newly added red keycards (which are more forgiving than in JH) and Sector reports (scout get them for free!) which allow you to plan pathing.
changedJust because they've been denied the glory of having the update named after them doesn't mean you should treat CRI lightly. The branch is a high risk, high reward affair, and all of the CRI enemies are quite dangerous. Luckily while they're out to kill you like everyone else, they're also not too found of the demons either, so remember that sometimes discretion is the better part of valor!
changedBlood, blood for the blood god!

Jupiter Hell Classic 0.12 "CRI"... err "BLEP" brings a ton of new content, from the eponymous CRI making a full debut including 4 new enemies, a branch and a special level, the eponymous Bonus Level Expansion Project! (BLEP!) brings a whopping 7 extra special levels with a new layout that will allow two special level visits per branch! Read below Lua (the cat, not the language) for full info!

(we couldn't pass such an occasion for a cat pun and pic could we?)

As usual, the DRL mod and the Demo have also been updated to the newest version (yes, the DEMO basically has doubled the amount of special levels now)!

== BLEP! ==

GHJ#340 [new] -- Game - BLEP (Bonus Level Expansion Project) for Callisto/Europa - 2 main branch special levels placed in a way that you can visit a branch AND a special level GHJ#340 [new] -- Game - 3 (!) new Callisto special levels - Sewers, Deadfall and Warrens GHJ#394 [new] -- Game - 2 new Europa special levels - Quarantine and Supply Depot GHJ#395 [new] -- Game - 2 new Io special levels - Loki Patera and Deep Vaults GHJ#396 [new] -- Game - red keycards can be found! GHJ#389 [new] -- Game - you can get a Sector map, or future Report from terminals GHJ#389 [new] -- Game - scouts get a free Sector map in terminals

Hijacking the name of this updates from the hands of CRI comes the Bonus Level Expansion Project! (BLEP!) which not only adds 7 brand new special levels to the game but changes the layout so that you can visit 2 special levels per moon (either 2 mainline levels or 1 branch and 1 special). Supporting these layout changes are newly added red keycards (which are more forgiving than in JH) and Sector reports (scout get them for free!) which allow you to plan pathing.

Quantity doesn't reduce quality though, as you'll see that some of the levels have quite unique mechanics tied to them - tell us what you think of them!

== CRI! ==

GHJ#374 [new] -- Game - CRI bot and CRI siege bot! GHJ#375 [new] -- Game - CRI marine and CRI vanguard! GHJ#376 [new] -- Game - CRI Laboratory branch! GHJ#377 [new] -- Game - CRI Armory special level!

Just because they've been denied the glory of having the update named after them doesn't mean you should treat CRI lightly. The branch is a high risk, high reward affair, and all of the CRI enemies are quite dangerous. Luckily while they're out to kill you like everyone else, they're also not too found of the demons either, so remember that sometimes discretion is the better part of valor!

== Visuals and Sound ==

GHJ#397 [new] -- Visual - blood particles added GHJ#379 [new] -- Visual - gaps/void has now better visuals GHJ#317 [new] -- Sound - added a Heartbeat sound (you can turn it off in Audio settings) GHJ#317 [new] -- Sound - added a Wait sound (you can turn it off in Audio settings) GHJ#317 [mod] -- Sound - upgraded the Audio system - faster loading, no longer will the game be obnoxiously loud and fixes several bugs GHD#289 [fix] -- Sound - music wont crash if too many sounds are played simultaneously GHJ#317 [fix] -- Sound - multiple sounds played at the same time will be handled gracefully

Blood, blood for the blood god!

Ehm... apart from the extra blood, there's better visuals (and behavior!) for gaps, and quite a few improvements on the sound front. Due to a new volume balance you might see your volume settings reset.

== Flying/Pathing ==

GHJ#397 [mod] -- Game - harbinger stage 3 properly is flying GHD#398 [mod] -- Game - Flying enemies killed over gaps wont drop items GHJ#220 [mod] -- Game - fly and shoothrough flags properly separated (fixes flying and shooting through gaps) GHJ#188 [mod] -- Game - targeting/missle path algorithm matched against visibility GHJ#220 [mod] -- UI - it the autotargeted shot would hit a wall before reaching the target, mark the wall with a red marker

Apart from the improvements to gap handling and missing flying capabilities added, we also (hopefully) finally resolved targeting issues. If you see it, you can fire at it, there won't be a need to adjust manually the targeting path just to be able to hit something behind a wall. Some wierd shots will no longer be possible, some shots that were possible into the dark will no longer be, but finally you won't be shot by something you do not see unless it has a longer sight range.

== Other gameplay ==

GHJ#400 [mod] -- Game - bulk mods no longer have a move speed penalty on boots, penalty -5% for armor GHJ#400 [mod] -- Game - fluids will now damage boots even if there's 100% feet protectionRCFIX -- Game - Warrens safe/correct spawn GHJ#400 [mod] -- Game - Scattershot Diamond requires less than 40k turns instead of 20k GHJ#388 [mod] -- Game - poison damage is now 5% max health rounding up GHJ#386 [mod] -- Game - adjusted AI scanning - player-aligned beings will be attacked on sight (but not by bosses - yet?)

Other changes make poison more usefull, boots a bit less indestructivle and drones die a bit more often (this change was due to CRI, but drones were def too dominant in early game anyway)/

== Fixes ==

GHJ#392 [fix] -- Game - fixed potential teleport crashes GHJ#392 [fix] -- Game - fixed potential player.wad wipe GHJ#392 [fix] -- Game - fixed potential self-destruct crash GHJ#392 [fix] -- Game - on-melee kill move will only be done if it's a valid move GHJ#342 [fix] -- Game - fixed a class of bugs related to explosion/shotgun or explosion/explosion order GHJ#381 [fix] -- Game - fix crashes related to data file not being able to be saved GHD#332 [fix] -- Visual - fixed rendering of glyphs on some Radeon/Intel cards GHJ#397 [fix] -- Game - fix for harbinger issues with flying enemies

Ton of fixes this release, I think the game is the most stable it has ever been. As usual, report all bugs!

== Full Changelog ==

GHJ#340 [new] -- Game - BLEP (Bonus Level Expansion Project) for Callisto/Europa - 2 main branch special levels placed in a way that you can visit a branch AND a special level GHJ#340 [new] -- Game - 3 (!) new Callisto special levels - Sewers, Deadfall and Warrens GHJ#394 [new] -- Game - 2 new Europa special levels - Quarantine and Supply Depot GHJ#395 [new] -- Game - 2 new Io special levels - Loki Patera and Deep Vaults GHJ#374 [new] -- Game - CRI bot and CRI siege bot! GHJ#375 [new] -- Game - CRI marine and CRI vanguard! GHJ#376 [new] -- Game - CRI Laboratory branch! GHJ#377 [new] -- Game - CRI Armory special level! GHJ#396 [new] -- Game - red keycards can be found! GHJ#389 [new] -- Game - you can get a Sector map, or future Report from terminals GHJ#389 [new] -- Game - scouts get a free Sector map in terminals GHJ#397 [new] -- Visual - blood particles added GHJ#379 [new] -- Visual - gaps/void has now better visuals GHJ#317 [new] -- Sound - added a Heartbeat sound (you can turn it off in Audio settings) GHJ#317 [new] -- Sound - added a Wait sound (you can turn it off in Audio settings) GHJ#397 [mod] -- Game - harbinger stage 3 properly is flying GHJ#400 [mod] -- Game - bulk mods no longer have a move speed penalty on boots, penalty -5% for armor GHJ#400 [mod] -- Game - fluids will now damage boots even if there's 100% feet protectionRCFIX -- Game - Warrens safe/correct spawn GHJ#400 [mod] -- Game - Scattershot Diamond requires less than 40k turns instead of 20k GHD#398 [mod] -- Game - Flying enemies killed over gaps wont drop items GHJ#388 [mod] -- Game - poison damage is now 5% max health rounding up GHJ#386 [mod] -- Game - adjusted AI scanning - player-aligned beings will be attacked on sight (but not by bosses - yet?) GHJ#188 [mod] -- Game - targeting/missle path algorithm matched against visibility GHJ#220 [mod] -- Game - fly and shoothrough flags properly separated (fixes flying and shooting through gaps) GHJ#220 [mod] -- UI - it the autotargeted shot would hit a wall before reaching the target, mark the wall with a red marker GHJ#317 [mod] -- Sound - upgraded the Audio system - faster loading, no longer will the game be obnoxiously loud and fixes several bugs GHD#289 [fix] -- Sound - music wont crash if too many sounds are played simultaneously GHJ#317 [fix] -- Sound - multiple sounds played at the same time will be handled gracefully GHJ#392 [fix] -- Game - fixed potential teleport crashes GHJ#392 [fix] -- Game - fixed potential player.wad wipe GHJ#392 [fix] -- Game - fixed potential self-destruct crash GHJ#392 [fix] -- Game - on-melee kill move will only be done if it's a valid move GHJ#342 [fix] -- Game - fixed a class of bugs related to explosion/shotgun or explosion/explosion order GHJ#381 [fix] -- Game - fix crashes related to data file not being able to be saved GHD#332 [fix] -- Visual - fixed rendering of glyphs on some Radeon/Intel cards GHJ#397 [fix] -- Game - fix for harbinger issues with flying enemies

(one does not simply paste just one cat picture)

== What's Next? ==

One of two things - either a slightly longer wait for the 1.0 release, or an intermediate 0.13 Medic release (unless something hijacks the name again!). And don't worry about 1.0 being the end - we haven't even announced a date yet, so busy are we pushing new content. I've already got plans lined up for what comes after, too. Roguelikes are never truly done! Still, we feel the game is getting to the point where we're ready to tear down that Early Access sign and confidently call it a complete, fully enjoyable experience.

So see you in the next episode :)

Yours KK & Lua

Source

Steam News / 27 July 2026

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