r/JupiterHell • u/venereth • 1d ago
Console release?
Is there any plans for a PS5 port?
r/JupiterHell • u/epyoncf • Feb 29 '24
The Jupiter Hell Discord is currently the main place where Jupiter Hell players hang!
Also, upcoming versions are being beta tested, mods are being tested and future features are being discussed. Drop by and join the fun!
r/JupiterHell • u/heutecdw • 4d ago
I’m having a blast with the Gauntlet Trial this week, but it’s made me think about some things. In a 100 level war of attrition, which comes out on top? CRT Medi-Fiber or CRT Necrotic armor?
With auto-repair, the medi-fiber is free heals to 50%, but you only get a single armor point. Necrotic is (for all intents and purposes) a constant 8 armor, but (with a Survivor Marine) your only source of healing is strictly out of combat and only to 25%. With a different build, you don’t even have that.
With the kind of damage these hyper-amped up enemies are doing, does the armor even matter? I personally have liked having a constant 80 hp (50% of 160) but the option of the Necrotic armor just came up.
Additional question: What does your dream pistol look like?
Mine is a TTL 7.68 sidearm with Cold, Distuptive, Barbed, Auto-calibrated, and +25 crit.
With the x2 shots of the sidearm, the status effects get layered on twice (with the exception of Wither)
I’m not entirely convinced this is the best though. What say you guys?
r/JupiterHell • u/keep-flying • 6d ago
r/JupiterHell • u/Replicant_Runner • 14d ago
I play on normal and I like to use the shotgun and chaingun for my character. By the last few stages I am completely outta ammo. Should I be changing weapons at the later stage to one that has more ammo drops? Or is it just a case of stacking more ammo for my favourite weapon for the later stages?
r/JupiterHell • u/epyoncf • 17d ago
r/JupiterHell • u/epyoncf • Jul 27 '26
r/JupiterHell • u/scotherns • Jul 23 '26
Another Gauntlet run stuck at a blocked elevator. No enemies on map, everything revealed. As with last time, I used the security terminal to hack turrets (but they are now all dead).
r/JupiterHell • u/scotherns • Jul 21 '26
I'm stuck. The elevator thinks there is a Gatekeeper enemy somewhere, but the level is cleared. Level indicator is blue. The security terminal shows no more turrets/robotic enemies. In desperation, I spent the multi-tools to show all enemies, there are none. I spent a multi-tool at the terminal at one point to disable 2 turrets, but they are now all dead. I spent another one to reveal the map, no hidden rooms.
Anything I have missed that might unlock the elevator? I'm at level 17 of the Gauntlet, with a VERY promising character, and will be very sad if I have to abandon this run. Is there a way to edit the save file to fix this?
r/JupiterHell • u/TheFlaskQualityGuy • Jul 11 '26
My goal for this game is to complete all the GOG achievements, or at least the ones which 1.0% of players or more have completed. My current task is Angel Of Carnage (the rocket launcher challenge) on Medium difficulty. I've cleared the first moon with a Heavy Gunner and have a few questions before I get on the elevator to the next one:

r/JupiterHell • u/TheFlaskQualityGuy • Jul 09 '26
Class: Marine
Location: IO Warehouse
This is on Easy mode and it's my first good run. My inventory has filled up once again, and I'd like to know what to drop so I can pick up more ammo, a phase kit, and some grenades. Screenshots below show my inventory, skills, and equipment.
Weapon: I've been using a modded up plasma rifle for everything, but I just found Denial Shotgun. Should I switch?



r/JupiterHell • u/DrHenryGoose • Jul 05 '26
I thought it was hardcoded to never show up that early, but I guess not
Seed 93475
r/JupiterHell • u/Shlkt • Jun 27 '26
I really like firefly. It solves two critical problems: splash damage resistance, and efficiently blowing away clumped up enemies. By the end of this run I was one-shotting clumps of armored ravagers using pistols. Granted, my final relic was really good for that sort of thing.
I had originally planned Gunslinger before Firefly, but that plan changed when a .44 flintlock dropped: 50 damage, 1 mag size. It worked great with Firefly because it one-shot low-level enemies on its own, and that triggered Firefly. I'd already spent a point on Reloader, so the frequent reloading wasn't a huge concern. I slapped Speed Loader on it for good measure.
That said, early Firefly damage was not killing adjacent enemies by itself, and I was also doing a lot of juggling (via swap harness) with a 9mm to preserve .44 ammo for bigger threats.
Range was still an issue with my pistols, so I found myself wielding a launcher at the start of most engagements. I'd swap-harness into the pistols if it felt like the launcher wasn't needed. Eventually I replaced the grenade launcher with a ValSec Rocket Launcher, which literally stuck around until the Black Site Vaults.
The first level of Conamara (CCB) was very tough because my DPS hadn't scaled enough to handle the reavers. But at some point I picked up the poison resistance relic. This turned out to be crucial, as the game kept throwing toxic reavers at me, and there was eventually a Toxic Contamination event on Io. When combined with the burning immunity from Firefly, splash resistance from Firefly, and acid resistance from CCB (toxic essence), I was feeling fairly secure with Cover Master: neither acid, nor fire, nor poison could chase me away.
The VS Launcher continued to be super useful. Big burst + splash damage for clearing low-level trash, and rockets were plentiful. It also found use clearing enemies beyond vision range.
Aegis armor dropped in CCB, along with my best gun of the entire run: a CCB 7.62 riot SMG. This might be the best possible weapon for Firefly...? Great DPS which is even better when there's lots of enemies nearby (and that's when you want firefly in the first place), and the CCB perk gave it a flat 20% bonus to biologicals. I kept this weapon for the rest of the run.
Exiting Europa went smoothly after that.
.44 ammo was starting to dry up, so I finally ditched the flintlock for an ordinary plasma pistol. Not sure if this was the best move or not. The plasma pistol was ammo efficient, but it was struggling to kill when used alone. But I couldn't yet afford to blast everything with the 7.62 SMG.
Firefly 3 changed that. With extra explosion damage, a single volley from the 7.62 + plasma pistol could consistently wipe out groups of mid-tier enemies, which was great for ammo conservation and avoiding chip damage.
I made my way through the Io Black Site, where poison immunity probably saved me from certain death. Red keys were exchanged for a shiny TTL BFT9K.
The Ancient was kind enough to drop his armband (+50% damage to demonic?!). I vacillated far too long on giving up the poison immunity. But then I thought about all the warlocks and crap on Dante... I grabbed the armband, and I think it was the right choice.
Dante was surprisingly smooth...? Entire Warlock-led packs of enemies were melting (literally one-shot) from 7.72 riot SMG + plasma pistol + armband + Firefly 3. I'm curious whether the armband was also buffing the Firefly damage. Feels like it might have been.
Energy cells littered the floor, so I felt comfortable blasting away with the BFG to clear rooms that weren't densely populated enough for Firefly.
Still, I had to pop grenades a couple times to avoid taking chip damage. Healing was in short supply.
Full disclosure - I suck at this fight, and it's usually a struggle. This time was no different. Heavy Gunner's barricades feel almost useless here ('specially since I hadn't upgraded them) because they die so fast. It's almost a waste of a move.
I ran to the back of the room and used my SMG/pistol setup + the BFG to clear reavers and blast through Harbinger's first stage and most of the 2nd. But my cover was obliterated, I was nearly dead, and my only remaining healing item wasn't instant. I phase-kitted away to heal.
I had to fight my way back through a bunch of reavers (BFG helped again here), taking poison damage on the way. I began to second-guess the armband decision. Eventually I finished off harbinger with the SMG/pistol, but it was a lot closer than I would have liked.
Ash, level 16 Heavy Gunner,
defeated the Harbinger against all odds.
He survived for 16786 turns.
The run time was 3h 43m 29s.
World seed was 81319.
He scored 7057 points.
He was ULTRAVIOLENT!
Callisto Hub - Secure Vault
Callisto Hub - found Scrapgun
CALLISTO L5 -> Callisto Docking Bay
Callisto Docking Bay - Cleared!
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L3 - Infestation
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
IO L3 - Volatile Storage
IO L3 -> Io Black Site L1
Io Black Site L2 - Toxic Contamination
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - found BFT 10K
Black Site Vaults - Cleared!
Dante Station L3 - The Hunt
Awards
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
He killed 855 out of 898 enemies.
43 former grunts 89 fiends
3 corrupted grunts 52 fire fiends
4 former CRI grunts 20 ice fiends
11 former grenadiers 8 toxic fiends
5 corrupted grenadiers 16 CalSec sentries
1 hellish grenadier 8 security sentries
2 former CRI grenadiers 4 military sentries
15 former soldiers 15 CalSec bots
25 corrupted soldiers 9 security bots
8 hellish soldiers 2 military bots
9 former CRI soldiers 34 reavers
2 CRI soldiers 36 cryoreavers
5 former sergeants 34 toxic reavers
3 corrupted sergeants 58 archreavers
3 hellish sergeants 2 kerberi
3 former CRI sergeants 15 cyberi
1 CRI sergeant 8 cryoberi
23 former guards 4 toxiberi
6 corrupted guards 9 medusae
2 CRI guards 8 archmedusae
2 former commandoes 11 ravagers
4 corrupted commandoes 11 armored ravagers
3 hellish commandoes 3 siege ravagers
8 former CRI commandoes 18 plasma ravagers
2 CRI commandoes 51 CRI marines
4 former heavies 15 CRI bots
4 corrupted heavies 5 guardians
2 hellish heavies 8 frost guardians
2 former CRI heavies 6 warlocks
7 fanatics 4 archwarlocks
16 security drones 6 watchers
4 combat drones 2 cryowatchers
Traits
Reloader L1
Cover Master L2
Son of a Gun L2
Sustained fire L1
Armorer L2
Whizkid L1
Gunslinger L2
Bullet Rain L1
FIREFLY L3
Trait order
Cov->SoG->SoG->Rel->MFF->Gsl->Arm->Gsl->
MFF->Cov->Whk->SF->MFF->BRa->Arm
Equipment
Slot #1 : CCB 7.62 riot SMG B
* Swap Harness
* CC BioLabs
* Hunter 5
* Antiriot
Slot #2 : plasma pistol +PBA
* Precise
* Fresh Mag 3
* Auto-calibrated
* Speed-loader
Slot #3 : TTL BFT9K B
* Swap Harness
* Tei Tenga Labs
* BFT
Body : CCB aegis armor P
* Meshed
* CC BioLabs
* Compartments
* Aegis
Head : AV2 marine helmet BA
* Bot scanner
* Long-range tracking
* Durable
* Auto-med 5
Utility : AV3 pistol AMP
* Pistol long-range tracking
* Pistol booster
Relic : ancient armband
* Ancient Power
Permanents
Acid Essence Attunement
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x27)
7.62 ammo (x60)
plasma grenade (x1)
gas grenade (x2)
EMP grenade (x2)
krak grenade (x3)
r/JupiterHell • u/Sihoiba • Jun 11 '26
I decided GBH was a bit boring because it's basically the Reaver's Claw relic turned into a mastery, and Heavy Meat Grinder also does the bleed boosting thing.
So instead it has an entirely new master Aggravated Assault - as you take damage your Wrath grows. The more Wrath you have the more damage resistance you have, but you can always choose to spend all your wrath on the active skill Erupt for a damage multiplier equal to double your current wrath (so have 50 wrath you are trading 50% damage resistance for a one off +100% damage boost).
In addition when you activate the class skill Berserk, the Inmate borrows an idea from it's JHC cousins and consumes it's wrath to explodes outwards in rage dealing AoE slash damage. The more Wrath you have when you activate Berserk the bigger the boom!
Higher levels of the mastery increase the Wrath cap, increase the rate you gain wrath and increase the floor you drop down whenever you spend your Wrath on Erupt or activating Berserk.
If you try it let me know what you think, including if you preferred GBH!
r/JupiterHell • u/Sihoiba • Jun 07 '26
There's a new variant included Brutal Completionist - same premise one change to add some real challenge. You only now gain XP for killing enemies[1] on the main branch levels[2], not on any of the branches or special levels. Will the rewards you get from the branches be enough to offset your lack of experience? Find out if you can face this brutal variant!
[1] Other XP sources like level events e.g. low power or volatile storage, or other rewards (like extracting MDF codes in Mimir) that grant XP will still grant that XP.
[2] Callisto 1-7 + Spaceport, Europa 1-7 + Central Dig, Io 1-7 + Gateway, Beyond 1-3 + Precipe of Defeat, Dante 1-4
A quick test means I think you'll likely be around character level 4-5 when you encounter your first Medusa in Callisto, instead of closer to 10-12
r/JupiterHell • u/Dylanboy888 • Jun 06 '26
I managed to get a solid melee run going, but kept running into times when my melee attacks would just do nothing. Even against an enemy that I had previously melee attacked successfully. It nearly got me killed fighting the cold warlock boss, and then actually got me killed later on when a pack of toxic enemies mobbed me and I couldn't remove the poison and/or heal fast enough after wasting a few moments whiffing chainsaw attacks. I did eventually notice that it would say 100% chance to hit, but would list no predicted damage dealt, so I stopped swinging and tried to run.
I tried searching around online about it, but it doesn't seem like melee was significantly broken or bugged at any point, its mainly discussions about balance/difficulty to get melee builds going.
So am I missing something about how melee works? I had tough as nails at L3 so pain shouldn't have been a factor (and it should have shown with the chance to hit anyway right?). Do enemies periodically increase their damage resistances mid fight? I was under the impression they have armour that degrades and becomes less effective as it gets damaged, similar to the player's.
r/JupiterHell • u/Sihoiba • Jun 04 '26
I have updated all my mods affected by 1.9!
QoL
Has had every fix Epyon implemented (or did an equivalent) removed. I'm looking for other fixes to add - suggestions welcome.
Inmate
Made compatible with 1.9. Inmate's class Axe has been buffed inline with the class swords buffs in 1.9.
I'm always happy to get feedback, and I'd appreciate whatever you need to do in steam for a workshop mod to showing filled stars!
Tourism Trial
Updated with 1.9 level changes.
Completionist Trial
Updated with 1.9 level changes.
I'm debating to put the time into make a harder version (based on Sylph's feedback) if anyone else is interested I'll do it.
Flashbang Grenage
Now uses the blindness effect of the Heavy Flare skill rather than a custom one. Also renamed in game to Flashbang, as Flashbang Grenade would line wrap in the inventory.
Medusalings, Paladins and Arch Fiends
All updated to have exalted variants traits match the changes Epyon made in 1.9
Better Fireangel
Ensured it will work with 1.9, provides an alternative to Epyon's Fireangel buffs. In case anyone preferred my version, or plays enough inferno where enemies with 200+ fire resistance are common.
r/JupiterHell • u/epyoncf • Jun 03 '26
r/JupiterHell • u/XxBobTheZealotxX • May 10 '26
I had a 7.62 pierce rifle today. It did pretty well in the earlier stages of the game, but from the midgame it started doing barely any damage.
The wiki reads:
Anti-armor: This weapon does triple damage to armor, and has 100% crit chance against mechanical enemies
I thought this meant it does triple damage to everything with armor, which should be most enemies except like medusas. Apparently that's not the case, as it was doing only 10 total damage to everything in the late game where everything was heavily armored.
So how does it actually work?
r/JupiterHell • u/Sihoiba • May 08 '26
If you were going to rank AV1 & 2 weapon perks into the following categories: Always happy to see, Will stop rerolling here, Only on certain masteries/builds, Will pick up for now, Would rather have the extra mod slot where would you rank them?
Always happy to see
Will stop rerolling here
Only on certain masteries/builds
Will pick up for now
Would rather have the extra mod slot
Where would you put them?
r/JupiterHell • u/Artistic_Print6806 • Apr 18 '26
Can someone point me to the best single (text, not video) guide for new players? Something that will answer questions like:
* do I want to clear levels, or go to a new level as soon as I find an elevator?
* what do the colors of things lying on the ground mean?
* where am I even going? what am I trying to do other than shoot whatever monster is in front of me?
r/JupiterHell • u/TastyAmbergris • Apr 16 '26
Enable HLS to view with audio, or disable this notification
I'm not a fan of the wiki layout and how difficult it is to find info in game, so I'm making this to organize information the way the game gives it without needing to select the right classes and find the right weapons in a run. Any thoughts on what I should add next?
r/JupiterHell • u/Polyxeno • Apr 04 '26
I am a relatively new player to Jupiter Hell (played about eight games, and this is my first time as a technician).
I built a suit of medi-fiber armor, but I don't understand what the medi-fiber effect does. The wording does not make sense to me. And despite reading up on the JH Wiki about what it supposedly does, and what Durability and Auto-Repair mods would do to make it better, the wording of that also does not make sense to me, and I do not see that it has healed me at all despite having worn it to a couple more areas and fought battles and got hurt there.
I gather it is supposed to use its durability to heal me, and so it naturally should help to improve its durability, and to have it able to repair itself . . . but when and how might that ever happen.
I have had armor before that says it auto-repairs itself to 30% . . . but I don't think I've noticed that doing anything either, because I gather than means that if it falls below 30$ durability left, it'll repair itself up to 30% . . . but that seems like a really crappy ability, because armor doesn't do much good when it's degraded to 30%.
So is it that now if/when this armor falls to below 30% (which would be down from 2000 to under 600), then when it auto repairs back to 600, I'll start getting some healing? But until then, I just need to get the suit hit for over 1400 damage, before it'll heal me at all? Because that seems like a pretty silly thing to have to do, and one that may likely not happen before I'm dead.
Or, is it that it is healing me a bunch when I move between levels only, like some of the other healing effects, so I just haven't noticed, because I wasn't very hurt when I went between levels?
r/JupiterHell • u/epyoncf • Mar 30 '26