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Development of roguelike 'Jupiter Hell' sounds like it's going well

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Jupiter Hell [Official Site], the kickstarted roguelike/RPG being developed by the creator of DoomRL (now called DRL) is coming along well

For those that don't remember it, here's a brief description of what it's all about:

Jupiter Hell is a tactical roguelike game in a 90's flavored sci-fi universe. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Rip and tear undead, demons and unmentionable monstrosities, using classic weaponry including shotguns, chainguns, railguns and the trusty chainsaw. All to the shine of CRT monitors and the tune of heavy metal!

It's now been a whole year since the game was funded on the Kickstarter, so to celebrate the developer has given a big status update on the progress of developing the game. They've grown as a studio, with 10 people now working on the game, they've put multiple types of enemies into the game and the base gameplay mechanics are actually in and the ASCII mode is also in.

Here's an example gif of the game in action at this early stage:

In the latest update, there's even a direct mention about the Linux version:

Our custom engine is working great, with Linux builds, optimised physics and light systems, and of course the unique adaptive animation system that makes the game so fluid to play

As a personal backer of the project, that has me rather happy.

Will be giving this a thorough review at release once backers get their keys. I'm not currently planning to be covering any of the Alpha or Beta builds of this one. However, for those interested, they're planning the first Alpha build sometime in March next year.

8 Likes, Who?
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rkfg 18 December 2017 at 11:24 am UTC
The game itself looks gorgeous and the devs are nice. Kornel Kisielewicz, the main developer, regularly streams his livecoding on Twitch so the game is partially opensource already (if you can keep up with the walls of code). And they ponder the idea to maybe opensourcing the engine later (but don't quote me on that! Just heard it on one of the streams a while ago). On a side note, it's really good to stream your work progress, explaining things to the audience helps yourself better understand it.

I hope it'll come up really polished because the devs are mainly Polish (badum tsssss) and we know a lot of innovative and just great titles from Poland (CDPR's The Witcher, Flying Wild Hog's Shadow Warrior, Techland's Dead Island/Dying Light, 11 Bit Studios' This War of Mine etc. to name a few), and they're pretty friendly to us, the Linux folks. I dunno, Polish games just feel different to me, in a good way, for whatever reason. And I think Jupiter Hell is not going to disappoint as well!

EDIT: completely unrelated, but after this much time the devs have to learn to set realistic deadlines on KS. They always require 2x-3x time they promised initially, no exceptions, it happens to everyone, everywhere, all the time (me included)! It's December already and they planned Early Access in November, now it's pushed to March. But it's so much better to plan it on, say, July 2018 and instead deliver earlier! Not that I don't have anything to play in the meanwhile and of course I'm not complaining, but it's still surprising.


Last edited by rkfg at 18 December 2017 at 11:29 am UTC
razing32 18 December 2017 at 7:09 pm UTC
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rkfgEDIT: completely unrelated, but after this much time the devs have to learn to set realistic deadlines on KS. They always require 2x-3x time they promised initially, no exceptions, it happens to everyone, everywhere, all the time (me included)! It's December already and they planned Early Access in November, now it's pushed to March. But it's so much better to plan it on, say, July 2018 and instead deliver earlier! Not that I don't have anything to play in the meanwhile and of course I'm not complaining, but it's still surprising.

Basic rule of thumb I learned in networking, always assume a change will take 4 times the amount of time you think it will.
Things can , and WILL go wrong
rkfg 19 December 2017 at 6:13 am UTC
4 times might be a bit of a stretch but hey, better safe than sorry! I usually multiply by two and it's mostly fine.
Phlebiac 19 December 2017 at 7:23 am UTC
rkfgdevs have to learn to set realistic deadlines on KS.

I was quite surprised that KingArt met their deadlines so well (Battle Worlds Kronos, Book of Unwritten Tales 2, etc.), as it is indeed quite rare.
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