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Jupiter Hell Classic 0.14 - Ruins!

Jupiter Hell Classic · Community Announcements · October 26, 2026

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Time to spice up Europa a bit, and bring back some of that ancient ruiny snowy vibe its known for, shall we? 0.14 "Ruins" is all about it! New branch with a new special level, new mainline special level, and a partial rework to the Dark Cathedral. Ancient items and visual improvements as well as other tweaks await - read all about it below!

MODDING NOTICE - the modding API got a significant overhaul and most mods will now stop working and will need manual updating (check what changed in DRL if you want to update them - and definitely just hit me up on Discord if you need help updating!). I tried to pack in all major Lua-side changes into this update so that the 1.0 release won't break any updated mods. If anything changes from now on, I'll try to provide a api-changes file.

That said, as usual, the DRL mod and the Demo have also been updated to the newest version!

Note : For the next week Ruins, Ancient Temple and Dark Cathedral are guaranteed to spawn in every run so everyone can easily play the new content. We will revert to random branch/level picks next Monday in a hotfix!

== Ruins! ==

GHJ#444  -- Game - new Europa branch - Ruins and a interesting new special level there!
GHJ#449 -- Game - new Europa special level - Ancient Temple
GHJ#364 -- Game - ancient items added (11 consumables, 2 gear, 13 relics)
GHJ#448 -- Game - the Dark Cathedral has changed
GHJ#448 -- Game - two new enemies added, one regular and one boss
GHJ#303 -- Game - the Ancient has a minor drop

The main theme of the Ruins update is the Europan ancient ruins, along with related special levels and brand new item set. Two new enemies are also included but we won't spoil their secrets here.

== Visual and UI upgrades ==

GHJ#492  -- Visual - better edges between different fluids
GHJ#492 -- Visual - better edges of destroyed walls
GHD#056 -- UI - movement and melee animation blending (can be turned off in options)
GHJ#501 -- Visual - fixed blood sprite used a lot less

Significant engine work has resulted in improved visuals - mostly within destruction, fluid edges and animation blending (should feel smoother and more responsive).

== Mods, uniques and perks ==

GHJ#503  -- Game - new exotic mods - cryogenic and corrosive
GHJ#503 -- Game - three new assemblies
GHJ#450 -- Game - cold and fire damage explosions have a minor extra effect
GHJ#503 -- Game - fireshield assembly uses firestorm mod, not onyx mod
GHJ#503 -- Game - Firestorm unique shotcost halved, rocket jump added
GHJ#503 -- Game - Firestorm and Acid Spitter single-modable by techs
GHJ#503 -- Game - firestorm mod can mod boots and armor (+25% fire resistance)
GHJ#503 -- Game - firestorm mod can mod semis and pistols (adds burning effect)
GHJ#499 -- Game - several bad Loki combos removed
GHJ#484 -- Game - each permanent effect now is represented by a perk
GHJ#484 -- Game - permanent perks now appear in mortems
GHJ#460 -- Game - sniper mod on melee weapons grants auto-hit
GHJ#460 -- Game - sligtly reduced Nano mod drop rate in Quarantine and Supply Depot

The highlight of this section will be the two new special mods that allow more weapons to have environmental damage (but also allow you some control over armor resistance). Along those we have new assemblies (two hazmat ones related to the new mods and one for dealing with those pesky shields). The firestorm and sniper mods also has now new uses and stuff that grants permanent effects will now be more easily tracked in both the player view as well as the mortem.

== Varia ==

GHJ#315  -- Game - new Dante enemy added - sentinel
GHJ#364 -- Game - Mephitic Mines/Hollow has its own tileset
GHJ#503 -- Game - list of active mods in mortem
GHJ#483 -- Game - all levers will now have a message
GHJ#483 -- Game - explosion levers will only target barrels
GHJ#500 -- Config - added AlwaysName, EquipPickupSound, InvFullDrop and MortemArchive to ingame settings
GHJ#500 -- Config - added MorePrompt setting from config.lua

GHJ#364 -- UI - you can rebind UI controls (up/down/escape/etc)
Mephitic Mines will now have extra pizzaz, modded games will note their mods in the mortem, and some requested config options have been added.

== Balance ==

GHJ#489  -- Game - exalted JUGGERNAUT enemies now are knockback immune
GHJ#489 -- Game - Asterius Breach enemies were unnecessarily gimped
GHJ#489 -- Game - Deep Vaults has much better floor items (the ones inevitably destroyed)
GHJ#460 -- Game - Butcher trait nerfed (resists reduced)
GHJ#460 -- Game - buffed Glacimeda's Carapace slightly (fire -50% -> -25%)
GHJ#460 -- Game - military bots have a dual-weapon system
GHJ#465 -- Game - Army Surplus 3 notes extra item in message, is slightly stronger too
GHJ#464 -- Game - Bulletstorm buffed
GHJ#462 -- Game - BFTs have the Shieldbreaker perk
GHJ#462 -- Game - exotic missile launcher can rocket jump now
GHJ#469 -- Game - Quarantine rooms considered cleared if purged - killall req added

Several buffs and nerfs have been made - the more significant is the Bulletstorm and BFT buffs. Along that there's some QOL improvements and the military bot providing some extra challenge.

== Bugfixes ==

GHJ#502  -- Game - difficulty ammo multipliers applied more consistently
GHJ#500 -- Game - prevent self-damage using a monstrous modded shotgun
GHJ#500 -- Game - made the Jackhammer feel and sound better
GHJ#500 -- Game - fixed a whole class of crash bugs related to beings dying or objects being destroyed
GHJ#479 -- Game - fix boss death timing issues
GHJ#494 -- Game - Army of the Dead will now properly work with ADV chainsaws
GHJ#494 -- Game - crates in vaults will no longer be invulnerable
GHJ#483 -- Game - fixed explosion levers
GHJ#475 -- Game - fixed Lua error on enrage with high speed enemies present
GHJ#476 -- Game - cleanups in Butcher and Shrapnel trait descriptions
GHJ#477 -- Game - fixed hyper decay
GHJ#488 -- Game - fixed cybernano armor
GHJ#485 -- Game - fixed ADV knife/Executioner kills not counting for Malicious Knives Cross
GHJ#461 -- Game - fixed HYPER status stacking
GHJ#467 -- Game - fixed per-tile floor choice for one Asgard level setup
GHJ#467 -- Game - death of the unkillable box!
GHJ#468 -- Game - extended auto-target range will only highlight enemies that can be hit
GHJ#468 -- Game - Tainted will work in darkness situations
GHJ#472 -- UI - potential fix for camera starting in a wrong place on entering level
GHD#348 -- Visual - possible fix for windows DPI scaling

As we near 1.0 release we want to get rid of as many lingering issues as we possibly can - so this section is quite fat today and includes some really long standing issues.

== Full changelog ==

GHJ#315  -- Game - new Dante enemy added - sentinel
GHJ#503 -- Game - new exotic mods - cryogenic and corrosive
GHJ#503 -- Game - three new assemblies
GHJ#503 -- Game - list of active mods in mortem
GHJ#450 -- Game - cold and fire damage explosions have a minor extra effect
GHJ#449 -- Game - new Europa special level - Ancient Temple
GHJ#484 -- Game - each permanent effect now is represented by a perk
GHJ#444 -- Game - new Europa branch - Ruins and a interesting new special level there!
GHJ#364 -- Game - ancient items added (11 consumables, 2 gear, 13 relics)
GHJ#448 -- Game - the Dark Cathedral has changed
GHJ#448 -- Game - two new enemies added, one regular and one boss
GHJ#364 -- Game - Mephitic Mines/Hollow has its own tileset
GHJ#303 -- Game - the Ancient has a minor drop
GHD#056 -- UI - movement and melee animation blending (can be turned off in options)
GHJ#364 -- UI - you can rebind UI controls (up/down/escape/etc)
GHJ#492 -- Visual - better edges between different fluids
GHJ#492 -- Visual - better edges of destroyed walls
GHJ#503 -- Game - fireshield assembly uses firestorm mod, not onyx mod
GHJ#503 -- Game - Firestorm unique shotcost halved, rocket jump added
GHJ#503 -- Game - Firestorm and Acid Spitter single-modable by techs
GHJ#503 -- Game - firestorm mod can mod boots and armor (+25% fire resistance)
GHJ#503 -- Game - firestorm mod can mod semis and pistols (adds burning effect)
GHJ#499 -- Game - several bad Loki combos removed
GHJ#502 -- Game - difficulty ammo multipliers applied more consistently
GHJ#484 -- Game - permanent perks now appear in mortems
GHJ#483 -- Game - all levers will now have a message
GHJ#483 -- Game - explosion levers will only target barrels
GHJ#489 -- Game - exalted JUGGERNAUT enemies now are knockback immune
GHJ#489 -- Game - Asterius Breach enemies were unnecessarily gimped
GHJ#489 -- Game - Deep Vaults has much better floor items (the ones inevitably destroyed)
GHJ#460 -- Game - Butcher trait nerfed (resists reduced)
GHJ#460 -- Game - buffed Glacimeda's Carapace slightly (fire -50% -> -25%)
GHJ#460 -- Game - military bots have a dual-weapon system
GHJ#465 -- Game - Army Surplus 3 notes extra item in message, is slightly stronger too
GHJ#464 -- Game - Bulletstorm buffed
GHJ#462 -- Game - BFTs have the Shieldbreaker perk
GHJ#462 -- Game - exotic missile launcher can rocket jump now
GHJ#469 -- Game - Quarantine rooms considered cleared if purged - killall req added
GHJ#460 -- Game - sligtly reduced Nano mod drop rate in Quarantine and Supply Depot
GHJ#460 -- Game - sniper mod on melee weapons grants auto-hit
GHJ#501 -- Visual - fixed blood sprite used a lot less
GHJ#500 -- Config - added AlwaysName, EquipPickupSound, InvFullDrop and MortemArchive to ingame settings
GHJ#500 -- Config - added MorePrompt setting from config.lua
GHJ#500 -- Game - prevent self-damage using a monstrous modded shotgun
GHJ#500 -- Game - made the Jackhammer feel and sound better
GHJ#500 -- Game - fixed a whole class of crash bugs related to beings dying or objects being destroyed
GHJ#479 -- Game - fix boss death timing issues
GHJ#494 -- Game - Army of the Dead will now properly work with ADV chainsaws
GHJ#494 -- Game - crates in vaults will no longer be invulnerable
GHJ#483 -- Game - fixed explosion levers
GHJ#475 -- Game - fixed Lua error on enrage with high speed enemies present
GHJ#476 -- Game - cleanups in Butcher and Shrapnel trait descriptions
GHJ#477 -- Game - fixed hyper decay
GHJ#488 -- Game - fixed cybernano armor
GHJ#485 -- Game - fixed ADV knife/Executioner kills not counting for Malicious Knives Cross
GHJ#461 -- Game - fixed HYPER status stacking
GHJ#467 -- Game - fixed per-tile floor choice for one Asgard level setup
GHJ#467 -- Game - death of the unkillable box!
GHJ#468 -- Game - extended auto-target range will only highlight enemies that can be hit
GHJ#472 -- UI - potential fix for camera starting in a wrong place on entering level
GHD#348 -- Visual - possible fix for windows DPI scaling



== What's Next? ==


Maybe one more smaller update and we should be there, keep watch!

Till then, stay tuned!

Yours,
Kornel
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