GamePatchNote Digest
Jupiter Hell Patch Notes — June 3, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

You thought we were gone forever?
Coming back with a bang we present you the first new class for Jupiter Hell - the Heavy Gunner! Contrary to what you may think, this one was designed for Jupiter Hell first, and only then appeared in Jupiter Hell Classic, despite the timing :).
Speaking of Jupiter Hell Classic, it also received a big update today - check out the announcement for Jupiter Hell Classic 0.11 "Terminal" for more details on that!
Quick note - currently neither Linux nor Mac version of the game will work (use "previous" branch if you need a quick JH fix) - we will try to enable the Linux branch within a few days, but the Mac version will take some time. We updated our backend to SDL3, and are in the process of updating our renderer to SDL3_gpu as well (that's why we're OpenGL only for now) - once that is done we will be able to support all platforms again, but it is a bit of work. We apologize for the inconvenience!
Second note - while the translations were overhauled from the last release (especially the Japanese one), the new content isn't translated yet. We hope to fix this in the near future!
== Heavy Gunner ==
- NEW #1905 - new class - Heavy Gunner!
The definite hero of this patch, the Heavy Gunner comes with a majority of brand new traits, including 5 brand new MASTER traits, an interesting class skill, and opening up significantly different playstyles than our other 3 classes!
To tempt you to jump in, I'll list the Master traits - Firefly, Nuclear Coil, Trench Warrior, Meatgrinder, and Ablative Armor. Joining them are new traits - Heavy Handed, Concussion, Armorer, Grenadier, Reclaimer, Bullet Rain and Flare.
== Perk upgades ==
- NEW #1933 - weapon ADV perk values now randomized!
- CHANGE #1933 - Sustain perk on melee weapons repairs armor on kill
- CHANGE #1933 - Retaliate and High Explosive perk buffed
- CHANGE #1933 - Swap Harness will only naturally roll on Explosives
- CHANGE #1933 - Cleaner, Zombiebane and Mechabane buffs increased
- CHANGE #1933 - Stabilized perk can roll on Shotguns instead of Rotaries
- CHANGE #1933 - Critical chance balance - JS 15->10, mod 25->20, AV 25->30
- CHANGE #1891 - IDR and MDF melee weapons have a separate manufacturer perk
- CHANGE #1914 - several weaker weapon/armor perks slightly improved
In an attempt to make drops more fun, we've randomized and increased the range of the values you can get from AV weapons found in the wild, buffed several unexciting ones and adjusted what can appear where. Sustain, IDR and MDF perks have a dedicated effect on meleee weapons now.
== UI/Engine upgrades ==
- NEW #1594 - item details window!
- NEW #1546 - SDL3 used as the backend, currently OpenGL only (other backends soonish)
- CHANGE #1594 - item details window includes better progression info for uniques
- CHANGE #1556 - mod perk picker lists all possible perks along with required WK level
- CHANGE #1909 - Technician power drop is drop-animated like other items
There's a new item details window, that will both solve the issue of multiple perks cluttering the equipment stats, and also give you more information including stats that are usually hidden (like critical damage). I think many people will also enjoy the expanded mod application interface listing all perks including ones that require higher WK levels.
Finally as mentioned before, significant backend changes are in progress too so report all issues!
== Buffs, buffs everywhere! ==
- CHANGE #1936 - buffed uniques - Firecrown, Denial, Carnage, Executioner
- CHANGE #1936 - minor buffs - Twin Viper, Avalanche, Monster
- CHANGE #1936 - buffed exotics - volley gun, flintlock, EMP rifle, frag shotgun
- CHANGE #1936 - buffed exotics - EMP, AWP, and Power saw drop earlier
- CHANGE #1936 - buffed exotics - CRI sword has a new perk
- CHANGE #1936 - minor buffs - class swords, 9mm eliminator, elephant gun
- CHANGE #1936 - minor buffs - ancient gun, frag shotgun, CRI blaster
- CHANGE #1936 - minor buffs - class and ancient swords, slight nerf to Soulstealer
- CHANGE #1936 - minor buffs - tactical rifle, precision rifle, gatling, snailgun
- CHANGE #1936 - minor buffs - AP SMG, torrent SMG, JAC SMG, riot SMG
- CHANGE #1936 - nailgun and super nailgun marked as not auto-reloadable
You get a buff, you get a buff, everyone gets a buff! We went through the entire exotic/unique item list and buffed a lot of the unexciting items. Some of the buffs are pretty significant so keep an eye in-game!
== Gameplay changes ==
- CHANGE #1889 - Fireangel hits now reduce enemy fire resistance before applying Burning
- CHANGE #1914 - exalted ADAPTIVE nerfed - max 90% resistance, twice as fast decay
- CHANGE #1897 - exalted DAMAGEGATE keyword added
- CHANGE #1889 - on_area_damage (like Fireangel effect) now works with beam/rail weapons
- CHANGE #1914 - combat armor - dodge penalties -30 -> -25, health 700 -> 1000
- CHANGE #1914 - buffed damage of rail and launcher weapons
- CHANGE #0000 - plasma shotgun crit damage 50->25
- CHANGE #0000 - added some guaranteed non-blade melee weapons to the episodes
- CHANGE #0000 - added some guaranteed cell weapons to IO
These are more general balance changes, including one very significant to absolute endgame play - the reign of terror of the ADAPTIVE trait is over.
== Level changes ==
- CHANGE #1914 - MDF Central manuf. station gets an extra charge per clearance > 1
- CHANGE #1914 - Valhalla shutdown warden now costs one card instead of two
- CHANGE #1914 - Valhalla has a new terminal option and better potential rewards
- CHANGE #1914 - Anomaly can randomly get better rewards the higher the attunement is
- CHANGE #1914 - Anomaly Warlock relics no longer have XP penalties
- CHANGE #1914 - improved Military Barracks rewards
- CHANGE #1914 - improved Refueling Base rewards
- CHANGE #1914 - slightly improved Lock and Warehouse rewards
- CHANGE #1914 - The Rift has 2 less multitools
You'll notice balance changes directed at branch rewards here. We're trying hard to make the choice of branch meaningfull and prevent having a set meta of branch choices. Keep us in the loop if you think some branches are still underwhelming, or "mandatory".
== Bugfixes ==
- FIX #1546 - FMOD updated to newest, fixes Linux issues
- FIX #1924 - fixed hunker (cover_mod) having no effect against shotguns
- FIX #1930 - fixed forklifts being able to block only exit path (esp L1)
- FIX #1920 - fixed music reload issues in mod_mode
- FIX #1916 - fixed menu music playing incorrectly after load in some cases
- FIX #1926 - fixed rare stage 2 harbinger crash related to movement
- FIX #1928 - hacked bots with an entry position will lose the entry position
- FIX #1892 - army surplus will work with Dante ammo crates
- FIX #1893 - hacked/disabled GATEKEEPER enemies lose their GATEKEEPER status
- FIX #1922 - clip expanded weapons will now be properly found with a full mag
- FIX #1932 - GATEKEEPER won't spawn on Dante Inferno (and EASY difficulty)
- FIX #1927 - unlocked locked doors become destructible again
- FIX #1914 - Furious will properly stack with Bloodrush
- FIX #0000 - fixed Callisto L2 not being able to generate unique items
- FIX #0000 - fixed Bloodrush not stacking with other adrenaline damage boosts
- FIX #0000 - fixed Shadowcloak UI and values
- FIX #0000 - fixed Io intro message grammar
- FIX #0000 - fixed JAC bleed affinity
- FIX #0000 - fixed crash related to too many permanents (mod only issue)
- FIX #0000 - fixed issues related to too long mod paths (mod only issue)
And finally what would be a patch without a juicy list of bugfixes? We fixed a lot of issues, including some long running ones, so hopefully the game will be more stable and enjoyable for everyone!
== Raw changelog ==
Release 1.9 - Terminus - June 4th, 2026
- NEW #1905 - new class - Heavy Gunner!
- NEW #1933 - weapon ADV perk values now randomized!
- NEW #1594 - item details window!
- NEW #1546 - SDL3 used as the backend, currently OpenGL only (other backends soonish)
- CHANGE #1594 - item details window includes better progression info for uniques
- CHANGE #1556 - mod perk picker lists all possible perks along with required WK level
- CHANGE #1936 - buffed uniques - Firecrown, Denial, Carnage, Executioner
- CHANGE #1936 - minor buffs - Twin Viper, Avalanche, Monster
- CHANGE #1936 - buffed exotics - volley gun, flintlock, EMP rifle, frag shotgun
- CHANGE #1936 - buffed exotics - EMP, AWP, and Power saw drop earlier
- CHANGE #1936 - buffed exotics - CRI sword has a new perk
- CHANGE #1936 - minor buffs - class swords, 9mm eliminator, elephant gun
- CHANGE #1936 - minor buffs - ancient gun, frag shotgun, CRI blaster
- CHANGE #1936 - minor buffs - class and ancient swords, slight nerf to Soulstealer
- CHANGE #1936 - minor buffs - tactical rifle, precision rifle, gatling, snailgun
- CHANGE #1936 - minor buffs - AP SMG, torrent SMG, JAC SMG, riot SMG
- CHANGE #1936 - nailgun and super nailgun marked as not auto-reloadable
- CHANGE #1933 - Sustain perk on melee weapons repairs armor on kill
- CHANGE #1933 - Retaliate and High Explosive perk buffed
- CHANGE #1933 - Swap Harness will only naturally roll on Explosives
- CHANGE #1933 - Cleaner, Zombiebane and Mechabane buffs increased
- CHANGE #1933 - Stabilized perk can roll on Shotguns instead of Rotaries
- CHANGE #1933 - Critical chance balance - JS 15->10, mod 25->20, AV 25->30
- CHANGE #1889 - Fireangel hits now reduce enemy fire resistance before applying Burning
- CHANGE #1909 - Technician power drop is drop-animated like other items
- CHANGE #1914 - exalted ADAPTIVE nerfed - max 90% resistance, twice as fast decay
- CHANGE #1897 - exalted DAMAGEGATE keyword added
- CHANGE #1891 - IDR and MDF melee weapons have a separate manufacturer perk
- CHANGE #1914 - MDF Central manuf. station gets an extra charge per clearance > 1
- CHANGE #1914 - Valhalla shutdown warden now costs one card instead of two
- CHANGE #1914 - Valhalla has a new terminal option and better potential rewards
- CHANGE #1914 - Anomaly can randomly get better rewards the higher the attunement is
- CHANGE #1914 - Anomaly Warlock relics no longer have XP penalties
- CHANGE #1914 - improved Military Barracks rewards
- CHANGE #1914 - improved Refueling Base rewards
- CHANGE #1914 - slightly improved Lock and Warehouse rewards
- CHANGE #1914 - The Rift has 2 less multitools
- CHANGE #1889 - on_area_damage (like Fireangel effect) now works with beam/rail weapons
- CHANGE #1914 - combat armor - dodge penalties -30 -> -25, health 700 -> 1000
- CHANGE #1914 - several weaker weapon/armor perks slightly improved
- CHANGE #1914 - buffed damage of rail and launcher weapons
- CHANGE #0000 - plasma shotgun crit damage 50->25
- CHANGE #0000 - added some guaranteed non-blade melee weapons to the episodes
- CHANGE #0000 - added some guaranteed cell weapons to IO
- FIX #1546 - FMOD updated to newest, fixes Linux issues
- FIX #1924 - fixed hunker (cover_mod) having no effect against shotguns
- FIX #1930 - fixed forklifts being able to block only exit path (esp L1)
- FIX #1920 - fixed music reload issues in mod_mode
- FIX #1916 - fixed menu music playing incorrectly after load in some cases
- FIX #1926 - fixed rare stage 2 harbinger crash related to movement
- FIX #1928 - hacked bots with an entry position will lose the entry position
- FIX #1892 - army surplus will work with Dante ammo crates
- FIX #1893 - hacked/disabled GATEKEEPER enemies lose their GATEKEEPER status
- FIX #1922 - clip expanded weapons will now be properly found with a full mag
- FIX #1932 - GATEKEEPER won't spawn on Dante Inferno (and EASY difficulty)
- FIX #1927 - unlocked locked doors become destructible again
- FIX #1914 - Furious will properly stack with Bloodrush
- FIX #0000 - fixed Callisto L2 not being able to generate unique items
- FIX #0000 - fixed Bloodrush not stacking with other adrenaline damage boosts
- FIX #0000 - fixed Shadowcloak UI and values
- FIX #0000 - fixed Io intro message grammar
- FIX #0000 - fixed JAC bleed affinity
- FIX #0000 - fixed crash related to too many permanents (mod only issue)
- FIX #0000 - fixed issues related to too long mod paths (mod only issue)
== What's next ==
As the cadence of JH updates won't be too often, we'd still like a yearly content update to be a thing. Next version will be either 2.0 Ascension, or 1.10 Aftermath. Yes, there's still more stuff we want to add, and definitely not a single version, but the updates will be now a bit more spaced out :).
In the meantime, do check out Jupiter Hell Classic, it's cooking nicely for a 1.0 release this summer, and already has a Heavy class, but quite different from the JH one!