There are games that call me. It is inevitable. Certain combinations cannot be avoided, and the one proposed by Jupiter Hell was as striking as it was difficult to carry out a priori. And when we think about it, how many things can go wrong when we want to make a Doom-like game but in a rogue-like version and take turns? Nightmare or miracle? Wonderful.

ChaosForge, the studio behind the masterpiece, and especially its great architect Kornel Kisielewicz, had an advantage because they had met the key for years. In fact, the title at hand is the spiritual sequel to Doom, The Roguelike, a title that could be enjoyed for free (popularly called DLR and Derek Yu von Spelunky also worked on) and accompanied by other crazy things like became Diablo Roguelike or Aliens Roguelike. Titles that were created under ASCII interfaces, but already point the way.

Jupiter Hell is the accumulation of this experience and very good ideas. Now under a new graphics engine, not so archaic and which aims to emulate the titles of the 90s, it will take us to the moons of Jupiter to experience our own hell. As you can imagine, and staying true to Doom, this is about killing demons or anything that gets in our way. An attempt is made to give a plot capita, but let’s not be fooled, it depends on what is to come.

The frenzy brought to us by the fast-paced first-person action of the ID Software masterpiece is replaced here by an isometric view based on rotations, or rather micro-rotations, as every keystroke we make misses a rotation. With our hands on our keyboard, the mouse is useless at all, we can control our protagonist, shoot, switch weapons, manage our inventory and even just wait and so miss a round to see what our enemies are up to, or even make a profit achieve little goal. A priori it seems that the game is moving away from this frenzy, but not much less. Jupiter Hell offers us many opportunities to enjoy it more or less instinctively, especially thanks to its three classes.

If we want to be the classic all-terrain marine that’s a bullet sponge but with lots of weapon options, we won’t have a problem. If instead we want to be secretive, better plan our encounters, and be badly hurt, we have the explorer. After all, if we want to make better use of our environment, be more efficient with different objects and drones are our friends, the technician is the best option. Three very general and somewhat unfair descriptions. Each class can lead to many different styles of play as, like in Nuclear Throne for example, we can select an ability as we level up and thus create our own build. The Marine is the one I’ve played the most and can be a melee killing animal that takes advantage of its Adrenaline special ability, but we can also make him be the fastest marksman in the world, shooting with a pistol in each hand and What? hell isn’t that they won’t even see you. There are many options and many you will enjoy. When we add a good selection of weapons to this, we have hours and hours to try things out.

Back to the subject of layers or microlayers, it’s amazing how well they work. If anyone saw us play they would think the game is direct action and it seems that the game will switch to battle mode when we encounter enemies and the rounds start at Baldur’s Gate. But the reality isn’t and the game is always micro-touring. An option that does not affect the rhythm at all, does not hinder the rhythm and is an incredible option in the moment of truth to face the fights and that they are fun and stressful. On the other hand, for those who want to measure every step down to the last centimeter and leave the minimum to chance, the game also offers them this option and often it will be the ideal one because I have appeared more than once, move crazy and the scene didn’t end well.

The game is very technical and very punishing for your mistakes. Something as simple as reloading the weapon after a fight means that we will have to spend a round on it on another encounter, and this can result in the first fireball being eaten. It may not matter that much in the first few bars of our run, but when the going gets serious there is nonsense that you cannot afford. Knowing how to use the covers, knowing when it is better to wait for better aim or just wait for our enemies to leave instead of going in are pills of wisdom that we will die through many times. In the end, we will take into account all the statistics and percentages that the monitor reflects us and that will often be the key to survival. Another thing to keep in mind is that we are facing a classic roguelike here and there is no improvement after death. If you die, you die. Forget about unlocking help, more health, or better weapons. I’m not sorry. Here you are in Jovian hell.

The levels are procedurally created, but like in Nuclear Throne we will have many different ways to achieve the same goal, all always very dark and with the occasional surprise. As always with good roguelike, finishing a run (which can take us 3 hours depending on the style) is not the end and ChaosForge has fed the game with different modes and challenges to vary a game even more or just to make it more complicated.

Jupiter Hell has come a long way and ChaosForge won the pot. Jupiter Hell is also the best tribute a roguelike doom (including heavy metal) can do. At the same time it is a work with its own identity, with phenomenal ideas and perfectly executed. Demon invasions are so beautiful.