
Roguelikes aren't turn-based so much as they are play-at-your-own-pace, letting you mow through enemies when you want or stop and take careful decisions at key moments. This juicy feel is part of what makes roguelikes great in comparison to other style of turn-based games, but expressed more openly here than is immediately evident in other games. The visuals, the sound effects, the fast animation, all have a rewarding feel to them (the game is very "juicy", to use the game design lingo). But that action illusion is part of what makes it great. I know Kornel had struggles communicating what the game really was, since if you're playing it fast it just looks like one of the old Alien Breed games. One unique thing about Jupiter Hell is it gives the illusion of an action game. Though not as funny as the video I once saw that expressed amazement that this was a roguelike but turn-based (shock, awe). Hah, I hadn't seen that video - kinda hilarious. I think the game strikes a wonderful balance between being accessible to new players of the genre while also engaging the roguelike veterans through its tactical gameplay and strategic depth.

The game does a great job of layering a feeling of action gameplay over its traditional roguelike trappings, which is truly one-of-a-kind at the moment, but the gameplay is still tactically rich.

I find this aspect of the game very enjoyable and satisfying. And the way the game uses line of sight and bonuses for standing near cover, there's a lot of manipulation you can do with both the player and enemy positions to get an advantage. A lot of roguelikes boil down to some version of using choke points to fight enemies one at a time, but in a primarily ranged-attack focused game like Jupiter Hell, this is a lot harder to set up. In my experience with Jupiter Hell so far, it actually had better tactics than a lot of roguelikes, and that's something I've really enjoyed about the game so far.

Just watched the Upside Down Shark video linked, and they say that the game has "a real emphasis on action over tactics, which may not work for roguelike purists" and I personally disagree and wanted to mention it so it won't turn off any of the roguelike players here. Some links that have been posted here that I'm consolidating into this thread: In general it's great to see a traditional roguelike with high fidelity graphics get released, and I'm hopeful that this can reach a wider audience of people that haven't been properly exposed to the genre before. I'm probably a bit biased since I was involved in some early development, but I think it's terrific and has a lot of great improvements over DoomRL whilst still ticking all the boxes of what made that game great. It's been in early access for a couple of years now, with regular and chunky updates over time. Jupiter Hell, the spiritual successor to DoomRL, has now left early access: There have been a few posts relating to this, so I thought a consolidated thread would be best.
