Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat. It's inspired by western RPG classics such as Fallout, Arcanum, Neverwinter Nights and System Shock 2.
Dev Log #18: Lower Underrail and Mad Hattering
I'm currently in the process of building the Lower Underrail.
May 27, 2013 News
Dev Log #17: Version 0.1.8.0 released
The game is updated to version 0.1.8.0. You'll find all the new stuff listed here and in the previous dev log.
May 7, 2013 News
Dev Log #16: Pickpocketing and Feats Changes
I revamped the pickpocketing mechanics as I promised. Also did some changes to the feats.
Apr 17, 2013 NewsUnderrail Wiki
The official Underrail Wiki is up. Check it out and contribute if you have the time.
Mar 28, 2013 News
Dev Log #15: Version 0.1.7.0 released
The new patch is ready. As mentioned in previous dev logs, I focused on re-balancing the economy and area of effect attacks (primarily grenades). But I've also added new quests and areas, mostly in the...
Mar 22, 2013 NewsOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.







Oh my, this looks very promising :D
I forgot to say before it was the demo that made me buy this game, demo's are so important to be able to judge for yourself if a game is worth your money, thanks very much for taking the time to release a demo.
this, not enough games do demos these days. it used to be pretty standard but now kinda rare for some reason.
- I just loved the "secondary jobs", it adds alot to your routines (like, going plant-gathering mindshoorms, lakeshrooms for some cash, hunting cave hoppers for sale). Fishing while I'm restoring focus near mindshrooms makes it alot more interesting. The fish shouldn't stop coming after a while tough, or at least respawn after some time. I think this kind of stuff adds alot to the gameplay, it gives options, specially when your build is weak for the challenges ahead and you want to pump up a bit before trying something difficult.
- The fireball respect walls and stop on them, the electrokinesis goes through walls and sometimes startle unwanted enemies (like the burrowers in the base below Cliff). I am pretty sure it entered the near ventilation shafts and killed something inside too.
- The quest on the junkyard, that disc... I went back to SGS to show it to our nerdy partners, but there was no option to ask them what that is. It feels really weird to invade such a well defended "house", get a disc that looks incredibly important, and hand it out like that. The options to help Abram or tell the Union about his plans are awesome, I think that kind of option adds ALOT to the game experience and replay value.
I think most things are going the right direction, keep it up!
I'm a huge fan of Fallout, NeverWinter Nights and System Shock, so this game looked great. Now a few suggestions:
- Hacking and lockpicking are more of a penalty for who doesn't have them, than a bonus for who has. I played both a lockpicker and a hacker (till level 9, junkyard), and the amount of locked doors, boxes and etc that have absolutely nothing inside is too frustrating. The ventilation shafts are awesome tough, it does reward lockpicking a bit (unless you have the strenght to open them with the crowbar). Make locked lockers and etc have a guaranteed loot (even if low value). It's also better to avoid having mechanical locks and only electronical boxes inside (like the fence near GMS compound). Hacking could also give you more electronical-related options (like with the GMS compound turret), not just a different kind of lockpicking for electronical doors and boxes, so it basically feels like a lockpicking with no vent shafts.
- Traps are not good. A character with 7 perception, and the feat "snooping" (the one that gives you 3 detection for some purposes) will have a really bad time on trapped places (will see no mines). Elwood's house was very cool, until I got to the mines part. That was one of the most un-fun moments I had in a RPG, saving before each step to know where the mines are, then you find out the footlocker can't be opened unless you have good traps skill (or high enough hp/resist to tank the frag mine). Now with 8 perception at start, and the googles (+1), I'm able to see the mines and those sequences are now more strategical and still tense, but not annoying at all (with all the save/loading). What could fix this, is make higher perception detect them faster, but if you go at turtle-speed (stoping for a few seconds before next step) you can still find them with a reasonable perception (maybe 5 could be the least you need to detect them). That way the player could go carefully without all the saving/loading.
you do know this is still alpha right? balance and polish comes later although im sure they appreciate the feedback. would probly be better to post this in their forums.
Really good game.
Only part that bugs me is the difficulty, which I suppose is part of the game but can be annoying for people who are new to this.
9/10
Hello, i have question. Is it possbile to make dialog text not only white on black, but also black on white, at least as in old games, in textbox or something. Its really hurts to read bright white on black...
Small option, but it will game-play much more pleasant.
As much as I love this game, I'm finding it really hard to keep playing when it takes so long to save/load and I can't multi task while I'm waiting because the game crashes when I got to another window.
it is still in alpha