Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat. The game is set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it seems, are...
Останні рецензії:
дуже схвальні (24) - 91% з 24 рецензій за останні 30 дн. є позитивними.
Усі рецензії:
дуже схвальні (1,059) - 87% з 1,059 рецензій на цю гру є позитивними.
Дата виходу:
18 гру 2015
Розробник:
Видавництво:

Увійдіть до акаунта, щоби додати цей товар до бажаного чи позначити як «не цікавить».

українська мова недоступна

Цей продукт не має підтримки вашої місцевої мови. Будь ласка, перегляньте список підтримуваних мов перед купівлею

Придбати UnderRail

-60%
$14.99
$5.99
 

Нещодавні оновлення Переглянути всі (34)

19 жовтня

Dev Log #55: Global Map

Hi guys,

While our development is mostly focused on the expansion there are a couple of issues that we wanted to address before its release as we think that they will greatly influence the experience of playing the DLC as well as the base game.

First of these is the global map. This was a contested issue since the alpha versions and is probably the most frequent complaint we get from the people that have a positive view of the game as a whole. Some people may be wondering if the global map was something that was originally planned for the game and, truth to be told, I don't really remember (original plans for the game were laid almost 10 years ago now), but knowing myself I would probably implement one if I had the (time) resources that I have now. Back when I was at it alone I had to cut corners in both content and feature departments, and map is a bit of both really. Later, when the game has grown monstrously in size, even though I then had the time to add new features, a good amount of geographical inconsistencies made sure that there was no quick and easy way to produce a quality map, but instead some major rearragements were going to have to be made.

But anyway, now that we got around to doing this, here's how the map implementation looks like (new players be careful, there are minor spoilers).









We're going to have separate maps for different depths and some maps for the bigger urban areas. We've only gotten around to SGS, Lower Caves and Lower Underrail so far, but here's how the full list will probably look like:
  • Lower Caves (includes Junkyard and Hathor)
  • Upper Caves
  • Lower Underrail (includes Rail Crossing)
  • Upper Underrail
  • Black Sea
  • Foundry
  • SGS
  • DC
Core City and Institute will not be included, at least not initially, because reasons. We are, also, not going to be making any maps for "dungeon" areas and such (like GMS) unless they are part of geography of existing maps (such as Depot A being part of Lower Caves by being an extension of Junkyard).

As you can see on the screenshots, maps will (usually, but not always) record and display what useful (or not so useful) creatures and plants you've encountered there as well as other points of interest (merchants, doctors, certain quest objects). These will not be updated after the initial encounter and do not always represent the actual state of the map, but are rather meant to be used as useful auto-notes for harvesting organs and plants and such. They will typically not record robotic and human enemies. You can also add your own notes to the map. A lot of static features of the map will also reveal themselves as you explore the map so that you won't automatically know, for example, if there's a power generator on that map immediately after entering.

The map will be available in the next updated which will be released sometime before the DLC which is going to be released when it's ready. But on a serious note, I do hope to release a new update on the experimental branch at least in the near future so you guys can play with all the new stuff that we've added over the months and we can finally get this huge pile of patch notes off of our shoulders (and replace them with bug reports).

Anyway, let us know what you think about the inclusion of the global map and about this particular implementation. In the next dev log I'll probably be talking about another important, but probably less impressive, change to the base game that we're working on.

Cheers.
Коментарів: 72 Читати далі

10 серпня

Dev Log #54: Specialization and Veteran Level Changes

Hi guys. I did some changes regarding veteran levels which I originally introduced back in October.

First of all, player will continue to receive the normal amount of skill points when leveling up even on veteran levels now. Also, dervied stats such as health, detection and such will scale normally on veteran levels as well. However, players will also gain a feat every even level instead of every level when leveling on veteran levels. So basically everything is going to work as with normal levels with the exception of the feat pool being expanded with veteran feats once you hit veteran levels.

Allowing of the further skill scaling beyond the 25th level, however, requires us to provide some use for such high skill levels, particularly in crafting. To address this, the end-game areas and stores will have some of its loot/stock scaled up if the Expedition DLC is installed, particularly when it comes to crafting components. In the future, we also intend to address the problem of other non-combat skill scaling (such as social skills and hacking/lockpicking) by adding high level encounters/opportunities, so while currently it might not make sense to max out these skills, in the future it will have benefits.

However, the second, and more important change, is that on veteran levels you'll also get three specialization points.



You use these specialization points to further improve your non-veteran feats, often across specific dimension, as demonstrated in the GIF above. Your investment of points in any given specialization cannot exceed your veteran level (or the maximum allowed points for that specialization).

That's it for now. Let us know how you like these changes.
Коментарів: 35 Читати далі

Про цю гру

Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat.

The game is set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it seems, are the last bastions of a fading race.

The player takes control of one of the denizens of such a station-state whose life is about to become all that much more interesting and dangerous, as our protagonist is caught midst the conflicting factions of the Underrail as the violently struggle to survive in the harsh underground environment.

Системні вимоги

    Мінімальні:
    • ОС: Windows XP SP3
    • Процесор: 1.6GHz
    • Оперативна пам’ять: 2 GB ОП
    • Відеокарта: GPU that supports shader model 2.0
    • DirectX: версії 9.0c
    • Місце на диску: 3 GB доступного місця

Що кажуть куратори

Кураторів, що рецензували цей продукт: 56. Переглянути їх.
Користувацькі рецензії
Виявлено масові рецензії:
Виключити  або  переглянути лише
Тип рецензії


Тип придбання


Мова


Діапазон дат
Для перегляду рецензій за проміжок часу, перетягніть вибірку на графік вище чи клацніть по певному стовпчику.

Показати графік



Показувати як:
Бета-рецензування НОВЕ!
Коли увімкнено, буде сортувати рецензії за новою шкалою корисності. Дізнайтеся більше у цьому записі блоґу.
Показати графік
 
Сховати графік
 
Фільтри
Бета-рецензування за корисністю ввімкнено
Більше немає рецензій, що збігаються із фільтрами вище
Скоригуйте фільтри вгорі, щоби бачити більше рецензій
Завантаження рецензій...