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...
User reviews: Very Positive (258 reviews)
Release Date: Sep 23, 2013

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“This game is still in development. By purchasing this game now you will gain access to the latest stable alpha build and you will receive the full game once it’s complete.

Currently a good chunk of the campaign is finished and playable, but there is still a lot to come. As the development goes on, we will be adding more areas, quests, items, abilities and enemies, until the game is finished. Save game compatibility between major content releases is not guaranteed, but you will be able to export/import your characters and use them to explore the new content.

Help us make a bigger and better game by purchasing now.”
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Recommended By Curators

"Underrail is an old school turn-based isometric indie CRPG that focuses on exploration and combat. It's inspired by Fallout, Arcanum & System Shock!"

Recent updates View all (17)

March 26

Dev Log #38: Version released

Dev Log #38: Version released

Hey guys, the last Early Access/alpha version is here. It's available on Steam now and, as before, it will be available on other platforms as soon as we stabilize it. We are proud to present to you the Institute of Tchort in all its glory, the final urban area of the game. If you want to know more about what's left on our development roadmap, check out the previous dev log.

Speaking of changes, we made quite a bit of them, some of which are quite significant for certain play-styles, so we're looking forward to hearing the feedback on those. Of course, we also added lots of new stuff in terms of items and feats. Anyway here's the list (partial list, the other half is in the previous dev log):

  • Items
    • Added Flashbang blueprint
    • Added EMP grenades Mk II and Mk III
    • Rathound Regalia mechanical damage reduction changed to 20% (down from 25%) and all heat damage taken while wearing it increased by 100%
    • Burrower Burger, Eel Sandwich and Cave Hopper Steak now grant 1 point in their respective stats (down from 2)
    • Mushroom Brew no longe affects agility and preception and dexterity penalties changed to -2 (don from -3)
    • Consuming Mushroom Brew will now give you an empty bottle
    • Shock and incendiary bolts and acid blob traps mk III should no longer appear in shops or as random loot and mk II should now be quite rare
    • Healing from regenerative vests buffed; regenerative armors can no longer be recharged during combat
    • Finding psionic headband with an enhancement is now rare and you can no longer find one with two enhancements (you'll have to craft it)
    • Regular tactical vest visual model updated
  • Creatures
    • Added cats
  • Tweaks
    • Max player character level increased to 25
    • Base classic kill XP per target level increased slightly
    • Crafting requirements for components scaling with quality lowered to 80% of the original value
    • Removed composition difficulty from many optional component slots
    • Reduced the cost of firing energy pistols (not retroactive, just for new ones)
    • NPCs now use EMP grenades; you've been warned
    • Increased the range and max range of assault rifles; this will indirectly reduce burst imprecision (not retroactive)
    • Warhogs have been buffed
    • Dirty Rags now require 10 tailoring (down from 25)
    • Recycling stuff made of fabric will now also produce dirty rags
    • Pack hunting now also increases attack skill in addition to damage, so rathounds in groups will hit you more easily
    • NPCs will no longer attempt to disarm traps that are too hard for them
    • NPC suspicion bar now degrades very slowly over time (updated when you re-enter the area)
    • Explosive barrel damage increased
    • Slightly reduced the number of mutated dogs in Depot A
    • Muties and regular dogs no longer respawn in Depot A
    • Forcefield cooldown changed to 8 turns (down from 12)
    • Plasma Sentry no longer loses the rest of its turn when it switches back into mobile form
    • Crawler poison can no longer be refreshed, so having it applied multiple times will no longer delay the stuff
    • Reduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turn
    • Bear trap weight halved
    • Toxic Gas grenades now apply “Contaminated” debuff which increases all damage taken
  • Feats
    • Requirements for various feats re-balanced
    • Shroomhead - feat disabled, pending redesign
    • Taste for Blood - now also grants a stack whenever you deal a killing blow regardless of whether the target had bleeding wounds or not
    • Power Management - changed to now always provide 35% extra energy capacity
    • Uncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)
    • Spec Ops - now correctly only works with SMGs
    • Opportunist - now works with throwing knives as well
    • Added 31 new feats
  • UI
    • Items will no longer get equipped when you double click them while holding ALT or CTRL (so you can rapidly alt-click transfer stuff now)
    • Interface will no longer register single clicks as double clicks if they are fired rapidly after a double click
    • Fixed the slowdown that occurred when opening quest notes once you've got a lot of notes in there; also fixed weird spacing issues in that window
    • Added scroll bar to crafted item view
  • Bugs
    • Game will no longer crash when you return to the secret hideout of a secret organization in a certain place
    • The electro room in the Gauntlet crash fixed
    • Fixed the bug that caused the level up to cancel without allowing you to restart it when pressing ESC when confirmation dialog appears and then again after that
    • Fixed the bug that caused the respawning creatures not to respawn when loading an autosave
    • TNT charges will now trigger explosive traps and other similar objects in their blast radius
    • Fixed the bug that caused melee special attacks to have their visual and sound effects trigger at the beginning of the animation instead of at the moment of impact
    • Arena enemies will no longer turn their shields off before combat like idiots
    • Fixed the bug that sometimes caused bandaging to abort if you were right on the minimal health limit
    • You can no longer drop things into a standard container without opening it
    • You can no longer burst people who are not in the same area. For example, using burst while fighting in arena and bursting people below it, thus being branded a witch and sentenced to death
    • Fix the bug that caused Telekinetic Proxy to not clone your abilities if it was positioned just to the side of the target
    • Guard at Epione Lab will no attack you after letting you pass in certain situations
    • You will now always be able to exit Holloway's dialog
    • Other various quest and dialog bugs

That's all for now folks. Enjoy the last alpha update and let us know how you like the new stuff, as well as the gameplay changes we made. We're off now to work at the last bit of the game and, hopefully, come summer, we'll have the full release ready.


16 comments Read more

February 2

Dev Log #37: Institute of Tchort

Hey guys. The team's working hard on the new areas and quests which are all related to the next step in the main story line - the Institute of Tchort. Here are some teaser screenshots:

One major mechanical change I made since the last update is concerning the psi pool. Instead of functioning like a "mana" resource, the psi was changed to more of pre-alpha state when it functioned like an "energy" resource. Every character with Psi Empathy feat now has 100 psi points and regenerates 20 points per turn (or per 5 seconds in real time). Psi boosters now instantly restore 75 psi.

These changes were done for two reasons which tie into the same problem. One - they were meant to make the psi cost more relevant when choosing what to invoke. The cost of the psi abilities have been re-balanced accordingly - those abilities that were meant to be used as primary attacks, such as neural overload, cryokinesis and electrokinesis, have a low cost and can be spammed without running out of psi. However, those high impact abilities, such as bilocation and cryostasis can run you out of psi quickly.

The second reason, which is related to the first one, is to curb the multi-disciplined psi build. As it stands in the release version, builds that go for full psi can generally invest into all three schools of psi without much trouble because they all rely on the same base stat and also share a number of beneficial feats. This grants the player access to a large amount of crowd-control and AoE abilities that they can invoke in short 1-2 turn burst which makes most encounters a breeze. Now, however, the limited psi pool will keep that in check. You will still be able to spec in all the schools if you wish, but you won't be able to bring down the full power of all of them at the same time.

Another happy consequence of this change is that the psi builds will have easier time in early game because they won't have to worry about psi boosters as much. Now keep in mind that the numbers stated above are not set in stone. We haven't still done any extensive testing of this change so tweaks are likely to happen. Also, I'll probably introduce a couple of feats in the future that will allow the player to slightly expand the psi pool or increase the psi regeneration.

In other news, I've been working on various things related to crafting. Most of the planned components have been added to the standard blueprints. While I'll be adding more components before the game is released as well as some utility and consumable blueprints, there are no plans to add more general blueprints, such as those for a new type of weapon or armor. Keep in in mind that all the crafting stuff added here is crafting-only; that is - it does not appear in randomly generated loot. Also, most of these changes are not retroactive, so already obtained items in running games will be mostly unchanged. Anyway, here's the list:

  • Items
    • Added components for creating a cryoliquid blob pistol
    • Added components for creating an incendiary blob pistol
    • Added components for creating a cryoliquid blob trap
    • Added components for creating an incendiary blob trap
    • Added new firearm enhancements
    • Added blueprints for special bullet type for each caliber
    • Added shaded visor component that can craft metal helmet that make you immune to blinding effects (flashbang)
    • Added two new types of padding foam
    • Added infused variants of all leathers which can be obtained in acertain way and can get to very high quality; these leathers all grant various bonuses when used in crafting; the bonuses also vary from blueprint to blueprint
    • Added two new fabric types
    • Added two new carrier vests
    • Added one new ballistic armor plate
    • Added one new ballistic panel
    • Added one new special metal type
  • Tweaks
    • You now always fire 2 extra shots with Full Auto feat
    • Bipod precision bonus changed to 10% (up from 5%)
    • You now have 30% chance to receive the bullet case after firing a bullet (you can use these for crafting)
    • Tweaked some on-hit effects so they can now be appropriately mitigated when the damage of the attack that causes them is fully resisted/shielded
    • Aluminized cloth now grants immunity to burning when used in armor suit crafting
    • Increased the amount of stealth penalty applied by aluminized cloth
    • Regenerative vest no longer appears as a component of generated items
    • Metal helmets now provide slightly more damage resistance and also provide damage threshold proportionally
    • Metal boots now also provide damage threshold proportionally and grant immunity to caltrops
    • Stuff made from ancient rathound leather now also grants 5% mechanical damage taken reduction
    • High-density padding foam melee protection bonus now scales with component quality
    • Tabi boots now increase the chance to get critically hit on the toes
    • Super string will no longer appear on generated crossbows
    • Leather armors will no longer be generated from leathers better than those naturally occurring
    • Mechanical resistance and threshold lowered for certain leather armors
  • Feats
    • Disassemble - Grants you a blueprint that allows you retrieve some or all components from a disassemble-able items (such as weapons, armors, etc). This works both on the items you made and those you've just found. Existing items in running games will not be dis-assemblable.
  • Bugs
    • Visual effects will no longer appear on the invisible imported character during the opening cutscene
    • Fixed the problem with the final Arena fight not starting properly
    • Fixed the bug that caused some traps to not properly trigger faction hostilities in controlled areas
    • You should no longer be able to invoke psi abilities if you're... not human
    • You can no longer use Locus of Control while driving, it's just not safe
    • Quick Tinkering will now properly mitigate the AP cost of setting traps in combat
    • Armor modifiers (such as bonus vs bullets/melee) will now only apply to resistance values of the item with those modifiers instead of globally
    • 0% negative armor penalty fixed for realz now (maybe)
    • Armor penalty is now correctly called that (instead of 'encumbrance') in combat stats window
    • Corrected the bug that caused passive things like cameras to de-stealth you when you perform transgressions in their vicinity
    • Fixed the bug that caused the hostilities in Foundry prison to escalate to the entire city even if you killed all the witnesses and erased the footage
    • Fixed various minor quest and map bugs

That's all for now. Let us know how you like the changes and if you like the looks of the new areas.


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About This Game

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.

System Requirements

    • OS: Windows XP SP3
    • Processor: 1.6GHz
    • Memory: 1 GB RAM
    • Graphics: GPU that supports shader model 2.0
    • Hard Drive: 2 GB available space
Helpful customer reviews
15 of 15 people (100%) found this review helpful
64.4 hrs on record
Posted: May 4
Early Access Review
Seriously good tactical turn-based RPG. Similar in many ways to Shadowrun although it is a lot more focused on the development of your player character rather than having control of several. The crafting is varied and interesting as are character progression and feats that allow you to create very distinct builds for him/her. Stealth mechanics, hacking and other forms of subterfuge are much more strongly implimented here making for many different approaches to combat situations. Don't be fooled by the "alpha" early access status - this game already has a lot more content than many completed AAA titles and EA is due to end soon. An absolute bargain for what it costs.
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2 of 3 people (67%) found this review helpful
11.3 hrs on record
Posted: May 17
Early Access Review
This is by far one of my favorite games I've played in a long time. If you enjoy post-apocalyptic/isometric games (kinda like the original Fallout's (this game has been compared to those many times) ) then you will absolutely love this, hands down. It has a retro look/vibe to it but with updated controls, and that alone makes the game awesome. The combat is definitely satisfying and the character models have been getting improved more and more with each update, along with more character animations. I know not many people are working on this project (I think it might just be one person actually) but the people that are, you're doing an excellent job. I like the new added music by the way.
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39 of 41 people (95%) found this review helpful
88.1 hrs on record
Posted: November 27, 2014
Early Access Review
Let me just start by saying that this game is amazing, and you just have to grit through the initial learning curve. It is WORTH IT. I initially bought the game and played for like an hour and quit. The game was super hard, and I was just like WTF!!! However, I was bored and looked at my steam library of games and saw this game again. I gave it a shot one more time, but looked at some guides first for how to survive the inital part of the game. If you can get past the first few missions and not make any critical build mistakes, you can create just about any type of char you want and survive. I'm currently playing on normal, which is like hard mode for this game. I recommend googling how to play first for noobs, before playing. However, once the game gets going this game is amazing. I can't believe it's only Alpha... I am playing through and i'm 39 hours in and I dont think I'm even halfway done with CURRENT content... Just buy this game...
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32 of 34 people (94%) found this review helpful
97.6 hrs on record
Posted: February 1
Early Access Review
Honestly, one of the best titles I've purchased in years. UnderRail breathes the much needed creative life into the world of games which seems so easily stagnated by copy/pasta SDKs and uninspired design.

If you enjoyed a lot of the older Interplay/Black Isle productions, Shadowrun (SNES/Genesis), Fallout Tactics and many of the other absolute isometric classics--UnderRail is definitely for you. The writing is excellent and already pushes the immersive environment even further. The game world, character build, world mechanics and interaction are all very large and of non-linear design with countless iterations.

In it's current early access state it is absolutely playable; with countless hours of enjoyable content and virtually bug-free game play. It is more than worth the modest price tag on Steam--I cannot recommend it more for those looking for a strong, turn-based RPG set in a gloomy futuristic environment with many inspirations of cyberpunk design!
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28 of 32 people (88%) found this review helpful
109.2 hrs on record
Posted: March 20
Early Access Review
That's how I wished Shadowrun returns should have turned out. When you can easily spend hours in the character creation menu thinking about how to set up your character and how to distribute your points (since everything has pros and conss it is supposed to be), you know you have a great game with huge potential in your virtual hands.

Basically how fallout 3 should have looked like. This game in simple words for me is a dream come true.

A definite must-have for people that loved fallout 1 and 2, Fallout Tactics, Jagged Alliance 2 and similar games within the genre.

This game is turn-based action with massive character development and great loot and exploration at its best.
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21 of 22 people (95%) found this review helpful
27.4 hrs on record
Posted: February 13
Early Access Review
Early access review.

Just like the description says, this is an old-school, Fallout series-inspired turn-based post-apocalyptic RPG. Wow, apologies for that convoluted mess of text. But that is what it is; saying anything less would be doing the game a disservice.

The game is every bit as nasty in combat and every bit as complex (if not more complex with the crafting system!) as the classic Fallout 1&2. You will love running around collecting various items to craft things from or sell them later, talking to various NPCs and fighting in brutal (I'm not kidding, you will get frustrated) combat.

There are no classes but you can shape your character however you like, be it a ranged or melee fighter, mix in a little or a lot of psionic attacks, etc.

Without writing a full novel here, the bottom line is, this game will reward you with an old-school experience of a proper RPG. If you're yearning for something akin to the old Fallouts, buy this and you won't regret it.
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15 of 16 people (94%) found this review helpful
115.1 hrs on record
Posted: March 7
Early Access Review
Liking the game a lot so far, takes me back to the old school games like Fallout 1/2. Around 65 hrs in so far and the only thing that REALLY bothers me is that there's no map! I started wandering below the compound and it just keeps going and going and going and it's so easy to get lost. Hoping they come through with a mapping system soon.
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13 of 14 people (93%) found this review helpful
73.3 hrs on record
Posted: March 27
Early Access Review
Turned based post-apocalyptic game. Think Fallout 1 and you're underground. You visit different factions and gangs and either take a liking to them or subsequently wipe them out. Missions are granted and sub-plots are found at various areas.

A polished AI which makes the game challenging and somewhat downright hard at the beginning stages of your level development with your character. Although once you have discovered how to make mines and grenades things get a little easier as money then becomes freely available and that Scoped Assualt rifle you always wanted becomes strapped to your hip and loaded with Hollow Point ammo.

A crafting system of which you can make armor, weaponry, medical and electronic gear. Finding the components can be a little hard but you soon accumulate a certain range of things when you decide which avenues you start developing your character. I've found the trade system a little unique to as you can't just sell all your goodies at one person as they will only ask what they are looking for. The market changes though and your stored goods become favourable eventually. Ingenius as it does not make your character have too much capital to begin with.

I'm looking forward to the end-product as they still have to iron out bugs (eg. drop outs when transitions between some areas needing a reboot) and certain features of your character developmet (ie pickpocketing is a farce and melee seems a little off-balance with ranged)

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14 of 16 people (88%) found this review helpful
12.1 hrs on record
Posted: March 5
Early Access Review
A game where your playthrough is based ogf the statistics you can choose. shape a charactor complety using an amazing charactor creation system, making many diffrent playthroughs of the ame game possible.
10/10 very nice could not recommend enough
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10 of 10 people (100%) found this review helpful
237.7 hrs on record
Posted: February 27
Early Access Review
Isometric RPG with separate options for leveling up and turn-based tactical combat?

Needless to say, amazing.
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17 of 24 people (71%) found this review helpful
71.9 hrs on record
Posted: November 28, 2014
Early Access Review
Fallout 1 and 2 fans need to buy this.

Lots of content for EA game: 70 hours logged already

This has stealth and pickpocket skill, Wasteland 2 does not:) A must for these types of games! I love hoarding loot and selling it:)

No game breaking bugs encountered so far.

I could go on and on, I just love these types of games.

Not many tbh

I would like to be able to maybe reset or redistribute misspent attribute and skill points.
Maybe the devs could throw in some skill point books which could be found or earned from side quests.
No world map but then again the game is set underground, so thats fine.
While I like the crafting element it seems to require to many skill points to create elite items.

All in all I would like to thank the developers in creating this well made and thought out game.
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8 of 8 people (100%) found this review helpful
142.7 hrs on record
Posted: March 12
Early Access Review
The first game I'm writing a review for and as far as I can tell it's going to be the only one worth writing a review for for how criminally obscure this game is. Already the Underrail is a very big game and with each update it gets larger. The crafting is the most satisfying crafting I've ever come across in any game. There's nothing like finding some super high quality metal plating to put on that expensive *spoiler item* I bought over an hour ago and making the toughest armor imaginable and feeling like a total tank. The game isn't easy, but neither is it ball-crusingly difficult. I generally find it to hit a perfect spot in that regard but if it's too tough for you there is an easy mode. The story (so far) is interesting enough even if the characters aren't always particularly interesting. The combat is varied, dynamic, and requires a touch of strategy to survive. Some find the economy to be frustrating but I find it to be quite immersive in its realism, you can't pull a Skyrim and sell a bunch of plates and goblets to a random shop keeper basically. This game is a must buy for anyone who likes these sorts of strategy games, rpgs, and if you're a fan of the old Fallout games, and for ten bucks, that's quite a steal.
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8 of 8 people (100%) found this review helpful
11.0 hrs on record
Posted: March 23
Early Access Review
Already very polished and absolutely re-playable.
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16 of 23 people (70%) found this review helpful
16.8 hrs on record
Posted: November 26, 2014
Early Access Review
Fans of isometric, turn-based, RPGs should seriously consider picking up Underral.

Underrail stays true to the format, while maintaining a unique flavor. Not content with riding the coattails of famous iso RPGs such as Fallout, Underrail creates a unique vibe and world that does not run on nostalgia alone. With more content and tweaks to gameplay always coming, the game is set to only get better. And what content that is already implemented is excellent.

With its combination of psychic powers, cyberpunk, and post apocolyptic-chic, Underrail occupies an place at the crossroads of Shadowrun, Metro 2033, and Fallout.
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9 of 10 people (90%) found this review helpful
108.4 hrs on record
Posted: April 7
Early Access Review
Despite being in Beta, Underrail is already a very impressive game.

The world is already very large and open to exploration. The important NPCs have character and make you feel like you understand their intentions. The combat system is challenging, as it should be — if you rush into a poorly planned combat situation, e.g. storm a Lunatic camp by yourself, then you're probably going to get wasted unless you had a trick up your sleeve.

It does have a few flaws. Some of them major, most of them minor. Some of the 'flaws' are really just things I don't agree with about RPGs (like Persuasion, Intimidation, or Mercantile being skills).

Overall, this game is great. It seems so complicated at first, and that just makes it more fun to learn. The crafting system is extremely complex, but it is also extremely rewarding if you learn to do it well. The psionic abilities are a lot of fun, and I feel sure that there's more to come with the psionics aspect of the game.

Thanks to the devs! I and many others are looking forward to the final release version!
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8 of 9 people (89%) found this review helpful
37.4 hrs on record
Posted: April 14
Early Access Review
TL; DR: Underrail is possibly the closest thing we'll get to an actual Fallout 3, and it's way less buggy than a Ubisoft/Bethesda game two months after release.

Underrail is an isometric turn-based post-apocalyptic game, inspired by Fallout and other cRPGs. It features a classless system just like Fallout: there are no classes, and so your character is defined by his skills and attributes. In terms of skills, you have weapon skills (guns, melee, grenades and crossbows - crossbows are unique because they have a great variety of special ammo), "rogue" skills (hacking, stealth, lockpicking, traps and pickpocketing), crafting skills (mechanics, science, biology, chemistry and tailoring - we'll get to crafting later), social skills (persuasion, intimidation and bartering), defense skills (dodge for melee, evasion for ranged) and psi ("magic") skills (thought control, metathermics - ice and fire - and psychokinesis.) You also have feats, which are both passive bonuses and active abilities which are unlocked throughout the game. Basically, this thing has some ♥♥♥♥♥♥♥ replay value.
Combat is like Fallout, but with several additions: psi "magic", special ammo, great variety of grenades. Avoiding combat is also an option: several levels feature vent shafts and you can usually avoid enemies if you invest enough in the Stealth skill. Also, you can alert cameras, which divert, for example, Security Bots to the camera position in order to get past another point.
The setting is very interesting, somewhat Metro-like: it's impossible to live on the Earth's surface, and mankind lives underground, connected by an underground train line called the Underrail. There are several factions throughout, and you might get to choose which faction gtets to rule a city, for example.
In terms of graphics, the game is nothing shiny, but it gets the tone: dark blue caves, grey bunker walls with green lights, etc. It looks pretty good in that regard (fun fact: the textures of backgrounds were made in the XP version of MS Paint, and then with some added effects on GIMP!)
So, I'd recommend you buy this game, especially for the price (come on, 8€/10$ is a steal for this!) and have fun! (another fun fact: the game was made by one guy alone, with the exception of soundtrack and if I'm not mistaken, character sprites and the main menu art for the game!
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6 of 6 people (100%) found this review helpful
13.0 hrs on record
Posted: March 9
Early Access Review
Fantastic game. It feels deep without being overwhelming, and the quests feel organic in their dialogue, reasoning, and solutions. I am really looking forward to seeing more from Stygian.
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7 of 8 people (88%) found this review helpful
54.6 hrs on record
Posted: April 12
Early Access Review
Must-have if you are still waiting for a proper Fallout 3 ^_^

At this price it's basically a no-brainer, if you are even remotely interested in old-school isometric RPGs with turn-based combat. V. 1.0 release should be at some point this year (2015) and right now the game is almost complete, meaning you will already get dozens of hours out of it. All mechanics are integrated and shouldn't change much anymore.

Price will likely go up once the game is out of EA, so I'd get it while it's hot!

Full recommendations from me!
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5 of 5 people (100%) found this review helpful
60.3 hrs on record
Posted: March 10
Early Access Review
So 13 hours in to this game and really enjoying it. If your a fan of the first two fallouts and to some extent fallout tactics you will enjoy this game. It is also a good way of getting in to said fallout games as i find the interface easyer to use an more intruative. This may thought work as a bit of a double edge sword for players of the early fallout games as it may take away some of the challenge.
The missions them self offer a good leave of challenge but thought some time take a few attempts to complete never fill imposable and dont make you feel like giving up completly.
The game has a lovily retro charm for me, and thought still in early access i have not found it to be buggy at all. look forward to seeing what upadats offer as the is clearly a lot of potental for this game.
I highly recomend it to fans of the early fallout serious or thoses that possabley found fallout the fallout interface a little challenging and would like another way in to this style of game
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5 of 5 people (100%) found this review helpful
102.6 hrs on record
Posted: April 6
Early Access Review
I don’t write a ton of reviews but for this game I will, All you need is a little of imagination and you sink right in, if you leak imagination play the Metro series should help “imagination”. Thumbs up to the people who wrote the quest dialogs short and catching.
Positive Things
You can craft your own gear and ton of other things.
Kind of open world, for a 2D game.
You can play guns/weapons out or stealth.
Nice character skill customizing.
Quests are good, Story good too.
Something that would be appreciated in the future.
A map.
Fast travel.
Map editor so fans could add new content to the game.

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