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 (300 reviews)
Release Date: Sep 23, 2013

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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.”
Read more

Buy UnderRail

 

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 (20)

August 14

Dev Log #41: Noise System; Vacation

Hey guys, while the rest of the team is working on wrapping up the remaining content (a few obligatory teaser screenshot included below), I took the time to work on some of the last game mechanic stuff to be implemented.







Most importantly, I implemented a noise system so the player will now have to consider more than just visual perception when handling a hostile area. This system works in a simple manner - certain actions, mostly relate to combat, such as firing weapons, grenade explosions, etc now emit a certain level of noise that travels through the map, with walls and other obstacles dampening their propagation (with certain thick walls doing so drastically). This will cause certain weapons - crossbows, knives and silenced pistols (and to lesser extent sledgehammers), will now have an edge over other weapon types when doing a stealth assassination.

In addition to this, a lot of NPCs will now holler for help on their turn if they are not stunned or incapacitated, so it's important to dispose of them quickly and silently if you want to avoid fighting the whole camp.

These changes will undoubtedly make some encounters more difficult so we will go through most problematic of them to make sure they are not too ridiculous.

In other news:

  • Mechanics
    • Added hard difficulty (less player health, less healing with longer cooldown)
  • UI
    • Pathfinding estimation during turn based combat no longer show the path once it gets into the undisovered part of the map
    • Added an option to automatically overwrite saves
    • Numeric pad cannot be used for dialog choices
    • You can now properly target items in your action bar, quick bar, weapon and shield switch buttons (e.g. for recharging, reloading, etc)
  • Items
      Cryogas grenade added
    • Added one more acid type
    • Added five new drugs
    • Added two new poisons
    • Added silencer enhancement that can be added to 5mm pistols and SMGs
    • Added Biohazard suit
  • Creatures
    • Added two new Faceless types
    • Added five new creatures
    • Added one new turret
  • Feats
    • Changed Premeditation - Now also requires 6 intelligence.
    • Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).
    • Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
    • Changed Opportunist - Bonuses changed to 25%/15% (down from 35%/20%)
    • Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
    • Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
    • Changed Quick Tinkering - Cooldown changed to 2 turns (down from 3).
    • Changed Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
    • Changed Mental Subversion - It now stacks up to 75% (up from 50%)
    • Changed Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
    • Changed Sharpshooter - Damage changed to 30% (down from 50%).
    • Changed Special Tactics - Dexterity requirement removed.
    • Added Meditation (Continue from Tranquility) - Maximum psi points increased by 25.
    • Added Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
    • Added Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
    • Added Psychostatic Electricity - When you damage a target with your electrical psionics you apply a debuff that increases the chance for the target to be critically hit from all sources by 5% for 2 turns. Stacks 5 times.
    • Added Telekinetic Undulation - When you damage a living target by moving your telekinetic proxy, there's 50% chance it will be dazed for 1 turn.
    • Added Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
    • Added Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
    • Added Concussive Shots - When you deal mechanical with your crossbow you have 40% chance to daze living targets for 1 turn.
  • Tweaks
    • Cryokinesis and Pyrokinesis can no longer be launched through fences and other partial obstacles
    • Resolve and fortitude base resist chance increased slightly
    • Upper Tornado crossbow damage slightly reduced (not retroactive)
    • Electrical pistols now only have 50% chance to trigger the stun on the initial target; this might also affect some electrobolts fired by the NPCs as well
    • Pistol damage reduced by ~20% across the board
    • Stalkers in the passages near SGS no longer respawn
    • Psi Empathy feat will now reduce base health points by 25%
    • Psi regeneration now scales with will and intelligence: psi regen = 5 + (will+int)/2
    • Ranges of a number of psi abilities have been reduced: Bilocation - 7, Cryostasis - 6, Electrokinesis - 8, Frighten - 3, Mental Breakdown - 5, Neural Overload - 6
    • Psi costs of a number of psi abilities have been modified (mostly increased): Cryokinesis - 15, Cryokinetic Orb - 40, Cryostasis - 65, Electrokinesis - 35, Exothermic Aura - 40, Forcefield - 25, Mental Breakdown - 60, Neural Overload - 15, Pyrokinesis - 40
    • Psi booster cooldown changed to 3 turns (down from 6 turns)
    • Metal plates enhancement will now provide less mechanical resistance
    • Metal armor mechanical and energy resistance reduced across the board. Threshold remains the same. Not retroactive.
    • Reinforced Fabric Ballistic Panel damage resistance reduced slightly
    • Execute can no longer be preformed with electrical pistol. I cannot remove the bonus damage from electrobolt jumps easily without rewriting a good chunk of code so I'm just going to ban the electrogun from the club.
    • Throwing knives upper damage range reduced
    • Blob Pistol shooting sounds changed
    • Increased crossbow max range by 2 and optimal range by 1 (not retroactive)
    • Daze debuff now also reduces movement points by 30
    • Sniper damage increased by ~20% across the board.
    • Plasma sentry laser damage increased
    • Made energy core and firearm barrels more easily available from merchants
    • Armor penalty of boots reduced (not retroactive)
  • Bugs
    • Spiked boots will no longer double-trigger things like force emission and fancy footwork
    • Taser will no longer consume twice the energy
    • Taste for blood will no longer grant a stack when killing machines
    • Hopefully fixed all achievements to work correctly
    • On kill effects will now properly trigger when target is killed by an on hit effect (such as electrical melee weapons, force emission and special bolts)
    • Fixed the bug that caused the game to on rare occasions skip the player's turn
    • Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out).

    That's all for now. Concerning the content - there's just one "biome" in Deep Caverns to be done before the "final event" in the game, but after that, as I mentioned before, we have to go back and rework some old areas and sprinkle a bit more flavor across the world.

    Before we can do that, however, we'll need to recharge our batteries for the next three weeks by ditching our underground coding facilities and getting some Mediterranean sand in our toes (at least in my case). In the meantime, let us know how you like these changes.

17 comments Read more

July 13

Dev Log #40: Quick Update

Hey guys, this is just going to be a quick update to let you all know we're still alive and working on the last segment of the game - the Deep Caverns. Much has been done, but there's still a considerable amount of work left. It's hard to reveal much about the area without spoiling the surprise of various challenges that will be presented to the player, but here's, at least, a slide show of couple of screenshots with some Deep Cavern music to set the mood.

https://www.youtube.com/watch?v=vFuWXk2E9SM

13 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

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

    Minimum:
    • 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
17 of 19 people (89%) found this review helpful
50.0 hrs on record
Posted: August 9
Early Access Review
The following is an early access review and will be updated once the game has come out and I have beat it.

Underrail is a indie post apocalyptic role playing game. This game is a combination of Fallout 1/2, System Shock 2 and Metro 2033. Its also one of the most ambitous RPG's in recent years. Its designed for the hardcore niche that crave the turn based isometric games of the 90's.

The Good:
+Your looking at 50-100 hours of content and the game isnt even done yet.
+Really interesting setting and really well done lore, the story itself is also pretty good.
+In depth character customization, combat and crafting.
+Emphasis on exploration and combat.
+Great Atmosphere, sound design, aesthetic and music.
+Multipile ways to resolve quests and explore dungeons.
+Addictive, though in the good way.
+Mostly Solid Pacing.

The Bad:
-You cant put in exact amounts when trading/looting you can only split up items and this becomes annoying fast.
-Your going to be reliant on a wiki on a first playthrough
-The games pacing slows down alot when you near the end of the game

The Ugly:
-Combat encounters range from challenging to murderous, the combat needs some balance fixes.
-Game is often times very vague
-There is no map or fast travel making navigation a pain, also NPC's provide vague derections and you are left guessing where to go.
-The wiki is incomplete.

In conclusion I highly reccomend this game to hardcore fans of turn based isometric games. Especially anyone who enjoyed System shock 2, Deus Ex or Fallout 1/2.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
1.0 hrs on record
Posted: August 18
Early Access Review
For such a small team this game is really quite an achievement. Also unlike some titles the game has not just been dumped in early access and abanadoned, the devs have been consistently working on the game for....goodness, 2 years or something? Its now nearing final release though, with nearly all areas finalized. If you are a fan of old school RPG's with turn based combat or a fan of post apocalypse settings, this game will scratch your itches. If you like both consider it a must buy. At a mere $10 you get a whole crap ton of content
Was this review helpful? Yes No Funny
4 of 6 people (67%) found this review helpful
1 person found this review funny
8.6 hrs on record
Posted: August 17
Early Access Review
First I was like: pff, that's another indie Fallout clone.
But then I was totally sucked in.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
54.5 hrs on record
Posted: August 25
Early Access Review
By far the best old school turn-based post-apocalyptic rpg I have played in a while, I was hooked in no time.

Played for 40-50 hrs and are not even remotely tired of it yet, and this game isn't even finished!
Some bugs and balances to be worked out, but at least they didn't dumb this one down.
You have to think a bit to understand certain aspects and for me it's just great to play.

9/10

Buy it if you liked the old fallout 1 and 2, it's definitively worth it :)
Was this review helpful? Yes No Funny
37 of 37 people (100%) found this review helpful
1 person found this review funny
12.0 hrs on record
Posted: June 2
Early Access Review
The love child of Fallout and Temple of Elemental evil. Minimalist in some places, but after a few hours it oozes atmosphere thick enough to cut with a knife. The oddity system is a stroke of genius, allowing for the first game where you actually feel like you can take whichever approach you want without being penalized for picking the "wrong" way, or murdering everyone after sneaking past them to min-max.

If you love exploration, character building and turn-based combat, you've come to the right place. Keeping myself from diving back in and tearing through the rest of the game before release is a daily challenge.
Was this review helpful? Yes No Funny