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 (336 reviews) - 93% of the 336 user reviews for this game are positive.
Release Date: Sep 23, 2013

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Early Access Game

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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 (21)

November 9

Dev Log #42: Updating Old Areas

Hey guys, since we got back from vacation we've been developing at a rapid pace. The game is mostly done, save for some dialog and certain amount of visual components for the final event. Once that is in, the game will be playable from start to finish.

Parallel to bringing the main story line to the end, we're doing a final pass through all the areas and updating them visually and adding more flavor dialog. Some of early areas were done ages ago and were badly in a need of a rework. The biggest offenders were SGS and Junkyard, which now both got new looks:

Anyway, the game is really close to completion now and we should be entering close beta phase soon, when we might call upon some of the old dedicated fans to help us test it. There won't be any updates for the public version before full release, though, but that isn't that far off now either. Stay tuned.

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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.

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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
    • Storage: 2 GB available space
Helpful customer reviews
7 of 7 people (100%) found this review helpful
68.7 hrs on record
Posted: November 3
Early Access Review
Its a very fun game. Usually, I know an RPG is for me when I am compelled to restart the game multiple times over to test out different builds (much to the chagrin of a friend). While the game is in early access there is a staggering amount of content already in it and the ridiculous amount of combat viable builds in this game warrants a playthrough even in its current state. The game is $10.00 right now - thats cheaper then a lunch for me these days which I think makes it a steal.
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7 of 8 people (88%) found this review helpful
30.1 hrs on record
Posted: November 10
Early Access Review
This to me, is the spiritual continuation of original Fallout games. Great atmosphere, coherently built world and solid art style make for a immersive experience with deep turn based combat and multiple ways to complete many of the quests.

The hardest thing about Underrail is trying to hold off playing until it's finished.
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4 of 4 people (100%) found this review helpful
1 person found this review funny
217.8 hrs on record
Posted: November 6
Early Access Review
This game is absolutely amazing. Nowadays, games focus too much on action sequences...press "A" repeatedly to break the dog's neck! However, UnderRail doesn't worry about overrated things like graphics, action sequences, DLC, and other forms of gaming garbage that have become rampant in the industry.

UnderRail is about as old school as it comes (like everyone has already said, think isometric Fallout 2) in CRPGs today. The combat system is solid, and it fits well with the "Feat" system. If you are familiar with Fallout's "Perk" system or Elder Scrolls' similiar system, then you'll see that UnderRail has basically that same exact thing built into character creation.

Now, one of the most unique things about UnderRail is that, instead of doing quests and killing things to get experience and level up, you can opt to play the game without that traditional "grinding" to level system in place. If you choose to play the way the developers intend, then choose the "Oddities" option. Basically, this means that in order to gain levels and develop your character's stats and feats, you will need to find oddity items throughout the game. These might drop from monsters after a kill or be hidden in a crate in a dark and dangerous room. Playing with this leveling system enabled will make you explore places that you might not normally take the time to delve into, and it keeps you constantly looking for that one extra item so that you can get another level. Personally, this is the only way I play after they added it into the game. Keep in mind that if you prefer the classic "kill monster, get experience points, repeat and level up" system, then you can totally do that. Nobody will judge you for your poor, poor choices...we promise...maybe...

I rarely take the time to write reviews...but if story, gameplay, and a genuinely well thought out leveling and character progression system appeals to you...if you miss the difficulty of computer games from days past, then this is one of those diamonds in the rough that I would highly suggest picking up.
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1 of 1 people (100%) found this review helpful
106.6 hrs on record
Posted: November 26
Early Access Review
I originally bought this game on a whim. I wanted to enjoy some old school western RPG isometric gameplay, and in every expectation this game lived up to my desire and more.

I would very much so recommend this to anyone who enjoyed titles of the old school TBS-RPG games of old.

Would heavily recommend use of the wiki, while the game is impressive, it does skimp on some details that you'd probably find useful.
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1 of 1 people (100%) found this review helpful
22.8 hrs on record
Posted: November 25
Early Access Review
1 part Avernum, 2 parts Fallout 1. Overall a great game. I have not seen much of a plot so far (e.g. save us from _____), but to be honest I don't care and it is still early access. To me it feels like you are living the life of someone just trying to survive and find their way in a post apocalyptic world. The high point for me is crafting system. With the right skill and diagrams you can create a weapon and if you don't like it diassemble it to create a whole new one. I maybe wrong but I can't think of another game that gives you the freedom to do that. The combat can be brutally hard at times and you can easily get in over your head, but I never felt like it was not something that I could not figure out on my own using different tactics for enemies. Anyways if you are a fan of the Fallout 1 & 2 or Avernum 1-6, buy this one. You won't regret it.

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