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 (282 reviews)
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 (18)

May 29

Dev Log #39: Housing; New Psi; Deep Caverns Preview

Hey guys, we've been a bit quiet lately, but that's only because we've been keeping our heads down and working hard on the last chunk of content for the game - the Deep Caverns. There's still a lot to do before we can show it in its full glory, but here's a little teaser screenshot below.

Also, we implemented player housing. Players will now get an old ruined apartment in Core City which they can fix up and furnish to their liking. Most of the stuff you can get for the house is just for show, but there is some useful equipment as well.





In other news:

  • UI
    • Added Oddity catalog window that will show all the oddities you've collected and also how many oddity types you're still to find
    • You can now open system menu during the NPC turn (to load or exit the game or configure options)
  • Psi
    • Added the remaining nine psi abilities, three for each psionic school.
    • Psychokinesis
      • Electrokinetic Imprint - Places a hidden electrokinetic imprint on the ground that deals electrical damage and stuns the first creature to step on it. Only one imprint can be active in an area at a time.
      • Disruptive Field - Creates a disruptive field around the target that reduces their chance to hit with ranged and thrown weapons.
      • Implosion - Deals mechanical damage equal to a percentage of target's current health. This attack bypasses damage threshold and shields.
    • Thought Control
      • Psi-cognitive Interruption - Burns target's psi points, dealing damage equal to a percentage of psi burned and also applies psi inhibition which prevents the target from invoking psi abilities or regenerating psi
      • points.
      • Mirror Image Pseudo-spatial Projection - Projects additional copies of yourself in the immediate vicinity that travel with you. Each time you are attacked by a weapon or unarmed attack there's a chance that the attack will hit a copy instead, removing it. Machines and true-sighted attackers cannot be fooled by this mind trick.
      • Neurovisual Disruption - You disappear from the sight of the target, removing its ability to detect for 1 turn, and immediately enter stealth. Target also has its perception reduced by 5 and detection by 50% for 5 turns. Likewise, does not work on machines or true-sighted enemies.
    • Metathermics
      • Cryokinetic Orb - You launch a large frozen orb which shatters on impact, sending ice shards flying in all directions. Each shard deals cold and mechanical damage and chills the target. Due to shards fanning out, targets closer to the place of impact may be hit with up to multiple shards, while those farther away might not be hit at all. Each shard has 50% chance to inflict a bleeding wound that does additional 100% of the original mechanical damage done.
      • Exothermic Aura - Makes you immune to heat damage and generates flames around you and in your wake. Flame generation stops one turn before the aura expires, giving you the opportunity to flee your inferno.
      • Cryo-shield - Creates a number of frozen shards around the invoker. Each time the character suffers a melee attack, there's 50% chance that one of the shards will block some mechanical damage and be destroyed in the process.
  • Tweaks
    • 95% damage cap now only applies to mechanical resistance
    • Damage from flames reduced (includes firebombs and other sources of environmental fire)
    • Crawler AI improved
    • Destructable rocks can now also be destroyed with a jackhammer
  • Bugs
    • Flat dodge and evasion bonuses are now always reduced by armor penalty
    • Suppressive fire will now count as a slow for purposes of opportunistic attack
    • Inanimate objects no longer appear scared of fire
    • Mental Breakdown duration can now be lessened through resolve
    • Gun Rush status effect now has proper icon
    • You can no longer skin Azif
    • Rapid Fire feat description now correctly notes the cooldown
    • Metal strider boots will now also have stealth penalty like the leather ones
    • Fixed the bug that caused character to lost health from attacks that deal no damage when using items/feats that grant health bonuses
    • You will no longer sound like a tin man after dismounting the Dreadnought
    • Fixed the bug that caused auto-trade option to trade money for money
    • Burst attack will no longer consume an extra bullet

That's all for now folks. We still have work ahead of us with new content, some gameplay balancing and tweaking, and then finally polishing the game, especially the old areas. I know some of you are really impatient to get your hands on the final release, but please don't ask me for the release date. I don't know and I don't even particularly care at this point. All I can say is it will be out this year definitively! One thing that we do know is exactly what needs to be done, by each of us in the team, for the game to be all it's meant to be at the release, and every day we hammer away at it. So stay patient, dudes.

We'll drop the next dev log when we have more of Deep Caverns to show.

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March 26

Dev Log #38: Version 0.1.14.0 released

Dev Log #38: Version 0.1.14.0 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.

Cheers!

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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

    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
15 of 15 people (100%) found this review helpful
13.7 hrs on record
Posted: June 21
Early Access Review
Intro & Summary
There isn't much not to praise in UnderRail. It's a work of love from a developer who clearly deeply enjoyed the old Fallouts, XCOMs, Wasteland and Jagged Alliance, but due to todays technologies and an attention to detail, it's become so much stronger.

Explore the caverns, passages, ruins and beating heart of the UnderRail; the underground remains of our future civilization, sprawled across the Metro system which has been beaten by time, scarred by combat and given refuge to competing groups, deadly enemies, politics, and scavengers, stragglers and survivors making their way.

With a fantastic combat system and range of very well designed traits and abilities, you'll constantly be learning and trying new things as you descend further into the world of the UnderRail, eventually finding the even wider and more intricate lower levels..

Highlights
There's a level of detail that brings everything up a level. Most characters and groups are unique enough to be interesting, oddities, mobs and items are all fun to read about, and the history of the world is scattered around waiting to be discovered

Combat and abilities have been balanced strongly and never feel spammy, boring, or badly designed. Finding advantages and alternative approaches to a situation is encouraged, and keeps you thinking and involved throughout every encounter.

* A fantastic lack of restriction and forced objectives/interactions means you can do whatever you want, pretty much from the get-go, even if it's stupid or suicidal, which helps add to the exploration and immersion
* Fantastic combat and a deep yet balanced skills and abilities system mean that making new unique characters is easy, and fun, and lends to more replayability
* Like Metro 2033, the setting is just right for the atmospheric sound effects and music. They match really well and help create stronger immersion
* A useful crafting system and economy, which aren't overstated, help add depth for those who want to spend time on it
* The long playtime with good pace and content throughout, and the heaps of re-playability deserve special mention

Mistakes
* There's a strong lack of explanation and tutorial elements. The wiki helps, but new players can often go wrong with combat and other abilities
* Small UI problems like text sizes, and the odd bug or two

Recommendations
UnderRail is exceptionally well priced at just £6.49/7.99€/$9.99 at the time of review, though this has been rumoured to increase after release. With 60 hours+ playtime it's currently a must-buy for anyone who enjoys this genre.

* Learning combat basics like kiting, positioning and when to heal will help you in the early stages
* The regular experience system should probably be chosen by new players as the Oddities system requires more involvement
* There's a Demo available for free on IndieDb
* Potential expansions have been mentioned by the dev and may offer even more content some time after release

http://store.steampowered.com/app/250520
Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
35.9 hrs on record
Posted: June 17
Early Access Review
Great game worth supporting. Rarely have I ever been inspired to write a review, or kind word for a game and even more rarely have I taken the time to do so while at work. I cannot stop thinking about this game and what I'm going to do next. I didn't even realize it was Early Access until after I purchased it, got hooked, and started researching more about the game and how others are experiencing it. It does not feel like an Early Access game. Amazing job. Brings back memories of Fallout 1, 2 and Jagged Alliance all while bringing more depth and customization. Can't recommend this enough.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
7.9 hrs on record
Posted: June 22
Early Access Review
The real Fallout sequel that never was but should have been.
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
1 person found this review funny
9.3 hrs on record
Posted: June 18
Early Access Review
Ever played Fallout 1 & 2? Do you like Interplay or Obsidian? Do you want to kill things in a top down view? Is your life a wreck? do you want to take out your angry on mutated animals in a post-apoctalyptic subway? Then this is the game for you.

Beat Ratula to death with a sledgehammer.........Best game ever.
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2 of 2 people (100%) found this review helpful
33.8 hrs on record
Posted: June 14
Early Access Review
The game does many things well. I think it has one of the best stealth systems of any game in its genre. The utility items are fun to use. Leveling up is fun. The world is immersive. The weakness of the game seemed to be the story. For me this game is a 10/10 but obviously it is not finished yet so we will see.
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