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 (239 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.


11 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
7 of 7 people (100%) found this review helpful
97.0 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.
Was this review helpful? Yes No Funny
6 of 6 people (100%) found this review helpful
12.0 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
Was this review helpful? Yes No Funny
6 of 6 people (100%) 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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4 of 4 people (100%) found this review helpful
126.9 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.
Was this review helpful? Yes No Funny
3 of 3 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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3 of 3 people (100%) found this review helpful
134.3 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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2 of 2 people (100%) found this review helpful
60.4 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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2 of 2 people (100%) found this review helpful
0.6 hrs on record
Posted: March 17
Early Access Review
Havent played this game much yet because I want to experience it in all its full release glory. But 15 minutes was enough to get my money mostly just to support the dev. It's like the Van Buren we never got with Ultima 8 or Avadon quality graphics. The systems are deep the world is intriguing, combat is difficult and fun. Usually Im stingy with my money and time and am inclined to try dozens of games while only playing through a few per year. This is the rare opposite case. This guy needs to make this game, make it better, and make more of them.
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2 of 2 people (100%) found this review helpful
50.3 hrs on record
Posted: March 18
Early Access Review
Despite this being early access I am thoroughly impressed. I bought this in order to tide me over for after reset. I currently have 50 hrs in this whereas after reset lasts only 5 minutes currently.

Its a mixture of metro 2033/last light and the original fallouts. a perfect combination in my opinion.
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2 of 2 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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2 of 2 people (100%) found this review helpful
26.0 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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2 of 3 people (67%) found this review helpful
18.7 hrs on record
Posted: March 2
Early Access Review
this game is fun but ther need some enemys ned to be rebalance little for i em a at a good level and they kill me olmost
in one hit and crasy combos that i cant escape i like the game but the enemys ar to powerfore frome bigining and i cant get past them can you fix or just little rebalance just that
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3 of 5 people (60%) found this review helpful
41.9 hrs on record
Posted: March 8
Early Access Review
Choo Choo. time to step in the nostalgia train. because ''underrail'' huehuehue...

This is a really good game if you are looking for a fallout1 or 2ish game.
its quite diffecult. good mecahnics and very decent art style.
i got over 25 hours in the first playthrough. but that was in the first patch.
now i am waiting for the full release. I think it will be certainly worth the wait.

PS: my english sux.
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47 of 53 people (89%) found this review helpful
1 person found this review funny
109.7 hrs on record
Posted: October 25, 2014
Early Access Review
I'm 110 hours in and just hit where there is no more content on main campaign. WOW!. I don't often write in these responses, but this game is amazing. if you like Fallout 1 or 2 or any other isometric rpg, this is a MUST HAVE! For $9.99 the value it outstanding. I can't wait to see what the finished product is. This could be one of those games that define good gaming.
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45 of 53 people (85%) found this review helpful
101.4 hrs on record
Posted: October 11, 2014
Early Access Review
After wasteland 2 I was slightly underwhelm with the gameplay aspects, but after feeling dissapointed I saw this recomendation. Looked into it at first I was sketchy because it was an early access game, but 9 dollars was a bargaining price. I found this game like a real spritual successor of the original isometric fallouts and so many skill choices and traits that can be overwhelming but with rewarding effects later on. Whats also intresting is this game pervents players from making easy cash selling the same item once too many times, and I also love the number ways you can find to replay this game. I really hope the full game to be just as good or better.
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28 of 30 people (93%) 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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26 of 28 people (93%) 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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14 of 14 people (100%) 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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63 of 111 people (57%) found this review helpful
1 person found this review funny
10.3 hrs on record
Posted: November 21, 2014
Early Access Review
I have been searching for a original Fallout type game for so long, and when I say FO game I mean: isometric+RPG+openworld+REAL turn-based-combat(not that pause command BS with the space bar). Problem is, you can never really get all those elements together in a new game anymore. You might get 3 out of 4 if your lucky. Sure theres a few games that kinda play that way but really don't pull it together like the first 2 Fallout's did.

So after buying the game and putting in 10 hours of solid gameplay I think I've reached a point where I've had enough for now. But before all the fanboys get their panties in a twist just understand that I totally get that this guy put a hell of a lot of work into this game and it shows so I'm not here to sh~t on the product. Yes it is a unfinished title, but I highly doubt anything of my own concerns will be addresed at this stage. It is what it is now, and my constructive criticism is exactly that. Of course this review isn't for the fanboys. Its a honest opinion for people like me who want a game with similar mechanics and X-factor similarly to the original fallout experience.

(deep breath)........OK, here we go

There are two main critical issues with the game.

The game becomes exponentially difficult very fast. This would be ok if you had multiple ways of getting around baddies but this simply isn't the case. I reached level 5 and put a lot of points into guns as well as perks that enhance gunplay. Didn't have much impact as everything killed you and had like a million more action points than you. To make things worse, aim accuracy would drop from 90+ to 19% at point blank range at any given time for no reason. The only time FO did this was when you had moved into a darker spot, and you would have to lure a critter closer to a light source for better shots. I checked all possible reasons why this might happen and could find nothing wrong with my guy or weapons.

I love that Guns and ammo are hard to get and that they have a "quality/condition" stat that goes down making your stuff less effective as you play. This requires buying mechanical fix kits to keep that stuff going, but in order to buy a "kit" you need the right amount of coin. Chances are your not going to have that much coin so you need to barter with some of your inventory items. Thing is you can't just trade with what you got. Each vendor has a list of certain items that they will ONLY take. If you don't have said items then you need the right amount of coin to compensate. I really liked this system at first. It made you think about what you needed to collect in order to get what you wanted from any given dude. Then you could trade said item to a different dude with a different list of items he/she needs and so on. Seemed like a cool workable system. Problem is.....well, there are actually many problems here, but ultimately it leads to the second major issue with the game....Inventory/items.

If you can't buy what you want and you can't barter for it then you have to make the item yourself using the many crafting skills. Of course you will also need to put stat points into each of those skills. As always this is fine and dandy for those who enjoy crafting but I personally prefer to FIND stuff rather than have to make it. This game does not give you the choice. As the game progresses you have less barter potential. Vendors don't need what you have and if they DO chances are very likely that they don't have what YOU want. Even if you try to embrace the crafting aspect(which you will) it becomes so overwhelmingly monotonous and boring that you may want to punch your computer right in the face. Virtually all items in the game are built around a recycling pyramid structure wherby each item needs various parts to be made. You get those parts by breaking down other parts or killing things. On the other hand If you don't have one of the many types of kits to fix one of the many types of items then you can break it down into scrap. Its a workable system yes, but there are SO MANY items that require so many differen't components I just can't keep track. At a certain point you will require beer. LOTS of beer.

The limitation, implementation, and tedium of the inventory panel makes the whole mess even worse. Each item and component takes up one miniature square of space in the inventory and is efing tiny to look at on screen. Like MICROSCOPIC!
Now if that was the intended desire ok. There is a crapload of "stuff" you will need to hoard so fine, we need the real estate. Just let me be able to separate and move my stuff around so I can keep track of it. WHAT!!! no no no no no, are you SERIOUS? Your telling me I can't move my items around and keep them there like every single other game in existence??? Dude, what were you thinking?

This is what you get folks: a sort button, and category tabs(which you will HAVE to use). The sort button is totally usless, everything is super tiny, and you have to stare a hole into your screen just to see whats what. If you try to move an item to say the bottom of the panel it will auto snap back up with the rest. This is completely unacceptible given the sheer amount of stuff and the way you have to play the game.

I could go on about some of the minor things but its probably redundant at this point.

My verdict here is buy the game if you love crafting, have the patience of a Turtle, have the eye's of an Owl, and have the memory of a Elephant.

For everybody else, well.....even if all the issues were fixed and changed this still wouldn't be the Fallout type experience you wanted. That said, it still would be a great game. If the inventory was better then the game would atleist be tolerable play wise. Unfortunately I cannot recommend the game as is.
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17 of 26 people (65%) found this review helpful
2.6 hrs on record
Posted: November 1, 2014
Early Access Review
Initial thoughts of the game:
The basic concept of the game feels pretty "open worldish". That is a great thing. I feel like I could play this game for hours at a time. I enjoy isometric games like this or Project Zomboid. The price was right, so hey... Why not!?

2.0 hours in the game:
At the main menu, I look through the options. The game first started in a window, so I have to change that to a full screen experience. Hmm, that’s kind of a bummer. You are unable to edit the keyboard shortcuts or key bindings. However, it does say "no key binding configuration yet". Yet? This game has been released for over a year! You can't get something as simple as that in the game yet?! So, I created my character, and I must admit, I like the depth of the character creation. It is not too much, but it is not too light. It is just right. Before you start playing you create a character and place skill points into the areas where you think you want your character to progress. It took me about 10 minutes to read the options and figure out where I want my character to excel, and what abilities I can sacrifice. Once that is complete the game can start.

What the heck does any of that text say?! I have to squint at all of the text in order to read it. My game resolution is 1920x1080 and yet the text is still somewhat small to read. Wow, there is A LOT of text to read in this game. If you have played the newer Shadowrun game, you know what I am talking about. I almost fell asleep at my desk while reading all of this banter between characters. You have to go through any dialog in the game using your number keys. You are not able to use the number pad which is somewhat disappointing. Some people find it more convenient to use the number pad rather than the number keys above the letters on their keyboards.

Finally, I can play! I am standing in what I presume is my “room”. What now? What do I do now? Well, it can be difficult to see behind the walls when you are walking around. They don’t “disappear” so to speak so you can see your character. Can’t even use “WSAD” to move. Have to move around the game like its DOTA by mouse clicks. You can use the arrow keys to move your view to see what is around your character. Everything looks somewhat small as well. No zoom feature either. Yes, I know, I can change my resolution size and that may help, but why can’t I zoom in on my character? That is very frustrating.

After I annoyingly go through the first sets of “quests” I am finally off to power some generators. Yes, my character is a level 1 but damn! Even the beginning enemies are tough! I find the targeting system to be clunky as well. I hover my mouse over an enemy to shoot it (I see the “shoot” related icon), then I click my mouse and all of a sudden I see my walking path and my character starts walking toward the enemy! I lose the action points for that round and usually get killed anyway. Perhaps, it would be better to make the hit boxes a bit larger so I don’t continually walk toward the enemy instead of shooting the enemy like I had planned to do.

Conclusion thus far:
Not a bad game! I can safely say that I will spend a lot of time playing it due to its gameplay and content. The only gripes I have are minor tweaks such as text size and controls, zoom feature, cutting out the wall graphics when my character is behind a wall (so I can see my character or what loot may hide behind that wall), and still after a year there are no key bindings.
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