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 (27 reviews) - 81% of the 27 user reviews in the last 30 days are positive.
Very Positive (890 reviews) - 89% of the 890 user reviews for this game are positive.
Release Date: Dec 18, 2015

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October 11

Dev Log #47: Announcing Underrail: Expedition

Hey guys,

It's been almost eight months since the last formal dev log. That doesn't mean we haven't been busy working on new stuff, however, and now at long last we can announce the first Underrail expansion - "Expedition".

In Expedition you’ll be able to take a break from the usual metro-crawling to take a boat to the infamous Black Sea, a massive underground body of water.

There, among the old and mysterious ruins of an age long past, you’ll face the vicious fauna, hostile natives, cunning pirates, and something far more sinister than all of those.

Your voyage through vastness of the Black Sea will shed new light on the history of the world of Underrail and the forces that shaped it.

Expedition will feature the following:

  • A brand new story line that becomes available during the mid-game
  • Over a 100 new areas to explore of various types – shores and islands of the Black Sea, mysterious underground facilities, pirate strongholds, and more
  • New human factions, as well as wild creatures to combat
  • New items and crafting recipes
  • New skills and feats
  • Leveling past level 25 with a special pool of feats to choose from

Over time we'll be revealing more details through the dev log, so expect those to once again flow regularly as they did before the game's release.

We expect to release the expansion during the first half of 2017 as a paid DLC.

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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: 2 GB RAM
    • Graphics: GPU that supports shader model 2.0
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
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Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
23.7 hrs on record
Posted: October 2
Great tactical combat, great exploration and probably best level design in any RPG.
If you enjoyed Fallout 1 & 2, Divinity: Original Sin, Deus Ex, Thief and System Shock you should give it a go.

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2 of 2 people (100%) found this review helpful
5.0 hrs on record
Posted: September 26
A mix of Fallout and Metro with a dash of Shadowrun. It's the perfect recipe.
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1 of 1 people (100%) found this review helpful
165.3 hrs on record
Posted: September 26

Playing this is basically like eating cookies baked by Grandma vs all the cookies you could buy from Stores. This has PURE LOVE and Quality. No tricks, no lies. This game brings back 100% all the things that games should of had, but no longer do.

I am afraid to even beat the game simply because I do not want it to end...
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1 of 1 people (100%) found this review helpful
89.3 hrs on record
Posted: September 25
Pretty sweet little game. Harkens back to a time of fallout 1 or 2, where you have no idea what you're doing most of the time and get fisted by walking into a quest or zone thats waaaay too high lvl for you.

The combat is standard turn based combat but sun zu would be proud of the fact that if you map out encounters, by say laying mines or traps, battles still ♥♥♥♥ you up. Standard Melee/Ranged but there is also a Psy skill that has three distinct sub classes that can greatly improve your life expetancy.

The Story is well written and engaging if you can follow it and by follow it I mean literally follow it as the map is quite large and it's pretty easy to get sidetracked or lost. but both those things are fun in their own right.

I'd recomend at full price even but if you're straped for cash wait for a sale. If you enjoy a challenge and like older styled RPG's you'll probably enjoy this game.
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1 of 1 people (100%) found this review helpful
4.5 hrs on record
Posted: September 28
There is no map inside game, so i often lost the location. On the other hand, there is no direction control hotkey, so i had to use the mouse to modify the right screen.
Most of all, it don't have chinese....
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1 of 1 people (100%) found this review helpful
50.7 hrs on record
Posted: October 1
A lot of fun, but 'Old School' hard.

There is actually a lot of interesting little game mechanics happening here. The amount of XP for killing enemies drops as you start to level up, forcing you in some ways to start looking out for the more dangerous prey just to keep moving forward level wise. Traders aren't junk dealers, well, except for the ones that are, and for the most part don't want that rubbish you are carrying. There are also a fair few interesting things happening with damage to make things a bit more than Hit Points and dead.

The game is also not going to hold your hand. You will be given missions but do not expect quest markers, glowing icons above NPCs of importance or even little updates part way through the quest to even let you know you are doing the right thing. Even knowing if you are on the right map is going to require you to pay attention and work things out.

The main quests slowly level as part of what I am assuming is the overall story arc. Side quests pop up from time to time if you talk to enough people but for the most part are linked to what you are trying to do anyway. At time of writing I believe I have progressed maybe 1/4 of the way through, possibly less, and can't really talk about the middle/end of the game. You are allowed to explore to some extent but the game is in no means an open world sandbox and some parts of the starting map are blocked off with rock falls that you lack the equipment to move until later.

On the down side I did mention this game is Old School hard. Combat is turn based and if you get in over your head you are likely to be swamped and killed before you can get out of it. On the flip side thinking up creative ways to defeat your enemies can be very rewarding. Having been kerb stomped by one enemy three times in a row, I finally defeated him by first throwing in a molotov and then following up straight away by entangling him with a net so he could gain the full enjoyment of standing in fire for several turns. Unfortunately with other combats I have only been able to succeed by entering a map, taking one round of damage from the multiple enemies that are still there waiting for you, shooting once and then exiting the map to heal before doing it again, and again, until you finally manage to kill enough of the buggers to make it a slightly more managable one on one.

The game is also a bit unforgiving if you don't follow the 'correct' path on the skill tree. Many areas include air vents that you can, one assume, enter and crawl around, successfully by passing the bigger and badder enemies on the level. I assume as your character needs a high enough Lockpick skill to get the vents open in the first place and I have never been able to increase my skill enough to get a vent open.

Also don't ask me how the crafting system works. There seems to be a lot of crafting you can do, just not with my skill base. There are actually a fair few combat related skills I do seem to be needing to constantly increase thank you very much Mr Game Designer so I can't skill up everything.

However if you can get over the fact you are going to die alot and are willing to accept that you do need to PAY ATTENTION (one side quest involves you having to answer questions about an area you might have casually passed through a couple of playing hours ago for a man who is trying to spy on the place. What? You mean you didn't take notes early?! :P ) then you will have an entertaining little old school RPG with some interesting world building and backstory.
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1 of 1 people (100%) found this review helpful
60.9 hrs on record
Posted: September 28
A rough gem of a game for people who wax nostalgic for the old fallouts. Having just finished my first play through (60 hours to complete) I wanted to share my experiences. Overall I greatly enjoyed the setting story and gameplay, especially the combat, but I wont be rushing to start my 2nd play through!

The feel of the game world is a bit of a mix of Fallout, Metro, Avernum and Shadow Run that comes together cohesively thanks to the (mostly) good writing and atmospheric locations (once you get used to the fallout 1 era aesthetic).

Exploring the world reminds me more of the Avernum series of games than fallout as there is no abstracted map travel. You eventually have limited ‘fast travel’ between key hubs but beyond that you navigate from A to B through each and every winding rat infested tunnel and utility shaft that connects them. I find this very cool in general … but the world is maze like, and there is no map / mini-map at all! This can lead to frustrating moments.

Character creation is super important and potentially quite easy to mess up! I think almost any build could make it through the majority of the game content, but the last quarter or so of the campaign is a real change of pace / difficulty, ultimately leading to a final boss battle that some left-of-field builds might just not be able to beat (through you can jump through some *awful* side quest hoops to lower the boss difficulty). Really it’s best to go in with a clear idea for your character and the fore knowledge that it will be ‘end game viable’. Still within that spectrum of builds though there is good potential for a variety of play-styles.

Combat is definitely a strong point of the game, there are no random encounters, instead all the enemies are already on the map. Depending on your skills, perks and items you can end up with a lot of tactical options during an encounter, with many difficult encounters that encourage you to explore all your options. I wish the diplomatic solutions to some situations were better fleshed out and gave better rewards, as even playing a persuasive character I tended to use that skill to avoid enemies engaging on me, but then I’d initiate combat with them on my own terms straight after to get XP anyways – otherwise I just got nothing from the encounter.

My biggest gripes about the game, and the reasons I am not diving directly back into a 2nd play through are:

1. The back tracking – Limited fast travel and the maze like network of large locations mean you can spend ALOT of time travelling just to reach a merchant or follow up on a quest lead. It never got too tedious for me (borderline...), but your mileage may vary. It can also be quite obscure with what you need to do next for some quests, so you can end up losing time just wandering around to try out different possibilities (ultimately I started using the Wiki to avoid unnecessary travel while trying to complete some quests).

I would probably not replay the game again without using a certain ‘speed hack’ utility that increases movement speed!

2. Merchant system – This kind of ties into the first issue, merchants buy only a very limited number of items at a time (say 2 guns 1 melee weapon), meanwhile you’re trying to unload a stockpile of looted goods! Crafting is also a technically semi-optional, but ultimately important part of min/maxed builds that requires a lot of scouring round merchants when they restock looking for new and better components. Paired with gripe number 1 this leads to a lot of ‘downtime’ just handling the logistics of getting from A to B to sell something then onto C to buy something else. That being said it certainly isn't mandatory to loot everything, you probably get enough cash through quests etc to scrape through the main story - but what kind of RPG experience is that! I had *MAX* bottle caps by the time I finished my 1st fallout 1 play through :)

The same program that allows for the 'speed hack' also has a feature for forcing an instant shop refresh. Giving the merchants new stock and allowing them to buy more of your blood stained loot – I don’t think I would replay the game without this added feature! (while trying not to abuse it)

3. The Final Act – The last part of the story takes place in a separate location to the rest of the game, and the quests and mechanics introduced in this area can honestly be quite annoying. It feels like this whole section was designed to prolong the game time (going back and forth between screens looking for key cards, a huge scavenger hunt of finding random items in random places to get to the boss, constantly re-spawning enemies, etc). Ultimately I just followed a guide on the wiki - It would be an incredible time-sink otherwise.

The actual final boss battle was pretty cool in my opinion but the whole section immediately leading up to it dampened my enthusiasm for going back into the game again where I now know my new character is eventually going to have to do all that hoop jumping again.

Wow – you’re still here. Thanks for reading. It looks like my negatives kind of out weigh the positives when reading this doesn’t it? But they really don’t. It’s just the gripes of someone who other-wise had a great time exploring the world of Underrail. If the backtracking sounds like it might be a deal breaker for you then try the game with the speed hack. This game certainly has a niche audience but If you think you -might- be the intended target, then you probably are, and you’ll likely have a good time playing it just like I had.
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6 of 12 people (50%) found this review helpful
Not Recommended
88.8 hrs on record
Posted: October 2
Underrail is, in most respects, what might've happened if we've gotten a Fallout 3 in the old isometric style, and if it'd been made by an indie.
Which this is.

And for for the most part, that's a good thing.
The game sets itself apart from it's spiritual heritage in several ways, most notably the size and complexity.
The world of Underrail is vast, with a sprawling network of tunnels and railways leading everywhere and nowhere, with secrets and stuff to find aplenty. Enemy encounters are very frequent, and combat is a centerpoint in the experience for sure.
That's not to say you cannot solve some situations by talking, but I found these instances very few and far between compared to the massive amounts of non-vocal enemies that just immediately try to murder you on sight.
To support you and to keep things interesting, the game sports a huge and complex crafting system, with tonnes of recipies and materials littered across the world. With few exceptions, every piece of gear and consumable in the game can be crafted, and the game actively encourages you to utlizise this system whenever you can. It does not guide you in this in any way, leaving you free to experiment away.
Unfortunately, this is where the game starts to stumble a bit.
Crafting in the game doesn't really come into its own until a bit later in the mid-game when you've amassed some skill in the various disciplines necessary (Mechanics, Electrics, etc) and the stuff you build is more often than not woefully underpowered compared to what your enemies are using. Knowing beforehand what skills to invest in here in order to stay competetive with the opposition is key, but this more or less necessatates you starting over again.
Some enemies are also just ridiculously overpowered, specifically the Snipers and Hunters who can frequently one-shot you from far off-screen with full health and shields, leaving you wondering what just happened. The combat log goes away the instant you die, so the specifics of the incoming attack will remain unknown, so you'll never really how how to prevent it.

This is where the combat turns sour.

Far too frequently you simply cannot fight the enemy at all on equal terms. You'll get to a point where your own armor or defensive capabilities either prevent you from taking damage completely, or do absolutely nothing and you die instantly. Survival becomes a matter of lucky dice rolls, and no matter what creative trap usage or line-of-sight exploitation you employ, the slightest mistake will leave you in just the wrong spot making the enemy able to hit you, and immediately kill you, so you have to start the whole encounter all over again. Sometimes it doesn't even come down to mistakes, as you just die before you can even act as soon as you step into an area.
The game becomes a lesson in trial-and-error, with quicksave and quickload taking such center and prime roles in the execution of the gameplay that they would've made a lot more sense if presented as actual game mechanics, like in Prince of Persia: Sands of Time. The Dark Soulds comparison has been made before to this game, but in DS dying is a natural part of the game's flow, making it part of the story. Here in underrail it more often than not comes down to dying and reloading over and over until you finally manage to push through, which isn't fun nor engaging. Thankfully, the loading times are really fast.

With the focus on combat and crafting, the game spreads the rest of itself fairly thinly. Art assets are re-used almost everywhere as a rule, and despite the caves and metros all having their own unique layouts and designs, you'll quickly come to a point where you feel you've seen all the art the game has to offer. The passages and caves blend together into same-ness, and basically only the loot and enemy encounters remain fresh.

All in all, Underrail leaves a bit to be desired.
On the one end, the game offers remarkable complexity and variety with its huge (and pretty great, I must admit) crafting system and and sprawling world to explore. On the other it relies on combat too heavily and stumbles when you cannot get past certain encounters, wondering what to do with itself when that inevitably happens. The re-used art certainly doesn't provide incentive to go too far off the beaten path, as you know all you'll find is just more of the same. The story itself is fairly weak, and doesn't provide you with much more than "go to X, do Y", so if you want to explore you have to do it on your own volition and only for the loot.
I debated this with myself for a while, but I'm having to go with a thumbs down for this game. It shines in a few aspects, but it's so samey and often needlessly hard just for the sake of it being hard, without context or explainable reason. It just gives rise to frustration, so I recommend you find your top-down RPG fix elsewhere (Like Divinity: Original Sin, hard but fair and excellently polished. As of this writing the sequel is coming out fairly soon, too)

PS: Props for the interesting "oddities" experience point system. I just had to mention it, since I haven't found it's like anywhere else before this. It really rewards exploration instead of just up-front combat, which in hindsight is both a blessing and a curse since combat is so prevalent everywhere you go. But still, neat idea.

Having reached the end of the game, though not quite completing it yet, I can now thoroughly say that this game is an excercize in frustration. Despite high levels and good gear, many enemies can still one-shot me if i fail the initial initiative roll. Without prior knowledge of what you'll face before entering the the point of no return (which actually you are not informed of that you've reached) you will either luck out and have the proper weaponry and stats, or be utterly screwed with little chance of recovery. The quick-save and quick-reload fest has continued, and gotten even more frequent. Nearly every single battle (not joking) is decided by pure chance for me at the moment. Either I survive the enemy turns and kill them off instantly, or they kill me without me ever getting a chance to act for a single turn (again, this is not a joke, exaggeration or hyperbole).
This game has so much potential and enjoyment that is squandered by the binary nature of the combat system. It is truly a shame.
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1 of 2 people (50%) found this review helpful
1 person found this review funny
Not Recommended
49.6 hrs on record
Posted: September 25
I'd initially bought this game because I figured it'd be comparable to the classic fallouts, and in a sense it kind of is, but if you approach it the same way you approach fallout 1 or 2, you're probably going to end up extra dead, or in a stalemate with your build (the first 8 hours of my experience) . My qualms with Underrail are the limited number of approaches you can take in certain situations. It's like combat situations oscillate between "do-able by placing traps around the vicinity and tactfully choosing your combat utilities" and "If you can't tank this part, you're screwed"
To some the cavalcade of enemy types you confront mission-to-mission might keep the game fresh, but in my run it's resulting in traveling back and forth to hubs to buy specific utilities from vendors for the next slice of the mission, and without the foresight of a second playthrough I end up ill-equipped infuriatingly often and sitting through the dodgy pathfinding to get back to to those hubs.
This one point in the main quest really got my hopes up, when you're opening the burrower nest in the warehouse, and can get the card key by getting the looters' attention before locking yourself in the security control room and activating the turrets but since then the moments where puzzles weren't solved by dumping money into enemy-specific combat utilities have been sparse, to say the least.
Odds are good I'm going to finish a playthrough eventually and maybe I'll be singing a different tune, but for the moment I'm spending too much time pacing the path between my current objective and the nearest hub to recommend this to anyone.
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2 of 11 people (18%) found this review helpful
Not Recommended
3.0 hrs on record
Posted: September 25
cant attack targets sitting behind walls because you cannot click on them.
really bad character generation leaves you wishing you were able to make something other than the only viable build
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Recently Posted
50.6 hrs
Posted: October 20
Underated; enough said.
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16.3 hrs
Posted: October 17
I backed Wasteland 2 on Kickstarter and I got UnderRail in a greenlight bundle or some such. Even though I paid 10x the price for Wasteland 2, this is 10x the game.

Single character, means no annoying switching to someone else to pass a skill check.

Tight writing, because the game itself is interested and doesn't need to hide behind a mountain of empty fluff prose.

Combat encounters that are hard because the world is dangerous, not because your character is pathetic.

Abilities that let you specialize and play differently, not just check needed boxes to pass pointless skill checks.

Its really a great, oldschool game. Tons of great touches and tons of attention in tons of places. Just remember to quick save tons and try many things.
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101.5 hrs
Posted: October 17
Probably the most underrated title in my Steam collection, UnderRail (not to be confused with UNDERTALE) is an isometric roleplaying game very much like the Fallout games in which the world has been destroyed and humans now dwell in the underground railways organized into loose factions of scavengers, bandits and station-states. Your character is a new recruit of South Gate Station and is sent on various missions on their behalf. The game starts out in a fairly linear fashion and not much exploration can be done until you have helped SGS clear the rocks blocking the station from the rest of the UnderRail.

Once the initial hurdle is taken care of, you'd better put your best traveling shoes on because it soon becomes apparent this game is enormous and there is more of everything than you ever imagined. I'm told that this game is a one-man project, and I almost can't believe it; it would have been tough even for a team of level designers to complete the task. This may be the most controversial aspect of the game, too, because it provides no map of its cavernous depths and you must either draw one yourself or simply memorize the important connections between areas. I don't mind it, but it's something to consider if you are susceptible to getting lost in vast fictional worlds.

There are plenty of creatures scurrying about in the lawless railways who would love to decorate the floors with your sorry hide. It would be wise to have a plan for the occasion. This is not a game where you can simply walk around and socialize; it's very much focused on hostile encounters. Perhaps the feat list will clue you in on this fact; most of the available feats have something to do with either killing foes or sneaking around them. However, once you accept that you will inevitably be involved in battle, the game offers a wide variety of weapons and techniques for that purpose - pistols, sniper rifles, sledgehammers, throwing knives and all manner of psionic trickery.

My favorite feature is the oddity system, an option you can select when starting a new game (and I highly recommend you do,) which replaces the traditional "kill enemies to level up" mechanic so common in RPGs with a new system in which you level up by collecting trinkets - oddities - scattered throughout the UnderRail in barrels, boxes and cans. The genius of this feature is that it encourages you to explore the world using whatever methods you desire. If there's an oddity guarded by three monsters, it's your choice: kill them and take the loot or just sneak past them and grab it.

UnderRail is a difficult game, but it's also a rewarding one when you finally figure out how to take on the enemies standing in your way. There is no party to recruit; it's just you versus the world. The graphics are nice and the ambient sound design greatly helps the atmosphere. There's a lot of viable character builds and tons of replayability for those who like to experiment. The crafting system is substantial and allows you to create pretty much any item in the game from its raw materials. Overall, I highly recommend UnderRail for any RPG fans, and especially Fallout fans - it's a work of love from a developer who clearly has too much time on his hands.
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38.0 hrs
Posted: October 16
Vastly underrated game. This is what Fallout 3 should have been. Get this: I actually have to play the game more than once to experience everything it has to offer...THAT is how you create replay value.
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137.0 hrs
Posted: October 5
Underrail is a RPG with a large gameworld with plenty places to explore and competing factions to interact with. However the possibilities for the player are often limited and the progress feels stretched. The game could have used a higher budget to mitigate these deficiencies but in the end offers a good price for plentiful content.

Underrail is set in a postapocalyptic world, where people are based around former railroad tunnels because the surface is no longer accessible. While this, on first glance, seems to limit the gameworld, it really is pretty large with many tunnels, caves, stations and underground rivers to explore and even get lost in. However a lot of the places are not interesting, just filled with repetetive enemies and mostly there to keep you busy till you get to somewhere else.

As the player you have a relatively high degree of freedom to take quests or leave them and to work for one or another faction in some places. The writing and options in the quests is somewhat lacking and generally follows typical tropes.

Character creation offers a variety of distinct choices in gameplay, be it stealth, talkative, relying on melee, ranged or psi abilities. There is a lack of tutorial on how to skill your character and I had to restart early on because I felt I had too many problems winning fights. After that I was happy with my casting type character. While there were too many fights overall, i kept getting challenged throughout the game.
The fights are turn based and use an action point system, that gives you time and opportunities to plan the use of your character's abilities. I generally like such a system for controling a party, but in Underrail you only ever control your own character. I did not expect the combat in this game to be very entertaining, but it was. This did develop as the character kept gaining new abilities.

While there are obvious comparisions to make to other games like for example fallout 1,2, Underrail is significantly different enough to warrant a distinct experience. I wish the game had been less ambitious in scope and more focused in detail, but in regards to its price I could not expect more.
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110.9 hrs
Posted: October 5
Worth a try if you are a fan of Fallout series, as I am.

What I like here:
  • The world and the setting. They are immersive and memorable. Reminds me of Fallout 1.
  • The soundtrack. It's very atmospheric. It quickly became one of my favourite soundtracks ever.
  • The graphics. They are aesthetically pleasing to the eye.
  • The role-playing system and high replay value. A variety of specialised builds that are equally capable.
  • Rewarding exploration with a lot of things to do.
  • Interesting crafting system and a huge amount of useful loot.
What I dislike here:
  • Hit chances and dice-like combat. It's normal to miss 5 times in a row and die while your chance to hit is 80%, for instance. Get ready to save/load a lot.
  • Overpowered human enemies. Certain types of humans are unreasonably overpowered which makes fights against them tedious and unrealistic.
  • The interface. Everything is too small. I had to use my laptop, because it's very difficult to play Underrail on a big screen.

The developers put a lot of effort and love into this game.
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22.8 hrs
Posted: October 4
I die less in super meat boy -

Great game
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95.1 hrs
Posted: October 4
I'm 80 hours in with my first play though of this game and I'm not finished yet, so that should give you an idea of how much there is to do. You could do it faster of course, if you just go straight through the main quests and never step off the path to explore like I did. I wouldn't be surprised if I get 100 hours of play time. Well worth the money.

The world is huge, with many different factions that you can either work for or kill (or both) throughout the various cities / bases that you visit.

You can start a fight with just about anyone. The merchants and even quest related NPCs aren't in some kind of magical protection mode like most other games do. A lot of freedom in cities, stealing and whatnot, but be prepared for the consequences if you get caught.

The quest system is pretty good. Your journal/log only gives you the vague outline of the quest, which forces you to actually listen to what the guest givers are saying, because the dialog holds a lot of hints and directions on where to go.

Crafting is useful, although getting the right mix of crafting skills is a bit hard at the start. For some items you'll need a lot of tailor skill and also some electronics skill, for example, and it's hard to find the right balance.

There is lockpicking and hacking, and you should definitely put points in those skills. It is almost never required for quests (and I think never on main story quests), because they will usually make some other way for you to get through a lock or electronic lock (hidden trapdoor / path with more enemies / etc), but it is good for finding extra loot. Hacking also lets you hack security systems sometimes, to turn off cameras, shut down robots, or open gates.
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44.5 hrs
Posted: October 3
- Zone transition failed
- Failed to load save game
Haven't seen so buggy game for years. I wish I could get my money back.
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