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:
Recent:
Mostly Positive (24 reviews) - 70% of the 24 user reviews in the last 30 days are positive.
Overall:
Very Positive (1,018 reviews) - 89% of the 1,018 user reviews for this game are positive.
Release Date: Dec 18, 2015

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Recent updates View all (30)

February 21

Dev Log #51: New Weapon Types

Hi guys. In the past few months we've been working (and we're still working) on a couple of major features for the expansion, but we didn't want to show any of them before they were ready. First of these that are now done are the new weapons, so without further ado I give you the three new weapon types - the spear, the machete and the shotgun.



The choice of spear and machete as new weapons was mostly thematic (you will learn why in some later dev log), but these weapons will also have their own place in the melee arsenal. Spears are meant to be versatile offensive and defensive weapons, while machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. More on the exact mechanics of this will be revealed later when I get to implementing their specific feats. There are two types of machetes that differ slight in critical chance/damage stats.



Now the interesting one of the bunch is the shotgun. I say this because the mechanics of the shotgun are unlike anything else that we had in the game so far when it comes to weapons. When a shotgun is fired it launches a number of pellets that may hit the intended target, some other target in the attack cone or might miss completely. So the chance to hit with the shotgun is not so much indicative of weather or not you'll inflict damage on the enemy, but how much of the damage you launch their way is going to land on the primary target.



I'm going to give you some random shotgun stats below, but keep in mind that this has not be properly balance tested and that before we get a chance to play around with this new weapon a bit it's hard to gauge it's effectiveness and what the numbers should be in order for it to fit into the role intended for it. There is a lot of factors that come into play here depending on the situation and it will take some time to make sure they perform as expected at different ranges (medium, close and point blank) and against different enemies (low armor/high armor). By the way, pay attention to the interaction with the different ammo types when considering the raw damage stat.





I've also implemented the ability for weapons (and gear in general) to grant you special attacks and abilities so expect more of that in the future.

The process of adding these new weapons took a long time because we had to change the way we handled animations of all the different human models and it required a lot of manual labor to get things in order. However, now that we have done this, it will allow us to add more new weapons in the future (not in this DLC, though), to which we are rather looking forward to. I'm not gonna lie, we already know what weapons we want to add in the future, so just keep that in mind when you're posting your wishes.

Anyway, let us know what you think of the new weapons.

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December 28, 2016

Dev Log #50: Experimental Branch with Version 1.0.2.2

Hi guys, soon we'll be ready to release a new update for the game. For those who wish to help us test it, we've set up "Experimental" branches on Steam and GOG Galaxy.



To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

Here are the patch notes:

Feats

  • AP reduction from Gunslinger feat will now properly affect only firearms
  • Added feats: Bowyer (crossbow crafting)
  • Ripper feat will now properly work with serrated knives
Visuals
  • Added a new visual model for siphoner, ancient rathound, and super steel armor
  • Telekinetic proxies and electrokinetic imprints will now be visible behind walls
Interface
  • Added tooltips for empty gear slots
  • Forcing the vent with crowbar will now be done through Quick Invoker (once the crowbar is equipped, you'll get the ability there)
  • Changed the "Focused" tooltip to be gender neutral (tested for all 99 genders)
Mechanics
  • Cats nerfed
  • Dreadnoughts buffed
  • When a character that has nightvision turned on gets flashbanged, they will also be dazed for 5 turns
  • Some of the merchants now have additional mercantile checks which (if passed) will expand that merchant's store inventory
Items
  • Borer Gizzard renamed to Metaworm Gizzard and is now also dropped by Latchers
  • Most special bullets now also require TNT to craft
  • Added blueprints for standard, W2C and JHP bullets
  • Mechanical bolt blueprint renamed to Serrated bolt blueprint
  • EMP mine case now counts as electronic component
  • Added a couple more instances of Black Eye, Loaded Dice, Train Driver Manual and Train Log oddities
  • Increased the drop chance of Quad Damage Module oddity
  • Changed the Electronic Idol oddity to provide 3 xp for a max of 1 study as it should have been
Bug fixes
  • Generated metal armors enhancements will have quality other than 1 now
  • Quick load will now work during enemy's turn
  • Closing interface help window by right clicking will no longer disable keyboard commands
  • Fixed the dialog window option highlighting when there's 10 or more dialog options
  • Fixed the cut-off tooltips on smaller resolutions with small font size (on most tooltips; there still might be some that just have too many lines)
  • Fixed the bug that caused caltrops to drain action points immediately instead of movement points first
  • Fixed the minor glitches with trap detection calculations
  • Crawlers and Faceless Gaunts will no longer land on occupied tiles when escaping from sight
  • Telekinetic Proxy now properly removes Premeditation when it makes use of it
  • Fixed the bug that caused Dreadnought to keep moving if you attempted to dismount during movement
  • Fixed the bug that caused the player to receive experience when an NPC was killed by a doppelganger that someone else created
  • Expose Weakness will now properly count as a melee attack (it will be affected by Uncanny dodge for example)
  • Pyrokinetic Stream and Pyrokinesis should now always properly invoke "heating effect"
  • Heating effects should now properly remove Cryo-shield
  • Cooling effects should now properly remove Exothermic aura
Quests/Maps
  • Fixed a certain zoner appearing later in the game in some cases even if Rista's quest concerning him hasn't been completed
  • Fixed positioning problems during the cutscene in which you lead Edgar to RK's lair that might occur when the player has increased his movement speed beyond a certain point
  • Fixed the missing train quest bandits not becoming hostile if the player fails a certain skill check
  • Fixed killing the old man in GMS crashing the game after the situation has been dealt with
  • Fixed a bug which caused a transition error when entering the zone where Duff is supposed to spawn
  • Fixed being able to give a certain man a certain helmet more than once and receive more than one reward
  • Fixed a few unreachable dialog branches (Old Jonas, Leo and one notable heavily armored commander)
  • Fixed some late game Tchortists not recognizing that you are wearing a certain type of robe
  • Fixed a dialog bug which prevented the players from telling the Rejects how to escape
  • Fixed some items disappearing from Fraser's store inventory after certain events take place
  • Fixed a few bugs with the end game slides
  • Fixed issues with one of the tunnelers in DC after it has been despawned
  • Fixed being able to kill the Gauntlet runners before the event without anyone caring
  • It is no longer possible to pay 1 charon to Silas for Grover's debt instead of 100 charons
  • Arke cameras and turrets will now properly go offline after being shut down at the main console
  • Edgar's quests will now properly fail if you kill him
  • The player will no longer be able to start a civil war in Core City by fighting with the burglar in the house opposite to the Praetorian Security headquarters
  • Added another option to acquire ICPD from Duff, plus some more flavor if you handle the situation in a certain way
  • Added another way to capture hoppers for Bret
  • Added another way to obtain Elwood's keycard
  • Did some tweaks to the main quest in Foundry, added more dialog options and removed some of the backtracking; also, the miners will now return to the mine at the end of the quest
  • Gaining access to Foundry prison security room will also remove protection from the security console there; added another hacking option as well
  • Changed so that failing to intimidate Rubin will no longer make him not want to speak to you anymore
  • Hathorians will occupy the area north of the camp after it has been cleared
  • SGS soldiers and workers will now occupy the outposts after the player has cleared them
  • A certain faction in DC will now be handing out better ammo than previously
  • Fixed a faulty transition in one of the zones beneath the Mushroom Forest
  • Fixed GMS jammed ventilation shaft being incorrectly positioned; also made some minor changes to the vent layout to accommodate this
  • The usual minor stuff (map/dialog/quest tweaks and fixes)
Report any bugs you find on the forums and make sure you specify which version you're playing.

Enjoy and have a Merry Christmas and Happy New Year, everyone!

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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: 2 GB RAM
    • Graphics: GPU that supports shader model 2.0
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
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