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 (36 reviews) - 86% of the 36 user reviews in the last 30 days are positive.
Very Positive (889 reviews) - 89% of the 889 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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Very Positive (36 reviews)
Very Positive (889 reviews)
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Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
26.3 hrs on record
Posted: September 20
So far this game is a solid 10/10 and i reccomend it with the time i spent in it. I'll update this into a proper review once i go through it all.
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3 of 3 people (100%) found this review helpful
196.9 hrs on record
Posted: September 20
This game is amazing!! Great writing, combat physics, character leveling and general theme/aesthetics. If you liked Fallout 2 you will love this (assuming dystopian cyberpunk is your thing).
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3 of 3 people (100%) found this review helpful
33.8 hrs on record
Posted: September 20
The best old Fallout game that isn't an old Fallout game.
UnderRail is about the remnants of humanity surviving within the metro stations, railways & catacombs under a ruined world. All the RPG mechanic staples of the old isometric Fallouts are here: core stats control skills & both serve as prerequisites for perks feats that effect how your character plays & the special attacks & abilities he/she has. Because of this system, character builds have an enormous depth of options. Be sneaky stabby guy, soldier man, silver-tongued merchant, crafting man or psychic wizard guy. Psychic wizard guy? Yes, in addition to the standard post-apocalyptic guns, melee & crafting, there are also psi powers that let you throw ice & energy blasts at people. There are also a breadth of gizmos & gadgets to utilize, from road flares & caltrops to forcefield generators & invisibility fields.
Crafting is a very important thing to do in this, possibly more so than any other rpg I've ever played. Any weapon, armor or item in the game can be made by the player & there is a significant benefit to making stuff yourself. While npcs will sell mostly standard armor vests or leather armor, you could make a suit of reinforced riot gear with ceramic plating & a tungsten riot-shield. The crafting is just as depthful as the rpg mechanics but the skills to make things are spread across 5 different skills.
If you miss the indepth rpgs of yesteryear, UnderRail is for you.
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2 of 2 people (100%) found this review helpful
0.7 hrs on record
Pre-Release Review
Posted: September 20
When games like wasteland 2 and xcom are so popular nowadays there is no reason to not give this pearl a chance. UnderRail is closer to the older xcom games and in my opinion that makes it better.
While a bit slow at start its a very good game in terms of gameplay and story and reminds a little of the first fallouts...
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2 of 2 people (100%) found this review helpful
79.6 hrs on record
Posted: September 20
I'm a few hours into this and I'm loving it. Slow walking around is generally tedious, but it saves fast so when I screw up, I do go back. RNG is rough, but not unfamiliarly so. Anyway, short version is that it is well thought out and well executed. There's an attention to detail that hits all the right buttos for me, a nice balance of nostalgia and more modern/novel approaches makes for a good game. On sale today it's 100% worth picking up. Not on sale, probably still worth picking up. 9/10


Alright, now I'm a ton of hours into this game. 50hrs in 2 weeks says steam... good thing my PhD supervisor doesn't use steam...

The game continue to be awesome and scale unexpectedly well. Just when I'm thinking I'm rocking everything I get a chapter change and my world expands and suddenly I go from hot ♥♥♥♥ to luke-warm diarhea. It didn't make me feel bad, it made it not get boring.

Other things I liked are the small-scale combat challenges you come across break up the larger dungeon-delving type experience. The town dialogue-heavy quests also help break the game into sections, giving it a very full and satisfying feeling. It's fairly open-world (with plausible limits), that you can switch between these types of play if you want to freshen the experience, and then go back as needed.

Here's some suggestions to players to keep their game enjoyable:

Don't overthink your skills, though I gotta say I'm putting pionts where I thought I wouldn't at character inception, just because there's cool stuff that I want. Don't read wikis about everything. The open and the unknown, learning through playing the game and talking to people, that's freakin' awesome!

Do put a handful of points into throwing and carry grenades. I can't think of a reason not to do this, so don't be silly. I went forever throwing grenades with 0 points before I finally pumped it up to 10 with bonuses. Not having my grenades go all over the place is nice, but even when it was pretty random, it was awesome and useful particularly when I got swarmed. If you're doing a grenade build, I think you're going to have a really fun time and I look forward to doing my own grenade build.

Do plan to play it again. Can't do something? No sweat, just tell yourself you'll plan a build for that next time. Can't craft it? Can't kill it? Next time. I can't wait to play through with crossbows.

Do play with oddities. Oddities are a cool way to go up levels. I'm finding the progression smooth. I'll try the traditional way on another build, but really I'm digging it, and I think it's worth doing for the novelty alone. Given the bloodbath/completionist approach I usually favor, I'd be overpowered on kill/skill-based experience progression by now.

Don't ruin the mystique of the game by over-researching it. None of the puzzles are cripplingly hard, and the couple times I looked, it seems I just missed something pretty obvious... and I restrained myself from perusing much further.

Don't sweat having to go back to saves. Some people freak out because they get killed without warning. It's a post-apocalyptic setting and this generally doesn't happen on the bigger maps. In the dropzone there's a bunch of places that you unexpectedly get popped before you figure out what's going on, but the map chunks are tiny, and with two levels of autosave, you're not gonna lose too much time. Still, save often. Did I save scum on a couple of dialogue generated quest rewards? Yes I did, but I can tell you after extensive research that the ranges are pretty narrow.


What I'd like to see improved (these are small things):
* When visiting a store, I want a tab for items that they vendor will buy. Or at least a filter checkbox on the existing tabs. That'd make my life dandy!
* Plot items tab in inventory is a key. Let's face it, it's really just for keys. Save a tab an exclude keys from the main inventory, putting them in the keyring tab or whatever. Put a blue/red highlight that's different from the game color scheme around the few remaining plot items in the inventory tab or classify them into the other stuff and leave it.
* Make the fishing rod easier to see. I'm light-dark color-blind, and while I appreciate the general color scheme of the game, when I fish I have to paste my face up against my monitor if I'm remotely tired. Sure, I could go find my glasses, but it doesn't cost anything to maybe make it a bit more visually apparent.
* I wish there was an icon on the item info near its price or quality to tell you whether repairing it was worth the price for either recycling to scrap or selling. I hate having to think about that, though I suppose there's evidence that the devs don't want you constantly min-maxxing... I just think it'd be convenient and wouldn't detract from the game, particularly since what you can get for selling an item is gonna scale so I'll have to redo my estimates for items when I play a more mercantile build. Some may call me lazy, but I'd rather waste my time on other interesting aspects of this game.
* That right-click context menu is good, but it should have an option to repair/charge that gives guidance on the cost-effectiveness of the repair/charge and uses the right thing.
* Add partial-charging so you don't have to waste batteries. Make a new item which is a partially charged battery, allow them to be charged be other partially charged batteries and they don't stack. It'll be so much less of a nuisance. Let auto-charging prioritize them.
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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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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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4 of 6 people (67%) found this review helpful
1 person found this review funny
106.6 hrs on record
Posted: September 19
Has that Fallout 1 and 2 feel. Loved it, much MUCH more involved game than I had thought at the beginning
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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
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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Recently Posted
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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37.6 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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82.3 hrs
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.
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