A true first person shooter deserves all six degrees of freedom. Fight through twisting tunnels & vast caverns where the concepts of up and down mean nothing and danger lurks around every corner. This is Descent: Underground!
User reviews:
Recent:
Mixed (16 reviews) - 50% of the 16 user reviews in the last 30 days are positive.
Overall:
Mixed (221 reviews) - 67% of the 221 user reviews for this game are positive.
Release Date: Oct 22, 2015

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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:

Why Early Access?

“We want to develop Descent: Underground with gamers and incorporate their feedback by giving them access to the game before it is officially released. Steam Early Access allows more gamers to participate in this development process, greatly expanding the pool of ideas and testing feedback we can use to make the game even better.

The team behind Descent: Underground has a long track record of community involvement, including forum participation, live video streaming, and more than 150 episodes of weekly "inside look" web shows that help gamers see behind the curtain.”

Approximately how long will this game be in Early Access?

“We expect the game to be in Early Access through early 2017.”

How is the full version planned to differ from the Early Access version?

“The full version of Descent: Underground is planned to have considerably more features than the initial Early Access release. Planned features include:
  • Several role-based ship types with richly-detailed tech trees, unlocks, and customizations
  • Lots more weapons, gadgets, and tools to rule the battlefield
  • Loads of core multiplayer maps with numerous variations based on game mode
  • Virtual Reality and Full Controller support
  • Additional game modes to master solo and with friends
  • Better matchmaking, friends-list integration, player-run organizations and teams, cross-platform play, and cooperative missions
  • Multidisciplinary leaderboards, achievements, ladder rankings, detailed player statistics, and worldwide tournament play
  • Interactive environments, including destructible terrain elements, resource mining, hidden passages, and more
  • Support for player-made maps and content, modifications ("modding"), LAN games, and private servers with customizable match settings
  • Career progression with meritocratic rankings and perhaps even some "off the books" jobs from the ruling megacorporations
  • A rich and complex metagame in which the outcome of multiplayer matches affect the larger game world
  • Singleplayer story missions that breathe even more life into the game world

What is the current state of the Early Access version?

“Descent: Underground now includes nine ship classes, five types of cannons, four missile varieties, seven game modes, and ten maps- with more to come!
  • Ship classes include: Generalist ("Wasp"), Tank ("Panzer"), Healer ("Shaman"), Damage ("Typhoon"), Scout ("Predator"), Thief ("Warlock"), Miner ("Auger"), and Hauler ("Goliath").
  • Primary Weapons include: Laser Cannon, Quad Laser, Vulcan Cannon, Frag Cannon, Plasma Cannon, and Fusion Cannon.
  • Missiles include: Concussion, Homing, Smart, and Mega Missiles.
  • Current game modes include: Corporate War, Miner Mayhem, co-op Survival & Vs. Bots, Anarchy & Team Anarchy (deathmatch), and Conquest.
  • A growing list of medals and Steam achievements!
  • Plus gadgets, tools, afterburner, special power-ups, and lots more!

Will the game be priced differently during and after Early Access?

“Our official release after Steam Early Access should approach AAA-quality and we plan to price the game accordingly. We may gradually raise our price as new features are added and we near final release.”

How are you planning on involving the Community in your development process?

“Descent: Underground is already incorporating ideas and feedback from the community! For example, community members contributed detailed flight and controller mechanics as well as backstory concepts.

We are even including a fully fleshed-out enemy robot developed entirely by the community!

We plan to continue this process with the help of Steam Early Access gamers. We plan to support player-made maps, content, and mods.”
Read more

Buy Descent: Underground

 

Recent updates View all (51)

January 20

Testing Dynamic Lights, Difficulty Settings, and more in Proving Grounds build 3021


Hi Descenters!

Our Undergrounders and Alpha Backers are doing some functionality and performance testing on some great new features that should soon be coming to all users!

Check out the patch notes here:
https://descendentstudios.com/community/blog/24/entry-414-this-coming-darkness-ship-stat-changes-and-more-in-3021/

Thank you for your support!

See you in the mines,

-The Team

0 comments Read more

January 17

NEW Darker Map, Weapon Glow, Easier Valor, and MORE in "Tenebrae" (3012)!


Happy New Year, Descenters!
We're happy to present this new build to you with lots of cool changes for you to try out!
What have we changed?

Well, we've turned down the lights in our newest map, Dead Moroz!
We've also turned up the lights on our energy weapon shots, so you should see some awesome glows as they fly toward your enemy's face!
We're trying out an easier difficulty setting for Vs. AI in Valor, too!
We've made lots of other tweaks as you can see in the Patch Notes below.

Please try this stuff out and give us your thoughts in the forums.
Thank you so much for your support!
-The Team

Patch Notes:

  • DEAD MOROZ - Goznik's map has been given the beautification treatment using Kaji's gorgeous new modular space station pieces. Please be on the lookout for any problem spawns, weird collisions, or holes in the geometry.
    • Dead Moroz is also using a different lighting methodology, so we'd like to hear about framerates and performance, too.
  • PLASMA - Apparently, the plasma shots had way too much fruitcake and egg nog over the holidays! While they are back to being green, they're a little sensitive about being called "blobs" right now. Are they big and beautiful, or do they need to go on a diet? They also now cast light onto nearby walls.
  • AFTERBURNER - New fuel management technology now allows your ship's main engines to fire for as little as one-half second, a 50% improvement in control! However, acceleration is no longer as punchy as it was. In addition, fuel consumption per second has increased such that each discrete boost still consumes one fuel unit. (Thanks Slysolid)
  • PROXIMITY MINES - Also binged on holiday food and got larger. Their trigger zone is the same size, just the visual changed.
  • SHIP SKINS - We removed the emissiveness (glow) of the base ship materials. This should make the "tron lines" pop a lot more, especially in the dark, and we think that'll look cool. We want to make sure that ships are still easy to pick out against the environment, but should also provide some opportunities to hide in darker areas.
  • RECHARGE ZONES
    • A defunct mesh was present on some recharge zones and it could block shots. This has been removed.
    • An audio cue has been added to indicate charging in progress. This is a low humming sound.
  • TURRETS - They used to have anger management issues regarding freshly-spawned ships. Allies can no longer be targeted when spawning inside turret line-of-sight. (thanks Inspades). Turrets should also no longer appear closed for players joining the match after the turret is placed.
  • VS AI - We're experimenting with bringing the difficulty down on Vs AI to be less imposing for new players. Play on Valor to see this easier mode. We do plan on bringing back the current version of Vs AI soon as a difficulty option. (Thanks defcon_x)
  • LASERS - Laser bolts are now a mesh particle instead of a sprite (thanks Inspades). They are also larger and shed more light. (Thanks Rangers!)
  • FUSION - Fusion bolts now cast light onto nearby walls.
  • HOLIDAY 2016 - All of the holiday stuff should now be removed.
  • MAC & VIDEO - An issue that was causing video failures on the Mac should now be fixed, so the game is once more playable on Mac.
  • SCOREBOARD
    • Departed players should no longer mess up the end-of-match score rankings. They can also no longer be reported as the winner.
    • When returning to the drone bay after a match, there is now a status window reporting that your client is waiting for the scoreboard. The standard drone bay UI is no longer accessible while this process occurs.
  • ENERGY TRANSFERER - No longer ignores line-of-sight.
  • WELCOME MESSAGES - They have returned from the purgatory of not being implemented in the new HUD!
  • BAMM - Ships can no longer get under certain floor panels in the upper section. (thanks, Phyrex!)
  • PROJECTILE REPLICATION - Projectiles were previously only being replicated to players within a certain (but not small) distance, which would result in projectiles appearing out of thin air when two ships fire at each other from across, say, the main room in Colosseum. This is no longer the case. Projectiles will now always be replicated to the client. This change only affects network play. (thanks, Phyrex!)
  • TRAINING MISSION - We've gotten a lot of great feedback on our first draft of the training mission. Because of this, we don't see it as fit for purpose for the time being, so it has been disabled until we give it another pass. (Wingman can not apologize enough for his crappy voice acting).

1 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

A true first person shooter deserves all six degrees of freedom. Fight through twisting tunnels & vast caverns where the concepts of up and down mean nothing and danger lurks around every corner. This is Descent: Underground!

We’re blasting the full-freedom shooter Descent into the 21st Century with next-generation gaming technology built on Unreal Engine 4!

Descent: Underground is a both a prequel to the Descent series and a modernization of the original game play. We’re staying true to the original flight mechanics, arcade style combat, and tightly twisting map design while taking it to the next level!

Our vision for Descent: Underground includes:
  • Multiplayer shooter action in a full six degrees of freedom
  • A variety of customizable ships and roles suit every play style
  • Individual and team game modes for multiplayer
  • Community-driven development w/ weekly video streams
  • Mine for resources, power-ups, and to locate hidden tunnels
  • Prove your prowess with rankings, achievements, and leaderboards
  • Singleplayer storyline missions

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: 7 (64-bit)
    • Processor: 64-Bit
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 550 Ti or better, AMD 7950 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: Requirements subject to change as development progresses.
    Recommended:
    • OS: 10 (64-bit) w/ DirectX 9 & 11
    • Processor: 64-Bit, Quad-Core, 2.5GHz or faster
    • Memory: 8 GB RAM
    • Graphics: AMD 270 or better, NVIDIA 750 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 50 GB available space
    • Additional Notes: Requirements subject to change as development progresses. VR may have higher recommended requirements, per manufacturer.
    Minimum:
    • OS: 10.9.2 or newer
    • Processor: 64-Bit
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 550 Ti or better, AMD 7950 or better
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: Requirements subject to change as development progresses.
    Recommended:
    • OS: 10.9.2 or newer
    • Processor: 64-Bit, Quad-Core, 2.5GHz or faster
    • Memory: 8 GB RAM
    • Graphics: AMD 270 or better, NVIDIA 750 or better
    • Network: Broadband Internet connection
    • Storage: 50 GB available space
    • Additional Notes: Requirements subject to change as development progresses. VR may have higher recommended requirements, per manufacturer.
    Minimum:
    • OS: Kernel 2.6.32 or newer, glibc 2.12.2 or newer
    • Processor: 64-Bit
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 550 Ti or better, AMD 7950 or better
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: Requirements subject to change as development progresses.
    Recommended:
    • OS: Kernel 2.6.32 or newer, glibc 2.12.2 or newer
    • Processor: 64-Bit, Quad-Core, 2.5GHz or faster
    • Memory: 8 GB RAM
    • Graphics: AMD 270 or better, NVIDIA 750 or better
    • Network: Broadband Internet connection
    • Storage: 50 GB available space
    • Additional Notes: Requirements subject to change as development progresses. VR may have higher recommended requirements, per manufacturer.
Customer reviews Learn More
Recent:
Mixed (16 reviews)
Overall:
Mixed (221 reviews)
Review Type


Purchase Type


Language


Display As:


(what is this?)
188 reviews match the filters above ( Mixed)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...