Community Announcements - Styg
Hi guys,

In the expansion, we'll be adding a new psionic school called "Temporal Manipulation", which will primarily feature delayed damage and buffing/debuffing abilities.



This psi discipline will, probably more than any other, will function well as a support skill that can be incorporated into other builds, rather than a primary skill around which a build is made, though I have no doubt that some of you will find a way to prove me wrong.

Here are the abilities:
  • Temporal Distortion - Places a debuff on the target that lasts 1 turn and deals mechanical and energy damage when it expires. In the case the target is already affected by temporal distortion, its duration will be increased by 1 turn and damage by 25% and the newly applied temporal distortion will have the same duration and damage bonus. Damage dealt by this ability ignores shield and 50% of damage resistance and threshold. This ability cannot critically hit.
  • Psycho-temporal Dilation - Reduces target's action points by 15 and movement points by 50. Lasts 2 turns.
  • Limited Temporal Increment - Reduces all remaining cooldowns by 1 turn.
  • Entropic Recurrence - Repeats the percentage of the last unit of damage taken by the target over 3 turns. This damage ignores shields and resistances. In cases when the original damage was very slight, the recurrence may actually empower it.
  • Psycho-temporal Contraction - Increases target's action points by 15 and movement points by 30. Lasts 2 turns.
  • Temporary Rewind - Reverses the last damage done to the target, up to certain amount depending on the skill level. After two turns this health is lost and this may cause the target to die.
  • Precognition - While this ability is active, your chance to dodge and evade attacks is increased by certain percentage depending on skill level (additively). Drains 25 psi points every turn.
  • Stasis - Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will.
That's about it. Let me know how you guys like the new psi school.
Community Announcements - Styg
Hey guys, it's time to start revealing some concrete info on the expansion. Some new game mechanics stuff, to be precise.



First, let's talk about leveling. Once your character levels past level 25, they become a "veteran" character. To gain veteran levels, a character will require significantly more experience (both oddity and classical) than for regular levels. Player can gain a maximum of 5 veteran levels, so the new level cap is 30.

Veteran characters no longer receive base ability or skill points during leveling and their derived stats such as health, detection and so on do not scale with levels anymore. However, they do get to pick a feat every level and, in addition to regular feats, they can also pick from the veteran feat pool.

Veteran feats, at least in this expansion, tend to be more general in nature, but they can also give you some important bonuses that you cannot otherwise obtain. Here are some examples (in addition to the one on the screenshot):
  • Fight Response - When starting a turn below 25% of your maximum health, your action points are increased by 10.
  • Improved Dodging - Increases the chance you'll dodge a melee attack by 5% (additive).
  • Tempered: Acid/Cold/Electricity/Heat - Reduces all X (depending on feat) damage taken by 30%.
  • Major Supplier - Increases the amount of money the merchants are willing to use when trading with you by 2% per mercantile skill.
Keep in mind that these feats might be altered, pending testing.

The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Post-apocalyptic isometric RPG Underrail [official site] will leave its sprawling metroworld to visit an underground sea in its first expansion next year, developers Stygian Software announced today. Underrail: Expedition is off to the Black Sea, a huge subterranean sea filled with pirates, strange wildlife, ancient ruins, and all the usual expansion merriment. I’ve heard good things about Underrail so heck, I’m glad for the reminder to check it out. … [visit site to read more]

Community Announcements - Styg
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.
Announcement - Valve
Today's Deal: Save 50% on UnderRail!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
Announcement - Valve
Today's Deal: Save 30% on UnderRail!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday at 10AM Pacific Time
Community Announcements - Styg
Hey guys. Along fixing the bugs we've been working on some quality of life improvements, so without further ado here they are.













Fonts - We've replaced one of the game's fonts to improve readability and also added more size options.

Outlines - We've added character outlines which should improve visibility and make targeting somewhat easier when things are happening behind walls and other obstacles.

Inventory filters - We've replaced inventory filter combo box with icons and also regrouped item categories in a way we believe will be most practical.

Combat stats tooltips - We've added descriptions for all the different stats in the combat stats window when you mouse over them.

Combat speed settings - Combat movement and action speed can now be adjusted in the game's options.

New save system - This is strictly under the hood thing and nothing is changed regarding how and when you can save or load the game (old saves are compatible with the new version). For those advanced users - we archived the separate zone files to improve save/load performance and also got rid of the temporary current game structure on the disk and moved it to memory.

Other minor stuff
  • Critical crossbow hits now also affect elemental damage (acid, shock and incendiary) from special bolts
  • When attacking in melee from stealth, target's dodge rating will be ignored if it hasn't detected you yet
  • Added more crafting components and ammo to Deep Caverns
  • Added a few more hints to certain Deep Caverns dialogs
  • Quinton's mushroom growing room is now accessible
  • Added a number of Lower and Upper Metro areas to better connect certain places

Bug fixes
  • Critical damage modifier from items will now be properly applied to fist weapons (e.g. infused ancient rathound boots)
  • You will no longer be able to snipe down certain obstacles that were not meant to be sniped down
  • Jawbone will now correctly be considered a crossbow for the purpose of trading
  • Nicolas will no longer return from the dead to haunt you
  • Cut throat attack will no longer fail if you get detected during the attack itself (the eye wasn't read when you started performing the attack but the attack itself pushed it into red state)
  • When incendiary bombs cause a character to burn they will now properly suffer 150% of the original damage as the description says
  • You can no longer attempt to burst or rapid fire with an empty weapon
  • Fixed Jerre Franz not healing the player in certain instances
  • Fixed Fort Apogee zone security settings
  • Fixed a certain important woman not properly reacting to a player's response regarding her husband's fate
  • Fixed certain responses not appearing when speaking to the Faceless centaur near Foundry
  • Fixed being able to start the Find Blaine quest even after certain events took place
  • Silas' questline will now properly continue questline after the player pays him instead of doing his initial quests
  • Fixed a missing dialog option during Mediant Samuel's second mission
  • Fixed the unintended failing of the Kill Rathound King quest after a certain event has taken place
  • Crawlers and rathounds are now neutral to each other
  • No more free repairs from Mykola
  • Nicolas' and Olivia's quests will properly fail upon death
  • Fixed Maura's faction id not setting correctly after you've helped her
  • Accussing a certain person of comitting a murder and then initiating combat through dialogue will no longer cause the whole station to become hostile
  • Fixed the interview cutscene playing even when the player is hostile to the Tchortists; that quest will also properly fail now
  • Fixed dialogue options not appearing when asking Oskar and Lt. Stratford about a certain man
  • Fixed Arke consoles being hackable even after the player turns off the security system
  • Doppelgangers are now immune to Expose Weakness
  • All elevators should now properly notify the player when they are unpowered when used
  • Shield emitter weight will now be properly calculated when adding optional components
  • Various typos and map fixes

That's all for now. I hope you guys like the changes. As for what we'll be doing next - we'll primarily be working on more content for Underrail so stay tuned for more info on that in the coming months.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

I understand we’ll have something to say about the post-apocalyptic subterranean trainworld of UnderRail [official site] after our Christmas break but, 2016 is THE FUTURE or something, for now I’ll settle for quickly telling you it’s out. It’s out! Christmas seems a good time to escape your family by diving into a strange civilisation surviving in subway tunnels and stations (and I do mean your> family) with turn-based isometric RPG action, so I wanted to tell you. I’m telling you now, okay: it’s out.

… [visit site to read more]

Community Announcements - Styg
Hi guys. As most of you are aware by now, we've finally released the 1.0.0.0 version.

Development of this game has been one interesting 7 year adventure for me. First it was a one man part-time (read: night-time) hobby project where the basis for all that is to come was laid out. Then it was a one man full-time mad scientist sort of operation that gave birth to most of the game mechanics seen today. And then lastly, as a three man project during which the amount and quality of the content expanded far beyond my original intentions and even hopes.



(fan-collage by Blaine)

But all this would not have been possible if there was not a deep-seeded desire for this kind of gaming experience, still echoing from the void left by the departure of classical western RPGs, present in you, the players. So, personally and on behalf of the team, I thank you for patiently supporting us throughout the years and I hope that the final product is to your liking.

We'll still be here, supporting the game by ironing out any remaining bugs and applying some more polish here and there. As for what happens next, we'll discuss that when the dust settles. Stay tuned.
Community Announcements - Styg
Hi guys. Just a quick update to let you know we're moving release date forward to December 18th. Everything else remains as stated earlier.

Also, we did a much needed new trailer for the release. Enjoy.

https://www.youtube.com/watch?v=h-kefd0cFWs
...

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