From the creative minds behind the System Shock, Thief and Underworld® series. Enter The Stygian Abyss, a dangerous, highly interactive dungeon world. Mix and match dozens of combat, stealth and magic skills to develop your own unique style of play. Become The Ascendant.
All Reviews:
Mostly Negative (265) - 35% of the 265 user reviews for this game are positive.
Release Date:
Nov 15, 2018

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December 14

Underworld Ascendant | Development Roadmap December 2018

Greetings, Ascendants!

Today we are sharing our post-launch development roadmap beginning with Update 1, which will plan to go live next week. Our goal is to address the biggest issues brought up by the community and to improve the overall quality of the game.

We have also included our plans for Update 2, which will go live early next year. Further details and timing are outlined below.

We have a discussion thread for the update here:

UPDATE 1 - Next week (Pending QA Review)
Save system
We’ve completely overhauled Underworld Ascendant’s save game system based on player feedback. The goal is to ensure your efforts as you adventure through the Abyss, particularly during quests, are saved.

Under this new system, you will be able to save your progress anywhere in the game (with a couple exceptions) from the Pause Menu.

When you save a game, you will retain your location in a level, whatever steps you’ve completed toward a quest and all items and equipment you’ve collected in your inventory. Enemy positions, health and more will also be saved.

A full description can be found in the Save Game Details section at the end of this post.

We have refined Combat to make it more dynamic and responsive and to add more variety to attacks.

First, we are changing the way directional attacks are being handled. Now, every player will be provided with these attacks at the beginning of the game. Instead of using skill points to unlock these attacks, skill points will now make these attacks more powerful.

A balance pass on weapon damage and enemy health has been made with an aim to making combat more engaging, particularly in early levels.

Some initial improvements to AI have been implemented and we have plans for bigger updates in the new year.

Quests and Levels
Many immersion-breaking holes and seams have been removed and levels have more refined and more varied enemy populations.. Pluto’s Gate and Upper Eberus have received a number of enhancements to improve playability and make them feel more “lived in”.

You’ll also see some weapon and loot changes in this update. An item’s wear will now be more apparent, with weapons showing damage wear over time as well as appearing broken when they have reached that state. We improved loot drops in the world as well as weapon availability in Aelita’s shop.

Player Movement
In update 1.03 we made changes to improve player movement. This included the addition of swimming, reduced keyboard and mouse input lag and better transitions into and out of water. Those fixes along with Update 1’s increased base player speed has helped make player movement more responsive and more fluid.

Other Improvements
We’ll give more details in the update Build Notes next week, but some highlights include saved key binding preferences, better visualization of which skills have been learned, the ability to learn skills sooner and more.

February 2019

Our overall goal for Update 2 next year is to continue to make the game more interesting, more fun, easier to understand, and more polished. We will continue to improve things like combat, AI and levels. We will also focus efforts on player progression, adding variety to the gameplay and improving the overall player journey through the course of the game.

Most importantly, we will continue to gather feedback from our fans and players after Update 1 to see other areas where we can continue to improve the game.

Here are highlights of what we are planning for Update 2:

Combat and AI
We will continue to make improvements to combat to make it more fun and engaging—please continue to give us detailed feedback as you play! On the AI front, we’re planning to improve behavior, responsiveness, communication to players and navigation. Our goal is to make enemy behavior more interesting and more natural to players.

Meta Game
We are evaluating ways to improve the overall player experience during a full play-through to better communicate requirements to complete the game and also reduce the complexity around what players are supposed to be doing to stop Typhon.

We will continue to look at improvements to levels, including adding more enemies, environmental storytelling and potentially streamlining the layout of Marcaul.

Our goal is to make quests more interesting and less repetitive. We are also scoping out improvements to player experience in the beginning of the game through enhancements to Pluto’s Gate and Saurian’s Challenge to expose players to fun gameplay elements more quickly.

We’re looking to continue to make the game easier to understand (aka better tooltip text), improve performance, improve load times, and continue to fix bugs

There you have it, our roadmap for the next two updates. Beyond that, our plans will take shape as we gather more feedback from the community and evaluate the game’s progress. If you have constructive feedback on Update 1, please check out the discussion here.

Thank you!

The Underworld Ascendant Team

The following are the current build notes for the Update 1 Save System. Please note that some details may change between now and when it goes live.

You will be able to save your progress anywhere in the game from the Pause Menu.

The new system saves the following:

World State
  • Enemies, chests, doors, levers, chandeliers, torches, sconces, braziers, and water level will save their states and location
  • All spawned items (e.g., weapons, food, etc.) including location and position
  • Silver Sapling location and status
  • Enemy Health
  • Enemy status effect with durations
  • Door damage
  • Combustibles will remain lit
  • Gate / Portcullis state (up / down / in transit)

Quest State
The new system will save and restore the current state of the quest, including the required items and enemies as necessary. If a player saves after finishing objectives, this objective will be saved.

Player State
  • Position, rotation, crouching
  • Current health/damage
  • Current Mana
  • Status effects
  • Inventory
  • Hotbar
  • Stash
  • Known spells
  • Faction Favor
  • Influence
  • Completed quests
  • Skills
  • Held items
  • Player session stats associated with level progress (e.g., enemies killed)
  • Existing player stats associated with prior level progress

A few things are not saved:
  • Arrows that are not at rest
  • Spells in the middle of being cast

Important Notes:
  • Saving is disabled when the player is off the ground or within 15 meters from enemies.
  • We are still working on saving in Marcaul. It currently does not save player position or world state, but does save inventory, stash, skill point changes, etc. in addition to saving quests completed (as a result of Hap sending you to the Midnight Forum), but you will start at the Ring of Portals when you re-load.
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December 3

Dec 3 Weekly Update!

Hey guys!

It's the weekend after we pushed Hotfix 1.03, and I spent the majority of today combing through community-submitted reports and queueing them up for our QA team, as well as coordinating Kickstarter goods. (We got a new pass at Resherak in the office, but he's a little too big... sneak peek at the 4" figurines anyways, unpainted, for those curious!)

Our priority for this week and the next is tackling bugs and larger issues that have been brought up since launch. This includes working on a save system (more details on this next week, since we're still testing a couple of potential systems right now), the inventory stacking bug, gameplay blockers, crashes, and potential redesigns in combat and the quest system. Today was a heavy meeting day as we hashed out how we'd like to tackle some of the riskier updates (save system, quests, and combat) while fending off bugs.

As liveops continues, I'd also like to introduce Rich Gallup, our Executive Producer who's been steering our ship since launch day! He's been an incredible force to work with, and has been a lifesaver for keeping us organized and on track for the last few hotfixes. You may also recognize him from some of the dev videos we've been putting out with each hotfix update!

Hoping to have more Kickstarter updates as well, particularly on some of the digital goods that just need a final review. I'll continue to monitor community-submitted bugs throughout the week and keep those KS goods rolling... thank you to everyone who's been tirelessly submitting, particularly with output logs/screenshots/locations! Makes our jobs a lot easier for reproducing bugs and getting to the bottom of certain issues. (Such as some reports of arrows not working on aggro'd skeletons in Underswamp... we thought we fixed the overall arrow issue, but it seems arrows can still be inconsistent under particular circumstances. Looking forward to knocking this bug out, as a Stealth main myself!)

That's all for now, and we'll share more as we continue to work on the game.
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About This Game

From the creative minds behind the acclaimed Ultima Underworld®, System Shock and Thief series, in Underworld Ascendant®, Paul Neurath and Warren Spector's OtherSide Entertainment challenges you to think creatively in an interactive sandbox environment.

You are summoned by a mysterious figure to The Stygian Abyss, a dangerous and constantly evolving dungeon world imperiled by the looming threat of the beast Typhon. To save this world, and yours – you must overcome complex challenges, uncover lost secrets and gain favor with factions to maximize your knowledge and strength. Utilize your environment to stack the odds in your favor. Devise the ideal plan to overcome the challenges you face or dive in and think on your feet.

Each decision holds great opportunity and grave consequence. What you leave behind will be engraved on the lives of others. Assuming you survive

Enter a fully-realized dungeon realm, from the village of Marcaul to the Vault of Nyx and seven other large-scale levels to explore, each comprising a labyrinthine assembly of rooms, passages, halls and ruins connecting massive cavern complexes. Interact with useful flora and physics-based traps. Encounter fantastic creatures like Lizard Men, opportunistic Outcasts, and fearsome Mind Cripplers – all with unique abilities that can be used to your advantage.

Tailor your skillset by combining more than 75 skills from three different archetypes (Combat, Stealth, Magic) that you can mix and match to develop a unique hero who is truly your own. Craft over a hundred different types of spells using the runic spell crafting system. The game sets the challenge, the solution is up to you.

Become embroiled in an epic plot, as rival factions vie for dominance in struggles that ebb and flow across the realm. The decisions you make have consequences on events and the world around you. Unique challenges, dynamic enemy spawning, variable Outcast-built structures and a degrading world state that varies enemy population provide a dynamic world to play through in many different ways.

Set out on more than 70 quests and numerous Side Bounties that reward you for avoiding detection, going unarmed and more, providing many opportunities to explore, replay and test unlimited strategies and playstyles.

Earn rewards and unlock skills through resourceful, unboxed gameplay and ingenious performance. Solve challenges in unique ways and push yourself to experiment.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
    • Processor: Intel CPU Core i5-6600 @ 3.3GHz / Ryzen 3 1300X
    • Memory: 8 GB RAM
    • Graphics: Nvidia GPU GeForce GTX 960 (3GB)/ AMD R9 280 (3GB)
    • DirectX: Version 11
    • Storage: 25 GB available space
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
    • Processor: Intel CPU Core i7-6700/ AMD Ryzen 5 1500x
    • Memory: 12 GB RAM
    • Graphics: Nvidia GPU GeForce GTX 1060 (6GB)/ Radeon RX 480 (8GB)
    • DirectX: Version 12
    • Storage: 25 GB available space

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