After five years in development, UnderMine is ready for full release! It will exit early access and release on Thursday, August 6th, 2020. Buckle up because this is going to be a long post. We have so much to share.
The development of UnderMine has been a hard and exhausting process. Everyone on the team has put every last ounce of themselves into it. Many people comment on how polished the game is, but in reality we come in hot on every single update. We’re usually fixing bugs up until an hour before releasing an update. That’s because we’re so passionate about delivering as much as possible. We don’t want to leave any good ideas on the table, so we push hard, and try to deliver as much content as we can while still hitting our own bar of quality and polish. 1.0 is no exception.
Thank you to the community
We want to give an enormous thanks to the UnderMine community for being so wonderful and supportive. We could not have gotten here without you. Early access has been an incredible success because you have given us such valuable feedback and an enormous pile of bug reports. Thank you for jumping on board early, and trusting that UnderMine would continue to grow and improve.
What’s in store for 1.0
1.0 might be our largest update yet. It was difficult going dark for so long, and not releasing an update, but it was necessary. We needed to make some fundamental improvements to support our console releases, but PC players are going to benefit from these improvements as well. In addition to new content, UnderMine now performs much better and has improved stability. Below is a list of other things to look forward to in the 1.0 update:
Final boss fight with numerous phases and cutscenes
An ending sequence that ties up the story
Character dialog for post Golden Core, Seer, and final boss states
New items
Improved performance
A new challenge system that lets players make the game as hard as they want
Artifacts added to the journal along with lore entries for each
Lifetime stats added to the journal
Improved mini-map functionality, including being able to see an entire floor in expanded view
A Hoodie “care package” making fast travel more valuable
Visual overhaul of the final room, as well as Death’s Head (now Death’s Hand)
Visual improvement of the Shimmering Caverns
Numerous bug fixes and balance changes
There will be a more indepth preview later in July akin to what we have released with other updates.
Pricing
As we stated in our original early access writeup, the price for UnderMine will increase at release. The cost will be increasing to $19.99 USD. Lucky for you UnderMine is currently on sale at its early access price, so if you want to snag it at a discount get it now!
Many players have asked us how they can support us even more. Do we have a Patreon? Etc. Never mind all that! If you want to help support Thorium and UnderMine here’s what you can do:
Post a review of UnderMine on Steam, tell the world how great it is
Support UnderMine content creators on Twitch and Youtube
We love seeing what you all do with the game, so don’t be shy about sharing your experiences. Fanart, and other creations really give us energy and we love seeing it.
The future
We also want to make it clear that this is not the end of the road for UnderMine. Far from it. UnderMine will continue to see feature and content updates, including some things the community has requested. There is lots to look forward to.
Thank you again for all the support. We’ll be sharing more info leading up to release. You won't want to miss it so keep your eyes peeled.
UnderMine is currently 25% off, so if you were waiting for a deal, now is the time! We want to take this opportunity to remind everyone that we will be increasing the price of UnderMine when it leaves Early Access. That date hasn't quite been announced yet, but I can assure you it isn't long off. Expect an announcement soon.
So if you've been looking to buy UnderMine, this will be the cheapest it gets for quite some time. Happy summer, and expect some exciting UnderMine news soon!
Brave the deepest part of the Undermine, cross rivers of molten gold, avoid dangerous traps, and defeat new enemies for a chance to challenge the fire lord Seer.
8 new enemies:
Crossbowman - An armored guard of the Delvemore dungeon. Crossbowmen have steady aim and will attack from a distance. If you get too close to them they will dash away and unleash a devastating triple shot.
Shaman and Manikin - Shamen animate small dolls, twisting their essence in the process. These dolls are called Manikins. They dart in and out of reality, encircling the peasant and creating geometric death traps.
Rift Wurm - These wurms mindlessly roam the corridors of the Golden Core. They only know to move forwards and devour anything in their path. Approach them with caution and annihilate them entirely, lest they grow back a new head and continue their feast.
Som’s Golem - Som originally created these mindless automatons to aid him in his research and care for his keep. He is now long dead, but his creations live on. They are quite stupid and rather curious. Keep a wide berth or they will wander over and inadvertently injure you with their many spikes.
Bass Fly - Similar to other flies of the Undermine but far deadlier. The projectile from the bass fly will ricochet off walls and other surfaces.
Gremlin - Dangerous, winged creatures that defend the Golden Core and other areas of the Undermine. They wield long pole arms and can close distance quickly with their dash attacks.
Ogre Firestarter - Another dangerous, bomb-wielding ogre. This time an ogre that slings Seer’s Blood bombs, spilling fire everywhere.
Firebat - Similar to shrill bats, except that they drip fire… wherever they go… always
3 new items:
All-potion
Starlight Sip
Churchbell Nectar
4 new achievements:
Beheaded and Betailed
Destroyer of Worlds
Hot Hot Heat
Peasants do what Bathcan't
150+ new encounters, including encounters for existing zones.
A note for Othermine: All new encounters, items, enemies, zones, and bosses are automatically included in Othermine.)
Bug Fixes
We asked Dibble once again to stop restocking his shop after an Othermine run. We were very stern this time!
Fixed an issue that could cause the player to be launched high into the air if knocked back on the frame immediately after a jump
Fixed several issues with the Toadvine and Bathcat encounter when entering the Caverns from the Halls
Fixed some open chests that couldn’t be used with the recycler
Projectiles can no longer collide with the interaction trigger in front of locked doors
Fixed an issue preventing Helios Boots from re-equipping correctly reload
Fixed a problem with Halls2-3 that gave it a 50% chance to not spawn a relic room
Addressed an issue that could cause enemies to be stuck in their falling animation if the player left the room during their fall
Fixed a softlock that could occur in a certain secret encounter that shall remain secret
Tsar Bomba’s load order has been adjusted so that it will reapply its debuffs correctly on reload
Keys lost to Sweaty Fingers can no longer proc popcorn effects
Nullification can now correctly nullify slot-unique relics such as Chakram, Sequence Breaker, and Vorpal Blade
Fixed an issue causing the Blood Bomb damage radius to not scale correctly with the Demolition blessing
Resolved a problem that could cause letter-box bars to become stuck if the player died during a scripted sequence
Fixed a timing issue that could cause the game to not pause correctly if the pause menu was opened on the same frame as you attacked an enemy
Improved Glimmerweed beam hit-detection so they can no longer hit invisible or flat targets
Fixed a memory leak related to a recent material system refactor
Fixed up some issues related to enemies getting stuck in their jump animation after getting webbed by a Selt Larvae
Fixed an issue preventing the Othermine Antechamber music from not respecting your music volume setting
Fixed a layering issue that made it possible to see secret walls by attacking them
Improved how doors are drawn on the minimap to prevent weird one-sided lock issues
Alt-F4ing on the game over screen will now correctly clear the global flags for your next run
Balance Changes
All “eaters” (curses and Lesser Demon) now no longer count minions when killing an enemy
Lowered the amount of enemies that can spawn in some Cavern rooms. There were a few that ended up too cramped.
Doubled the amount of healing from Kiss of the Succubus
Other Changes
Added a small grace-period to pits. This allows you to walk out over their edge for a few frames before falling
Certain enemies that had a habit of juggling or grinding up against the player for multiple hits have a new safe-guard in place to help prevent this
Performing another action while voluntarily drinking a potion now cancels the drink. Jumping is still allowed while compulsively drinking; all other actions are prevented
The grace-period on the floor Down has been removed
Churchbell shields now give 99% damage reduction to everything inside them and last for 10 seconds
Gold Tooth now only procs on gold pickup instead of gold gain
Cursed Jars now randomize when they spawn Wisps
Hidden room entrances will no longer be covered by large rocks in the Halls
Gargoyles now have North and South facings so that it is easier to tell when they plan to attack in those directions
The visuals on store discounts have been slightly tweaked
Throbo no longer splats pilfers (permanently at least)
The dogs have a deeper woof
Improved the performance and visuals of oil
Dramatically lessened Noori’s memory requirements, which should result in fewer performance spikes during the fight
The invulnerability buff granted by killing a boss now prevents damage from Waking Light
Lucent Imp projectiles now immediately orient towards their target and change color when finished seeking
Hidden room staircases now destroy the grass around them so they’re easier to see
The boss HP bar now appears over top of your relics, making it easier to see
UnderMine 0.7.0 is finally near! Behold the Golden Core and its fiery rivers of molten gold. Battle your way down 4 more floors of the UnderMine and challenge the fire lord Seer himself. Want to know more? Head on over to our website for the official update preview.
Again, thank you to everyone who helped us test this on our Beta Branch. Bug reports and feedback from these preview builds are super valuable. If you want to know more about testing the beta builds of UnderMine, follow this link: https://undermine.game/beta-branch or hop into Discord.
Fixed a crash that would occur when picking up Cosmic Egg or drinking a Biscuits potion without a familiar equipped
Fixed a crash related to restoring a saved state with an active Ghost Pepper Sauce
Cleaned up several issues related to boss state tracking between the Othermine and the UnderMine
The Othermine challenge encounter should now work correctly if you exit and re-enter before opening the chest
Closed an exploit related to the Eidolon, Breastplate, and Relic Altar
Resolved an input ordering issue that allowed you to drink another potion while being forced to drink a potion by Compulsion
Fixed an issue with the Chaos Spawn’s level 3 ability which caused it to not reset on zone transition
Lesser Demon should now more reliably follow you after attacking. Additionally, his lv3 beam should now correctly scale damage based on the number of curses he’s eaten
Fixed a tracking issue with Lesser Demon's attack
Fixed a bad animation state that Ardor Priests could get stuck in when casing Inner Fire on a target that is already Inner Fired
Other Changes
Blast Suit now protects you against bombs dropped from Sweaty Palms and Nitroglycerin
Welcome to the Othermine! UnderMine’s brand new rogue mode. Othermine is unlocked when the player completes the 4 main zones and enters Nowhere at the end of their run. Once unlocked, you can speak with The Gatekeeper in what we are now calling the terminal. The terminal is a room that sits to the north of the main lobby. Giving The Gatekeeper a Nether will open the Othermine.
The peasant takes nothing into or out of the Othermine except for Thorium and Nether. So each Othermine run starts the peasant at zero upgrades (with a couple of exceptions like Glasses) and zero gold. Once you enter, you will be dropped into the Antechamber where you will receive some random upgrades, and will need to choose a Relic, Blessing, Familiar, and Curse. Then you’re off!
Nether
Nether is a new currency found in the UnderMine. Primarily you can earn it by crafting items once you have unlocked The Gatekeeper. You will also earn a Nether by completing an Othermine run. Once nearly all items have been crafted, you can discover a Nether recipe which will allow The Gatekeeper to craft it for Thorium.
The Othermine Crown
When a peasant enters the Othermine they don the Othermine crown. The crown can be upgraded in appearance by completing Othermine runs. However, if the peasant ever dies inside the Othermine, their crown will be lost and revert back to its default state. Win streaks will be tracked on the save file. It’s important to note that a streak and crown can only be lost inside the Othermine. Dying in the UnderMine won’t count.
Magic Mirror
There is a new magic mirror that appears in Arkanos’ library, shortly after the beginning of the game. This mirror will randomize your appearance and name.
Explorer’s Boots
Getting around the UnderMine can sometimes be tedious, especially when hunting for secrets. You can now buy an upgrade from Hoodie called the Explorer’s Boots. These boots will give the peasant a 40% out-of-combat movement speed boost. They automatically become disabled when taking damage, entering combat, or jumping. They can also be manually toggled off with a rebindable key.
New Familiars:
Chaos Spawn - Embraces randomness
Eidolon - An armored spirit
Lesser Demon - Gains power through curses
Seven New Achievements:
Break on Through (To the Othermine)
King for a Day
Streaking
Soul Restored
The Naked and Famous
Master Swordsman
Upstanding Credit
Bug Fixes
Fixed an exploit with the Canary and Lunchbox that allowed you to spawn unlimited golden food
Fixed a bug causing Vorpal Blade to miss its second hit if you also have Grimhilde’s Mirror
Fixed a few lines of dialog that didn’t correctly account for peasant gender
Re-tuned the animation timings of familiars so they don’t flutter on high Hz monitors
Fixed an issue that caused Black Rabbit’s Lever Game to usually be the rightmost lever
Improved Ticker behavior to more reliably aggro when taking damage
Fixed an issue that would instantly put Sol’s Phoenix to max level if you slept in a Tent
Eradicated a rare layout bug that would prevent you from exiting the starting room
Fixed an issue causing Dirk’s Hammer to transmute Thorium
Noori’s cursed fireballs can no longer curse you after Noori is dead
Improved Glomp behavior so they no longer attack you while attacking you
Empty treasure chests no longer show up on the Minimap
Lightning Mites can now be transmuted to gold with Midas Touch
Fixed an exploit with open chests and Rabbit Gloves
Balance Changes
Increased the duration of Biscuits, Numbing Cream, and Berserker’s Brew
Increased the purchase price of Midas Touch
Waking Light fireballs now fires less frequently and deal less damage
Tuned the damage, HP, and behavior of several bosses. Notably, Ponzu’s roar is now better telegraphed, his breath weapon no longer ignores your grace period, and he spawns fewer Scales at the start of stage 4
Added a randomized delay between Lurker shots to offset them from each other
Buffed the drop rate increase granted by Petrified Rock
Reduced the damage reduction of Battle Axe
Removed the damage reduction of Glaive
Branding Bombs now give +10 bombs on pickup
U-235 now give +5 bombs on pickup
Gargoyle’s Bombardment attack no longer ignites
Gold Sack upgrades are now cheaper
Caustic Vial no longer does friendly fire
Mushroom no longer gives an initial -50 to your max HP
Antimatter now procs your grace period to prevent you from getting hit again right away
Increased the drop rate of items from rocks
Glimmerweeds and Gargoyles now have a 1s delay on their behavior to avoid them instantly attacking you when entering a room
Other Changes
Added a new run timer to the HUD, along with a boss split timer. These can both be toggled via a new option in the menu
Added a new “Autoswap Potions” option to the menu that will automatically switch to new potions you pick up
Price decorators have been simplified to now show a green arrow down or a red arrow up to indicate adjustments to the base price
Added support for Indestructible curses, which cannot be removed through normal means
Pilfer Credit Cards can now only be found in the Othermine. Debt now carries forward to future Othermine runs until you pay it off or die trying
Added a nighttime mode to the title screen
Movement is now slightly biased towards E or W when moving diagonally with a keyboard to prevent stuttering
Controller dead zone implementation has been overhauled to be more reliable
The Game Over screen icons now scale to half size past a certain threshold to make sharing screenshots of your run summary easier
Crystalline projectiles have been color-shifted so they are easier to see against the background
Thorium and Nether counts now autohide to save UI space
Added a small delay before a Chooser popup will allow input to help prevent accidental selections
Bramble Vest, Malicious Intent, and Loyalty have new icons
Black Rabbit will remark when selling her familiar relics
The secret shopkeeper now has some dialog
Changed the subfloors of the Priestess encounter to avoid confusion with other hidden rooms
Mortar no longer displays damage kickers on his body
Lillyth now moves to the terminal room when she is upset with Arkanos
Again, thank you to everyone who helped us test this on our Beta Branch. Bug reports and feedback from these preview builds is super valuable. If you want to know more about testing the beta builds of UnderMine, follow this link: https://undermine.game/beta-branch or hop into Discord.
Can now be toggled from normal size to large. The default keys for this are [c] on a keyboard and [up] on the D-pad of a controller. This key is rebindable in the options menu.
New icons to denote the Relic Room, Beginning Room, and Boss Entrances
Altars will now indicate if they have been used
Items such as food, keys, bombs, potions, talismans, armor shards, relics, chests, blessings, and altars will be shown on the map.
Four of the most important items per room will be shown in large mode, while a single item will be shown in normal mode.
Players can also toggle the transparency of the minimap in the options menu. When transparent, the background of the map will be removed.
Bug Fixes
Fixed a crash related to Tsar Bomba and ownerless entities
Fixed the description of Powder Shortage to now accurately reflect its new behavior (of increasing the cost to drop a bomb to 2 bombs)
Balance Changes
The secret altar room now requires only 1 major curse to enter
Breastplate is now a common relic
Reduced the shop cost of Breastplate
Reduced the crafting cost of Breastplate
Rare Chests (blue) now have a 100% chance to drop a blueprint, egg, tome, or recipe
Other Changes
Breastplate has been reworked to now grant a point of armor. Armor acts as temporary HP for the purposes of combat damage and can be refilled by picking up an Armor Shard (which can drop once you have Breastplate). Armor will not block loss-of-life effects like Penance or TRANSMUT3 machines
The shop Relic pool now falls back to the default Relic pool once exhausted
The Relic and Shop RNG pools will now more reliably produce the same results if the current floor is reloaded
Tsar Bomba no longer unequips if you have zero bombs when picking it up
Ogre bombs now drop into pits
Phantasmal Pickaxes are now destroyed when they leave the room, fixing several issues including repeated audio
Items should no longer land in inaccessible areas
Cursed relic pedestals now correctly display their cost again
Fixed an issue where Dibble referred to the female peasant with “sir,” rather than “madam.”
Fixed an issue where Black Rabbit referred to the female peasant with “bristly one.” Unfortunately there was no translation for this line and it will appear in English until our next localization round.
Balance Changes
Blood Offering now requires slightly less health for items
Ogre Bombardiers, Troll Bombardiers, and Ogre Annihilators are now immune to their own bomb blasts, while reducing other explosive damage by 50% (rather than being immune to explosive damage)
Other Changes
Electrified Orb is now a bit smaller visually (no change to collider)
Battle Standard has had its audio removed
Boss relics can now be found like normal relics after the boss is defeated. They still drop from the boss on the first kill, and they should also be discoverable in the boss arena when the boss is currently dead.
Powder Shortage has been changed: It no longer lowers bomb damage. Instead it makes laying a bomb cost 2 bombs instead of 1 (The item description will appear in English until our next localization round)