Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat. It's inspired by western RPG classics such as Fallout, Arcanum, Neverwinter Nights and System Shock 2.
We'll still be here, supporting the game by ironing out any remaining bugs and applying some more polish here and there.
The team's working hard on the new areas and quests which are all related to the next step in the main story line - the Institute of Tchort.
We are proud to present to you the Institute of Tchort in all its glory, the final urban area of the game.
In this update we added new factions with their optional questlines, namely - Free Drones, Protectorate and the super secret one.
In this update we will be rounding up almost entire game world outside of Church of Tchort and Deep Caverns.
I'm taking this time to finally implement last of the game mechanics (not quite done yet). In this case that would be fire and gas.
It's the centerpiece of the game, our Athkatla/Sigil/Neverwinter. Enjoy the teaser.
We've been working hard on the biggest and the most difficult section of the game, center of the game world, the metropolis that is Core City.
This has been long overdue but I finally got around to implementing energy shields.
The new version is here. It took a bit longer to release than planned, but I think you guys will be pleased with the amount of content added.
Core City, the metropolis of the South Underrail, is the largest of the urban areas this game will feature.
Hey guys, the new version has been released. For a preview of what's new you can check out this and past four dev logs.
The new version is complete and the build is running as I type this. Tomorrow we'll be starting the internal testing so you can expect the new patch to...
Alongside working on the new content, I'm also doing major re-balancing of some game mechanics in order to improve the game economy, both in monetary...
Hey, guys. We're still hard at work at producing new content for the next version. And while I'm not ready to show the new areas yet (except the attached...
Hey guys, here's an update on what's been happening since the Steam release.
In the last two weeks I've been working on Steam integration, primarily implementing the achievements.
The long overdue update is finally ready. Also, in other news the game got greenlit for Steam distribution!
As promised I've added a new combat option to the game for people who want to focus on brawling in form of combat gloves.
To break the monotony of working on barren hostile areas all the time, I've added a new armor type.
I'm currently in the process of building the Lower Underrail.
The game is updated to version 0.1.8.0. You'll find all the new stuff listed here and in the previous dev log.
I revamped the pickpocketing mechanics as I promised. Also did some changes to the feats.
The official Underrail Wiki is up. Check it out and contribute if you have the time.
The new patch is ready. As mentioned in previous dev logs, I focused on re-balancing the economy and area of effect attacks (primarily grenades). But...
I'm still working on the new content for next release (v0.1.7.0), but I also took a break from that to address more balance issues.
Right now I have 3 more creature models ready to be programmed into the game, but with everything else that needs to be done first they'll have to wait...
Two important changes to game mechanics in this update - grenade throwing precision based on skill and distance and weapon/armor durability.
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