|OT| Underrail + Expedition | standalone expansion Infusion in the works

prudis

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Underrail is an old school turn-based isometric indie role playing game that focuses on exploration and combat.

The game is set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it seems, are the last bastions of a fading race.

The player takes control of one of the denizens of such a station-state whose life is about to become all that much more interesting and dangerous, as our protagonist is caught midst the conflicting factions of the Underrail as the violently struggle to survive in the harsh underground environment.

Key features:
  • Great character customization possibilities through stats, skills, feats, specializations, items and more that allows for many different play-styles
  • Potentially hundreds of hours of gameplay while exploring the vast underground world (over 700 areas): city states, abandoned industrial, scientific and military building complexes, natural caverns, secret areas and more
  • Tactical turn based combat that utilizes weapons, energy shields, grenades, traps, psi abilities and more
  • A plethora of enemies to face - giant rats, insects, and other monstrously mutated animals, various gangs, as well as more organized militant factions, robots, mutants, turrets, and more
  • Elaborate crafting system that allows you create weapons, armors, grenades, tools, consumables, and more








This DLC expands the base campaign with many new waterway maps that connect various harbors of the Underrail as well as adds huge new region called the Black Sea, a massive underground body of water. Take a break from the usual metro-crawling to take a boat to this infamous place. 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.

Key features:
  • A brand-new story line that becomes available during the mid-game, which you can play your own way as no decision or hostile action will lock you out of completing it
  • Nearly 200 new areas to explore of various types – shores and islands of the Black Sea, mysterious underground facilities, pirate strongholds, and more
  • Many new wild creatures and a couple of new crazy robots to combat
  • 15 different jet skis, ranging from the puny "junk jet" up to the dreaded "Devastator", that you can use to get around the Black sea and outmaneuver or obliterate your naval foes; upgrade your ride by purchasing more powerful vehicle parts
  • Three new distinct weapon types - shotguns, swords and spears allowing for a number of new play styles
  • Many new items, some obtained through crafting and some found in the world
  • New psionic skill, Temporal Manipulation, that focuses on delayed damage and utility
  • Specialization points that are obtained on each level past level 15 that allow you to further improve your feats
  • Leveling past level 25 and up to level 30 with a special pool of feats to choose from
  • Over 30 new regular feats
 
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Hero Prinny

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Dec 14, 2018
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oh this is that og fallout looking game. I wanted this game but looked too complicated for me.
 

xxr

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Looks pretty great. I really need to finish the main campaign.
 
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Eferis

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I was enjoying the game a lot but then I got stuck around two thirds into it at a certain point where I can't seem to avoid fighting a whole bunch of people and my character sucks at fighting. If I'm able to access the DLC content I'll probably pick it up though.

I think it was the 'Return the Reaching Man' quest
 
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Routa

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at this point i am probably rather wait forr Expedition ... my save is pretty early on and the DLC seems to be incorporated inside the main story ... so no need to rush
This is me. Heard an expansion was coming and decided to wait. Very excited for this.
 
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kio

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Do we know if this expansion fixes the last zone of the game? The game was a 10/10 before the last zone/mission where everything falls apart and your stuck in a maze-like town with perma-respawning enemies and without any clue what to do to advance.
 

MonthOLDpickle

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Shit I need to finish this. Hopefully you can play it endgame and not mid as to not be too OP.

BTW I may need to start over, any good guides? Nothing spectacular just a little help to move along.
 

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Underrail is one of the most underrated indie RPGs in many years, so the expansion was always going to be a day one buy for me, but they decided to release it on my birthday, making it an even easier decision. :giggle:
 

MonthOLDpickle

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Underrail is one of the most underrated indie RPGs in many years, so the expansion was always going to be a day one buy for me, but they decided to release it on my birthday, making it an even easier decision. :giggle:
Hey you got any build advice? PSI? I am gonna start over because I don't know what I was doing with this save lol.

 

Eferis

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Underrail is one of the most underrated indie RPGs in many years, so the expansion was always going to be a day one buy for me, but they decided to release it on my birthday, making it an even easier decision. :giggle:
Yes, terrific game, too bad for the problem I mentioned a few posts above. I just can't force myself to get back into the game knowing I most likely won't be able to go past that mission anyway with my build, nor I feel like starting the game again after 60 hours.
 
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Hey you got any build advice? PSI? I am gonna start over because I don't know what I was doing with this save lol.

Not really. :giggle:
With all the different versions of the game I played (the first ones on Desura :p), I can't say I recall any build in particular that I would suggest.

Personally, and vaguely speaking, I started going for some physical/fighting attributes for a short period (like I do with most RPGs, so I can comfortably fight the first enemies), then went for the non-physical attributes for a signifiant portion of the game, but then had to increase my character, physically, again, because like NeuralProxy mentioned, you will be doing a lot of fighting at the end of the game.

Thankfully, when I played the final version, I already read that I would need to have a fighting-capable character for the end portion of the game, otherwise I would be screwed, since on earlier versions of the game I did anything but have a strong character. :grimacing-face:
 

MonthOLDpickle

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prudis

prudis

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After more than three years of development, it is finally complete.

Whereas the base game began as a one man undertaking and slowly grew from there as people joined the team and steadily settled into their multidisciplinary positions to form the current core team of four, which gives it a recognizable progress of content quality and design; the Expedition is, from start to finish, the work of this, now more experience and skilled team, laid upon a more solid design foundations.

For those who haven't been following the development: Expedition DLC features a huge underground lake on which a secondary campaign takes place. This campaign becomes accessible during the normal course of the play sometime during the mid-game. Here is a more detailed list of features:
  • Around 250 new areas
  • Leveling character past level 25, up to level 30
  • Ability to ride and upgrade many different jet skis that vary by speed, defense, firepower and utility
  • Three new weapon classes - spears, swords, and shotguns; all of these can be crafted and there are also special unique ones
  • New psi school: Temporal Manipulation
  • Just under 80 new feats, some of which are special new veteran feats that get unlocked beginning with level 26
  • Specializations - a new way to improve your character; starting with level 16, a character will gain one specialization point that they can use to improve their feats along one or multiple dimensions
  • New consumables, tools, blueprints, and more
We all put a lot of effort into this huge expansion, and each member of the team really poured his heart out into it, in his own way – through visual, narrative or mechanical aspects, to make sure it's not only big, but also a recognizable labor of love. And because it's often the case that people think that Underrail is till a one man operation, I'll use this opportunity to familiarize you with the Stygian Software core team:
  • Dejan "Styg" Radišić (myself) - lead developer, programming, overral lore and themes, some writing, a bit of everything
  • Stefan "Phrygian Dominant" Čupović - level and quest design, writing
  • Mario "Mac" Tovirac - 2d & 3d art, various design work
  • Nikola "Johnny" Petrović - 3d art, mostly character and creature models
I also want to thank our dedicated fans that helped us thoroughly test the game for bugs and imbalances, as well as build up and maintain useful player resources (wiki, character build tool). Though you come at a price of occasionally having to read through your uncalled for suggestions and complaints, I must admit that all this would be much more difficulty without you.

Once the dust settles, I might do a more detailed piece about my thoughts on the Expedition development – what we did wrong and what we did right. I'll also talk more about our future plans then.

In the meantime, if you enjoyed the base game, please head over to the store page and purchase the Expedition DLC.


 

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Bought it already. :)

The original game is one of the best indie RPGs I played.

It will probably be a while until I'll finally start tackling the expansion, but after my experience with the original game, and the updates/support it received, this is a team I just had to support by purchasing their latest release at launch. :thumbsupblob:
 
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prudis

prudis

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Hi guys,

We're rolling out the first content update after the Expedition release and we're doing it directly on the main branch so good luck everyone! But first, a few words regarding our current state and our future plans.

Despite having hardly any mainstream press coverage upon release, Expedition sold decently well in the initial wave and then kept doing well in the following weeks. This is very encouraging because this tells me that during the years we did manage to establish a big and dedicated enough of a fanbase, that is keeping an eye on the game and spreading the word about it, that we are no longer at the mercy of whims of individual mainstream journos of dubious gaming pedigree. Speaking of individual whims, we did in the end get a huge visibility boost (that translated into a financial one) from our friendly Ugandan YouTuber in the form of this video. Much love to Sseth.

Our plans for the future are two-fold. First, we intend to release at least a couple more content updates. These updates will vary in size, but you can probably expect something comparable to this one. They will feature mostly minor quest changes, new items, couple new areas and possibly some moderate mechanical changes. I don't know how frequent these will be, but we'll do our best not to keep you waiting for too long.

Secondly, and this will be our major focus, we'll start working on another expansion for the game. This one will be a standalone campaign in which you'll play as a new character in an area that will not be connected to the main game. We decided to do it this way for two reasons: first, because the base game is big enough as it is and we don't want to add more of the big content chunks either horizontally or through further character scaling (we will be adding some smaller stuff through the content updates, though); and secondly, we want to be able to revisit certain base mechanics and design patterns we used in the base game and improve upon them without either making the game inconsistent or having to redesign major parts of the base game. We'll talk more about what these things are and how we're improving upon them in the future.

That's it regarding our plans.
 
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prudis

prudis

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Standalone expansion in the works :face-savouring-delicious-food:
Hi guys,

Back in October I mentioned that we started working on a new standalone Underrail campaign. This is still true, but we've also decided that we're going to give the engine a major upgrade which will help us create a much better game, both visually and mechanically. The thing is - there are certain design and technical decisions that were made early during the development of Underrail that are very limiting to us now, but are not easy to change just due to the amount of content that would have to be redone. So instead of taking a hammer to our beloved game, we're going to improve upon all these things (that we yearned to do for years) in a fresh stand-alone game that will still be based on the same engine core and gameplay mechanics. We call this game Underrail: Infusion.




I'm not going to list all the things that we intend to change/improve upon in Infusion, but I will say that they include both the visuals, as well as mechanics and world design. I'm going to try to post more frequent dev logs, as I did back in Underrail's alpha days, as to keep you guys in the loop. All that you see in these early days you should consider to be work-in-progress. I don't expect we're going to enter full production any time soon - not this year, for sure, as for now we're just focusing on improving the engine, the toolset and optimizing the content pipelines.

First thing I want to show you are the new environment graphics. Keep in mind that Infusion will be taking place in a completely different part of Underrail, so this is not a rework of any existing tile set, but a new one.


I've done a lot of work on the rendering engine and the way the assets are organized and rendered which allows Mac to more easily produce and organize a bunch of different variations of the same object, and also to easily animate them or give them other visual properties and behaviors without having to go into the gameplay code. Inversely, gameplay stuff can now be easily implemented before the assets themselves are made as they are only loosely coupled. This is going to greatly improve our efficiency when churning out new content. Technically, we're sticking with the same tile size (96x48) but we're going to make the tile relatively smaller in regards to objects, that is, everything is going to get bigger, which will increase the graphical fidelity. This is going to affect various combat mechanics as well, but we're discuss this at a later date.

That's it for now. We have more exciting stuff that we've been working on in the meantime as well, but it's not quite ready to be shown still. Let us know how you guys like the new visuals.

Also, in a few months you can expect the new content update for Underrail. This one is probably going to be released on experimental branch first and will stay there for a while, just due to the nature of the gameplay changes I've made. I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.

Cheers.
<Codename Infusion>