Underrail Forum

Underrail => Development Log => Topic started by: Styg on February 13, 2026, 10:08:37 am

Title: Dev Log #75: Custom Difficulty and Console
Post by: Styg on February 13, 2026, 10:08:37 am
See nicely formatter HTML version on the website (https://stygiansoftware.com/underrail/devlogs/75-custom-difficulty-and-console.html).

Hi guys,

We've added a custom difficulty option (Mutant) in the game that you can use to configure the various parameters to your liking.

(https://stygiansoftware.com/images/devlogs/underrail/75/custom_difficulty.png)

If you want to play with Dominating's enemy distribution, but don't like the stat bloat, you can change it now.

If you find the easiest difficulty too hard, or the hardest difficulty to easy, you can further adjust them.

If our puzzles give you headache, you can reduce it by changing the puzzle difficulty specifically.

I've even added the ability to change the level cap, but be careful when using this one with the oddity system, as I do not think there's enough experience to level you all the way to the max setting (level 50). This option is only available with the Expedition DLC because of how leveling code is structured.

My official stance regarding the default difficulty has also changed somewhat. I don't necessarily think that Underrail has one default difficulty anymore, but rather that there is a progression from Easy to Hard as the player acquires more knowledge of the game's systems and encounters (and grows in virtue of patience and willingness to suffer).

So to better reflect their purpose, I've changed the names of Easy, Normal and Hard difficulty to Beginner, Veteran and Expert, and changed their descriptions accordingly.

(https://stygiansoftware.com/images/devlogs/underrail/75/console.png)

I've also re-enabled the game's command console, but disabled some technical commands that are used in development. I have plans of opening the game for further tweaking and modding in the future and the console will be crucial for that.

Also, I want people to be able to tweak the difficulty in their ongoing play-throughs, so they can use a new console command for this. You will not be able to change the encounter or puzzle difficulty on the fly though, because that is likely to silently break your game and prevent you to finishing parts of it or the entire thing.

Of course, we also fixed some minor bugs.

Here's the full list:

General
UI
Tweaks
Bugs

That's it for now, guys. I hope you like this new feature. We don't have much time to work on Underrail 1 now, as ~98% of our production is focused on Underrail 2: Infusion (https://store.steampowered.com/app/694320/UnderRail_2_Infusion/). If you haven't wishlisted it yet - please do, and keep an eye out on its dev logs in the coming year.

Cheers!
Title: Re: Dev Log #75: Custom Difficulty and Console
Post by: Vagabond on February 14, 2026, 01:08:53 am
We love you Styg!

Question, will the Encounter Difficulty modifier affect the NPC intelligence? Is there a potential/possibility for NPC intelligence to have it's own separate option, or is it tied directly to difficulty?