In October 2019 we started working on a new standalone Underrail campaign. For this new campaign, 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 started improving upon all these things (that we yearned to do for years) in a fresh new game.

Over time so much of the game and the engine was changed and improved that it became a whole different beast, that we now call Underrail 2: Infusion.

The changes to the previous game are vast and 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. The game now has a Steam page where you can wishlist it, and we plan to release it in Early Access at some point in the future.

Underrail Dev Logs

2025


Dev Log #15 Steam Page Launch & New Gameplay Video

2025-10-27

Dev Log #14 Low-Tech / High-Tech Rifles

2025-10-16

Dev Log #13 New Crafting UI

2025-09-27

Dev Log #12 Graphical Improvements

2025-09-14

Dev Log #11 Bartering and Inventory Tetris

2025-05-12

Dev Log #10 Lockpicking and Hacking

2025-02-25

2024


Dev Log #9 New Combat System

2024-12-25

Dev Log #8 Weapons and Trash

2024-03-20

2023


Dev Log #7 New Armor Mechanics

2023-11-17

2022


Dev Log #6 New Environment Renderer

2022-12-06

Dev Log #5 Character Model Customization

2022-08-03

Dev Log #4 Laying the foundations

2022-05-31

2020


Dev Log #3 Real-time 3D Models

2020-08-26

Dev Log #2 Shiny Particles

2020-05-16

Dev Log #1 Codename Infusion

2020-03-11