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