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'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.
Underrail Dev Logs
Dev Log #3 Real-time 3D Models
Dev Log #2 Shiny Particles
Dev Log #1 Codename Infusion