Dev Log #15: Steam Page Launch & New Gameplay Video

2025-10-27

Steam Page Launch & New Gameplay Video

UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video.

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

2025-10-16

Low-Tech / High-Tech Rifles

The humble bolt-action rifle and the mighty plasma rifle differ in power, availability and reliability, but both have their place in Underrail.

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UnderRail 2: Infusion is an immersive isometric turn-based RPG set in 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.

You are a scavenger. Wondering through the ruins of a fallen civilization, scavengers make their living scouring Underrail for technology and resources. This is a hazardous profession, often taking their practitioners to dangerous places, such as the hidden city of Solidon - the place you find yourself at the start of the game.

COMBAT

Combat is turn-based, but atomic, allowing the player and the NPCs to take turns performing short actions like in traditional roguelike games. This allows for more reactivity. Most NPCs moves are performed simultaneously, which allows the combat to function fluidly in large encounters.

The player will have various weapons and combat utilities at their disposal. As of this moment, we've implemented the following:

  • Firearms - pistols, bolt-action and assault rifles
  • Energy rifles - plasma variant
  • Melee weapons - knives, swords (one-handed and two-handed), sledgehammers

Weapons also have their own special attacks (e.g. slash and stab for knives) and stances (the way the melee weapon his held or the way the rifle is aimed).

We plan to many more weapons - more firearms, more melee weapons, grenades (impact, timed, incendiary),  more energy weapons, chemical weapons (acid, incendiary, cryo), more energy weapons (laser, electroshock), more of everything.

Later on, we also plan to re-implement the psionic combat system of the previous game that gives a whole new dimension to combat.

DYNAMIC WORLD

NPCs in this game are not static. They have their own daily schedules as well as personal goals and tasks that they will go about doing. They can move between the areas seamlessly, regardless of where the player is in the world, and they can use other globally simulated systems, such as the computer network.

Creatures, too, can decide to migrate across the game's world and invade a new area if something provokes them.

CRAFTING

The game features in-depth item crafting and modification system.

  • Create melee weapons from different materials, handles and powered modules.
  • Create firearms by combining different base components and then add attachments such as scopes, flashlights, suppressors, forward grips and more.
  • Create armored rigs with materials of different weight and bullet stopping capabilities and add various combination of pockets.
  • Skin the creatures you kill to use their hide in armor crafting and extract humour from their organs for some biochemical experiments.

COMPUTERS

The game features a fully functional computers with files, programs, networking, and more. Here are some things you can do with computers:

  • Find out more about the world by examining logs and querying the status of various connected systems
  • Obtain useful files, such as blueprints used for crafting
  • Remotely controls doors, security systems, lights, machinery, and more
  • Use hacking programs and tools to gain access to otherwise restricted files and programs

THINKERING

You can thinker with different machines, computers, and mechanisms, including mechanical locks, crafting workbenches, and such. For each of these, you are provided with separate custom interface. Successfully using these mechanisms require a combination of your character's skills and your obtained knowledge.

Immersion is very important to us, so we try to make every skill in the game be engaging and not just a simple dice roll or value check.