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Dev Log #49: Temporal Manipulation

Hi guys,

In the expansion, we'll be adding a new psionic school called "Temporal Manipulation", which will primarily feature delayed damage and buffing/debuffing abilities.



This psi discipline will, probably more than any other, will function well as a support skill that can be incorporated into other builds, rather than a primary skill around which a build is made, though I have no doubt that some of you will find a way to prove me wrong.

Here are the abilities:
  • Temporal Distortion - Places a debuff on the target that lasts 1 turn and deals mechanical and energy damage when it expires. In the case the target is already affected by temporal distortion, its duration will be increased by 1 turn and damage by 25% and the newly applied temporal distortion will have the same duration and damage bonus. Damage dealt by this ability ignores shield and 50% of damage resistance and threshold. This ability cannot critically hit.
  • Psycho-temporal Dilation - Reduces target's action points by 15 and movement points by 50. Lasts 2 turns.
  • Limited Temporal Increment - Reduces all remaining cooldowns by 1 turn.
  • Entropic Recurrence - Repeats the percentage of the last unit of damage taken by the target over 3 turns. This damage ignores shields and resistances. In cases when the original damage was very slight, the recurrence may actually empower it.
  • Psycho-temporal Contraction - Increases target's action points by 15 and movement points by 30. Lasts 2 turns.
  • Temporary Rewind - Reverses the last damage done to the target, up to certain amount depending on the skill level. After two turns this health is lost and this may cause the target to die.
  • Precognition - While this ability is active, your chance to dodge and evade attacks is increased by certain percentage depending on skill level (additively). Drains 25 psi points every turn.
  • Stasis - Places the target in stasis for 2 turns, making it immune to all damage and most disabling effects, but also preventing it from acting. While in stasis, the target's status effects will not progress (except the stasis one), but the cooldowns will.

That's about it. Let me know how you guys like the new psi school.

Dev Log #48: Veteran Levels

Hey guys, it's time to start revealing some concrete info on the expansion. Some new game mechanics stuff, to be precise.



First, let's talk about leveling. Once your character levels past level 25, they become a "veteran" character. To gain veteran levels, a character will require significantly more experience (both oddity and classical) than for regular levels. Player can gain a maximum of 5 veteran levels, so the new level cap is 30.

Veteran characters no longer receive base ability or skill points during leveling and their derived stats such as health, detection and so on do not scale with levels anymore. However, they do get to pick a feat every level and, in addition to regular feats, they can also pick from the veteran feat pool.

Veteran feats, at least in this expansion, tend to be more general in nature, but they can also give you some important bonuses that you cannot otherwise obtain. Here are some examples (in addition to the one on the screenshot):
  • Fight Response - When starting a turn below 25% of your maximum health, your action points are increased by 10.
  • Improved Dodging - Increases the chance you'll dodge a melee attack by 5% (additive).
  • Tempered: Acid/Cold/Electricity/Heat - Reduces all X (depending on feat) damage taken by 30%.
  • Major Supplier - Increases the amount of money the merchants are willing to use when trading with you by 2% per mercantile skill.

Keep in mind that these feats might be altered, pending testing.

The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.

Dev Log #47: Announcing Underrail: Expedition

Hey guys,

It's been almost eight months since the last formal dev log. That doesn't mean we haven't been busy working on new stuff, however, and now at long last we can announce the first Underrail expansion - "Expedition".













In Expedition you’ll be able to take a break from the usual metro-crawling to take a boat to the infamous Black Sea, a massive underground body of water.

There, among the old and mysterious ruins of an age long past, you’ll face the vicious fauna, hostile natives, cunning pirates, and something far more sinister than all of those.

Your voyage through vastness of the Black Sea will shed new light on the history of the world of Underrail and the forces that shaped it.

Expedition will feature the following:
  • A brand new story line that becomes available during the mid-game
  • Over a 100 new areas to explore of various types – shores and islands of the Black Sea, mysterious underground facilities, pirate strongholds, and more
  • New human factions, as well as wild creatures to combat
  • New items and crafting recipes
  • New skills and feats
  • Leveling past level 25 with a special pool of feats to choose from


Over time we'll be revealing more details through the dev log, so expect those to once again flow regularly as they did before the game's release.

We expect to release the expansion during the first half of 2017 as a paid DLC.

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