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Deep down and dirty.

<span class="bold">UnderRail</span> an underground turn-based survival RPG, is now DRM-free on GOG.com with a 10% launch discount.

You shift from leg to leg inside a tattered blanket-coat, struggling to shield yourself from the damp, cold air of the tunnels. The distant ruckus of looters, maliciously picking apart a homeless man's shelter, whispers words of hesitation into your ear. But that girl needed her medicine and, dammit, even if our entire race is nearly extinct, what we stand for must endure. You clench that makeshift shotgun in your radio-blistered hand and march straight ahead.

Do you miss the complex role-playing mechanics and challenging combat of the original Fallouts? UnderRail's got you covered… under tons upon tons of concrete, where life is still somewhat tolerable. Brave the horrors of an unforgiving world and venture through the underground complex of metro stations that the survivors now call home. Craft your own equipment, master turn-based combat and navigate the politics of opposing factions vying for power over those last remaining scraps of civilization.

Do whatever's necessary to survive and explore every dark corner of the <span class="bold">UnderRail</span>, available now, DRM-free on GOG.com. Grab your ticket with the 10% launch discount that will last until January 1st, 1:59 PM GMT.
https://www.stygiansoftware.com/infusion/devlogs/13-new-crafting-ui.html

"Recently I've updated the item crafting and modding windows to be in line with the new UI aesthetics.

There are no more category filters, but you can sort by the blueprint name or category and can mark a blueprint as your favorite in order to be bump at the top of the list. Additionally, there's the search bar that you can use for filtering now.

https://www.stygiansoftware.com/videos/devlogs/infusion/13/Crafting.mp4

The item/view modding window can be accessed by right clicking an item in your inventory and selecting "Inspect". In this view, crafted items will show their components that you can mouse over to inspect individually and you can add/remove/replace components from those slots that are marked as "moddable", but you cannot change any of the basic components here.

For example, you can add or remove various firearm attachments, such as scopes and muzzle devices, but you cannot remove the barrel or any other basic component that would cause the item to stop working altogether. For that, you'll have to disassemble the item completely.

In the future, crafting and disassembling will require specific workbenches and you'll not be able to do it on the fly, while modding will be available anywhere.

https://www.stygiansoftware.com/images/devlogs/infusion/13/2d_item_view.png

Also, you can now inspect items that do not have 3D models as well. For those, we make high resolution renders so you can see more details.

That's it for now. We continue to work towards that new gameplay video. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly."

https://www.stygiansoftware.com/infusion/devlogs/14-low-tech-high-tech-rifles.html

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

https://www.stygiansoftware.com/videos/devlogs/infusion/14/RifleCrafting.mp4

The low-tech option that is the bolt-action rifle is cheap, both in base parts and mods, it requires reasonably low mechanical skill to craft and maintain and its basic ammo is relatively cheap and plentiful. It does moderate amount of damage in early game (of course, keep in mind that damage of a firearm is going to heavily depend on the ammo) and it will never jam.

The game will also feature some some late-game anti-materiel models that will pack quite a punch, so investing in bolt-action rifle feats will be useful in late game as well.

The downside, of course, is that it's turn-bolt operated and requires a separate action to reload after every attack, so the rate-of-fire, and hence the overall damage over time, is rather low.

Plasma Rifle, on the other hand, is a formidable late game weapon. It has a powerful energy attack that melts through most enemies with ease. Only the most heavily armored robots or those targets sporting an equally high-end energy shield can shrug off such an attack.

In a way, it is not as different from bolt-action rifle in the way it operates - it fires a single powerful blast and then has to cooldown for a period (during which the character can perform other actions) so it has a low rate of fire. The power and the cooldown are determined by the number of capacitors used in its creation as well as general quality of components.

It's heavy, expensive, hard to create and maintain, its components are rare and expensive, and it can malfunction if not maintained properly or if damaged by elements.

On paper it is a far superior weapon to the simple bolt-action rifle, but overall, it's hard say. It will depend on the time, place, and, of course, the target.

https://www.stygiansoftware.com/videos/devlogs/infusion/14/RifleFighting.mp4

The comparison of these two weapons should give you a good idea about how I plan to approach balancing different armaments in Infusion. The power is not everything at all stages of the game. The cost, availability, reliability, skill requirements, the way weapon operates and more - it all plays into how good a weapon is.

That's it for now. We're very close to releasing that new gameplay video. It's going to be a short trailer of various things we have in the game at this stage. In the meantime, be sure to follow me on X, where I post smaller tidbits of development regularly."