
UnderRail is an old-school turn-based isometric role-playing game that features a large open post-apocalyptic world, deep and challenging combat and an intricate storyline.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Underrail is an old-school turn-based isometric indie role-playing game that focuses on exploration and combat.
The game is set in a distant future, when 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.
The player takes control of one of the denizens of such a station-state whose life is about to become all that much more interesting and dangerous, as our protagonist is caught amidst the conflicting factions of the Underrail as they violently struggle to survive in the harsh underground environment.
The game's turn-based combat features many different weapon types - pistols, rifles, crossbows, energy weapons, sledgehammers, knives and more, each with their own advantages and drawbacks.
The player is also able to learn powerful psionic abilities from one of the three psionic schools:
Metathermics - Burn your enemies alive or freeze them to death.
Psychokinesis - Use the power of telekinesis for offensive or defensive purposes or electrocute your foes.
Thought Control - Assault the minds of your enemies by overloading them, instilling overwhelming fear, creating deadly hallucinations and more.
For those looking to avoid direct confrontation, the game offers a set of subterfuge skills. Move around the world in stealth like a shadow, lockpicking doors and hacking computers. If people have something you want, you can often just pickpocket them. But if it does come to blows, you can use devious traps to stack the odds in your favour.
Underrail features an elaborate item crafting system. A vast majority of the armor, weapons and some other items encountered in the game can be crafted, and some are exclusively acquired through it. Crafted equipment tends to be superior to that which is scavenged or purchased in terms of raw numbers, provided you are investing in your crafting skills.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 7.3Kreviews | 86% | — | $2.4M |
| $3.75−75% | 899ratings | 84% | #85 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 145 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
do not bother if you do no like old games, you will complain a lot. but if you do give it a go and keep an open mind. let yourself get addicted
i can't find the sans guy everyone's talking about
wait, im starting to think this game isnt actually undertail that everyone talks about
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 145 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good game, left my testicles completely destroyed.
subway surfers needed.
I have to leave a positive review, seeing as the recent reviews are mixed. As I read these negative reviews, they all seem like copy and pasted complaints that are more a reflection of the player than the game. People complain that the world is too large and convoluted for instance. The map just feels like a real subway network, and the fact that you're usually lost makes the discovery/exploration of settlements feel more rewarding. I would go so far as to say that the world design is the main highlight, and it is what makes Underrail so immersive. Another common critique is that there is little flexibility between builds. Unless your character is supposed to be superman, I don't see why you should be able to master every skill. You create a combat archetype for your character and you are rewarded for investing in it. As for the difficulty in general, it is manageable for the most part. Depot A and the final fight were really difficult, but being bad at a videogame is no valid reason to call it trash. The ability to do over 500 damage on a sniper crit makes up for it too. Also If I remember correctly there were minimal bugs. I don't even know how a fallout fan can complain about bugs in a game anyway. I could come up with a few small complaints myself but nothing that would make me actively discourage others from playing it. Especially for $15 Underrail is worth a try.
A fine game if you need a hyper-fixation. An utterly terrible game in every other aspect.
Tedious, just a slow tedious and janky game.
you are given so much choice to build that it pisses me off
Underrail is a masterpiece. Seeing the recent reviews sitting at “Mixed” is baffling. This game deserves far better. The build diversity is incredible. You can make wildly different characters that actually play differently, rather than choosing between slightly different versions of the same basic build. Quest design is excellent, with multiple solutions depending on your skills, build, knowledge, and willingness to actually engage with the world. And that is the important part: Underrail expects you to engage with it. It does not subscribe to the modern “press the awesome button and win” school of RPG design. You can build your character badly. You can walk into a fight unprepared and get completely destroyed. You can use the wrong weapon, wrong ammo, wrong tactics, fail to understand an enemy mechanic, and lose badly. Good. Because when you stop, figure out what you are doing wrong, learn the mechanics, come back prepared, and completely dismantle the encounter that was destroying you twenty minutes earlier... That dopamine hit should probably be illegal. Underrail rewards learning the game. Your character gets stronger, but so do you. Knowledge matters. Preparation matters. Positioning matters. Crafting matters. Your build matters. The game respects you enough to let you make mistakes and expects you to figure out how not to repeat them. Some of the complaints also make me laugh. “Navigation is too slow.” Use Cheat Engine and turn the game speed up if walking bothers you that much. It is a solvable problem, not a reason to write off one of the best CRPGs ever made. And the complaints about the map and navigation are especially funny if you played Underrail before Styg introduced the map. We managed. It was not even that difficult. Pay attention to where you are going. Remember landmarks. If you really struggled to keep track of things, you could literally grab some graph paper like an old-school dungeon crawler and map it yourself. Underrail has flaws. Deep Caverns can be a pain. There is backtracking. Sometimes the game is deliberately obtuse. I do not care. Because almost no RPG gives me the same feeling of taking a character from “I have no idea what I am doing” to a finely tuned machine built around systems I actually had to understand. Underrail does not flatter you. It does not constantly reassure you that every decision you made was secretly correct. It gives you a massive toolbox, a hostile world, and tells you to make something that works. And when you do? It is glorious. 10/10.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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| $5.6M | 25.2K | 94% | $9.99 | |
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