
Explore the murky corners and abandoned ruins of an isolated enclave in 15th century Europe. Prevail in chivalrous battle and unveil the mysteries of a dark world. Embark on a non-linear psychological journey through the underbrush of this sinister setting as well as your own soul.
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About
Game + Soundtrack Bundle available now!
Taking place near the end of the 15th century in medieval Pomerania, Unterholz invites players to an alternate version of our own reality. Explore the murky corners and abandoned ruins of an isolated enclave in the middle of a dark swamp. Unveil the truth behind the disappearance of its doomed denizens on a psychological journey through the underbrush of not only this sinister setting but your very own soul.
Unterholz is designed as a short, atmospheric experience with several sword combat situations and a few puzzles. The goal is to find out what happened in this forsaken copse, its lost inhabitants and to reach the root of it all. For the most part the mystery is explained via environmental storytelling. Players can explore the game fairly non-linear at their own pace while experiencing a compact semi-open world. The story unfolds naturally along players' progress in the game world.
A mix of diegetic and traditional interfaces combined with seamless gameplay allow for a greater sense of immersion throughout the experience. Traversing the game world, checking your inventory or reading a text will not be interrupted by menus or loading screens. Carefully designed and placed sounds and music specifically composed to evoke certain moods will accompany your hike through the woods.
I created this game over the course of roughly two years working on it in my spare time in Unreal Engine 4. Making the game world as believable and detailed as possible was a main focus during the development. There are a few documents you can find in the game which are designed to work as actual medieval texts within the area of Pomerania during the middle ages where the game takes place. Translated into Early Modern High German by a friend who is a linguist I used an authentic 15th century typeface and placed the letters by hand to achieve the final texture. The resulting document can be inspected from all sides in the game.
Historical accuracy has been maintained as far as possible and depending on the assets at my disposal. However, several elements from different timelines have been combined to achieve specific effects. The armour of the main character for example is a decorative armour, which was not typically worn in battle. It is specifically meant as an authentic renaissance interpretation of 15th century armour to romanticize knights like painters did in the early 17th century. Unterholz plays with the classic image of honourable knights and the related imagery in contrast to what actually happened within the game world and its protagonists.
Professional actors lend their voices to various characters that still roam the copse. Heed their words and read between the lines to save yourself and truly learn what befell these forsaken lands.
The full soundtrack I made for Unterholz comes as a free bonus with the game. I see it as an integral companion to the experience. The creation of the music was interwoven with the game since I developed the idea for Unterholz. A few of the tracks were made several years before the actual development started.
The soundtrack to Unterholz is available separately or for free in a bundle together with the game.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
An interesting idea, a mysterious atmosphere and a world that you really want to explore and explore But. Unfortunately, the game is not optimized. Frame drawdowns of up to 15 fps even at the lowest settings, not to mention epic settings. Due to the fps drawdown, you can only walk through the forest, looking down. It is impossible to fight in principle. I hope that the person who developed the game will correct the optimization, but for now - a refund. It is worth noting the detail of the armor on the main character. It's great that the developer is trying to optimize the game and listens to the opinion of the players!
Short cinematic experience is somewhat diminished by lack of clues, repetitive combat, and a feeling that the game should be bigger. There is no introduction to the world or what you should be doing. The game does not even reveal who you are. It simply begins with a silent knight near a woodland surrounded by water. Later, you discover that you are on an island. Although the camera and your character turn toward a route that leads deeper into the woodland, you are not required to follow it. Freedom of movement is pretty great. You can go almost anywhere; the invisible walls that keep you from wandering off the route are just on the edges of the island. Well, there is one strange invisible wall near one site that is marked with modern-looking roadblock. It seems out of place in the medieval world. To be fair, there are several strange things here, but the game never explores them. The game goes for cinematic experience so you’ll have two black lines at the top and bottom of the screen. This also means there are no visual elements about you, such as health or stamina. The graphics are outstanding, even though the majority of the time will be spent admiring the trees in the woods. There are only a few distinct sites, including a monastery, village, caverns, and a few others, although they are all abandoned. Your knight looks great, with immaculate armor that reflects light when you approach a fire and a sword that appears magically when you need it. Conversations with others are extremely rare, and all you can do is listen without responding. They are voiced by actors, but they only say a few sentences. Because this is a strange realm, you can even communicate with some animals. When you approach something in the world, you will see a possible interaction. This is primarily intended for examination and collection. Unfortunately, it is often impossible to identify crucial elements. If you do not look down and explore everything, you will have no idea what is there. The items you acquire will be visible on your belt, and some can even be used. Controls do not complicate things and maintain the standard third-person template. In addition to moving and interacting, you can use your sword to attack, block, and dodge out of the way. All of these work best when you lock on an enemy, as your attacks will usually miss. Unfortunately, combat is not really exciting. Your enemies are knights. Some can be defeated with a single stroke if approached from behind, but most will require a duel. Each battle feels like an event because it has a unique title, such as "duel on the bridge," as well as the enemy's rank. Each defeated knight carries a single coin that can be collected, but it serves no use. The same goes for various gems, goblets, and other valuables in wooden chests and barrels you can smash. Later you get a lockpick for opening chests, but except for one that contains a key item, the rest are pointless. Each enemy encounter creates a circle around the location, preventing you from fleeing, thus you must vanquish the enemy or be killed. Death is not a major concern because you will resurrect at the beginning point, losing nothing but time. You will also spawn here when you load the game. Except for the unique three knights, all other knights respawn as well. The issue with combat is the lack of feedback. Because there are no visuals on the screen, you have no idea when you or the enemy will die, or even if you are dealing damage. It appears that you can only die if you are hit numerous times in a succession, so you can simply circle around the enemy, go in for a hit, and then back away. You earn experience for killing enemies, but reaching the maximum level will happens very fast. This also unlocks a fancy move that can take out most enemies. Also, despite their different appearances, all knights behave and attack in the same way. Although there is no map, the game will not leave you wandering aimlessly. Wooden signs act as orientation points. When you come close to the wooden sign, the names of all the locations appear on the screen. You just need to turn and walk directly to your intended destination. Names fade as you travel away from the sign, but you will not get lost because the island is not large. There are several bugs, but nothing that would break your progress. Sometimes the knight won’t put his sword away, or the camera will point into the ground when you open the inventory, or you’ll get stuck in the game’s assets, and so on.
Update 3: completed the game, things were just bugged before. the "true ending" leaves me with questions that I don't even care to find out more being so lack luster. -- Update: Game was updated to actually run properly. For the price this game was fun for the few hours it killed despite not feeling like I could finish the whole game. -- There is so much I enjoy about this game, but I leave this game feeling frustrated. This biggest disservice I feel is being unable to open any of the chest scattered about the map despite having a key to... something?(update2: found what I was missing, but still could not figure out the "true ending"). Just feels like a slap to the face while trying to find everything in the game, which I wasn't able to despite hours of constant searching.
I love the look and atmosphere. it has a vhs feeling like in the old days. the new patch has also be improve the fps
https://youtu.be/LZgDH0LmN8M Great graphics, although it is a resource hog. easy to get lost or confused. It has multiple endings. I enjoyed the game for the price. I played it in 4K max settings and with the new updates it's running pretty decent. it looks great and it is fun once you know how to progress. but when you're lost, there is almost no help. I have "The Door To Eternal Life" ending but there is "The Ultimate Truth" achievement I have yet to unlock
Spannend, düster und ungewöhnlich (für mich) Ich kann noch nicht genau sagen, wie groß das Spiel ist, aber die erste Spielstunde verspricht viel. Es ist düster und der Sound unterstreicht das richtig. Man streift durch das Unterholz und am Anfang weiß man gar nicht wieso. Mir scheint, als ob man einer dunklen und tragischen Geschichte auf der Spur ist. Seiner eigenen Geschichte. In das Gameplay kommt man schnell rein. Die Grafik ist besser als erwartet und die Atmosphäre sehr mitreißend. Es muss einem klar sein, dass es kein AAA-Spiel ist, aber der Preis ist ja auch wirklich gering und das Spiel auf jeden Fall wert. Lohnt sich! Klare Empfehlung für ein kleines Spiel, in dem man sich mal für ein paar Stunden verlieren möchte.
Гавно редкое , не оптимизирована , черные полосы сверху и снизу экрана не убираются !
It's a refreshing and for me properly lengthy indie game that captivated me with it's thoughtful and immersive approach to gameplay. One of the standout features for me is how combat takes a backseat, allowing the focus to shift towards exploration, smaller puzzles, and an overall sense of wonder. (I died way too often in the beginning, so not having to fight too often, makes me happy.) The game creates an atmosphere where doing good deeds feel rewarding, and it leaves much open to interpretation, maintaining an intriguing air of mystery. Even though at some point I got slightly frustrated, I still like how the game doesn't spoon-feed you. The lack of detailed explanations made every discovery feel personal and the mysteries scattered throughout kept me engaged. The game encourages to explore without feeling rushed and I enjoyed that not every discovery is necessary to progress - instead, much of it enriches the story and atmosphere, making the journey feel rewarding rather than task-driven. (Though it seems you can still try to get a Highscore or a speed run since it shows you time, points and ranking) I also love how the story is told. It combines written texts for you to read with well-placed voice narrations at key moments, seamlessly blending with the plot. Additionally flashbacks are integrated into the narrative, further supporting storytelling and providing deeper context for the game's event. This variety in storytelling kept me engaged as did the music, which complemented the atmosphere and enhanced the emotional depths of my experience. Performance-wise I had no issues but I only played after the performance patch. So that seemed to fix the problems mentioned. All that said. There are still some moments when it feels like small things don't work as intended - some bugs and rough edges here and there, camera being locked shortly after a fight, etc. - though reloading helped when I felt stuck in any way or when it felt like something should be different. However with the steady release of patches, it's clear that the game is polished further, so that's something to look forward to.
This is a good game. It's short, and pretty bare-bones, but that's okay. Especially for the price. The story has some interesting themes to it, hard to put it all together and a little confusing, but I guess that's the point. If you are a fan of Dark Souls story telling, you will like this too.
The eerie mood and atmosphere of the game mostly keep me wandering around through the forest without a particular destination. I often feel lost but in a curious way, trying to piece together the little snippets of what might have transpired on this island. The abandoned village in particular carries a certain sadness, old gried wrapped in mystery, and somehow I always seem to end up there while roaming around. The voice actors did a great job and the music is fantastic, which contributes a lot to this whole air of gentle sorrow tinged with with forlorn darkness. I've lost every battle so far but somehow I don't mind. That is also because for me this game is more about exploration, a glimpse into a past that I'd like to unravel.
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