
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
Super cool lil experience. Worth the money if you’re into shorts. Environment is 10/10.
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.
Тёмное фэнтези за смешной ценник в которое хочется играть. Это конечно же не Дарк соулс, игра не пытается им быть, она больше похожа на Хеллблейд. Механики весьма примитивны, мир не столь насыщен и проходится за один вечер, но за 240р по фуллпрайсу - это мастхэв. Игра красиво выглядит, двухкнопочная боевка не раздражает, разве, что немного в самом начале. Присутствуют баги и застревания в текстурах и к сожалению из-за отсутствия русского языка, а может быть даже и багулины с невидимкой, я не смог пройти игру на истинную концовку. Но обязательно когда-нибудь еще вернусь когда все отполируют и сделаю это) https://youtu.be/lZRrrL-qRE0 [code][url=store.steampowered.com/curator/32105375]Кураторская группа [h1] [b]НЕ/format[/b][/h1] [/url][/code]
I would recommend this game. Took a little to for the combat to click, got hopelessly lost near the end and almost gave up. But a good first effort of a game. Enjoyed the atmosphere the most.
This game looks absolutely stunning like walking through a painting. Unfortunately, have no clue what I'm doing or why l'm doing it. I've spent most of my playtime spinning in circles, admiring the scenery, and questioning my life choices.
Demo? Tech Demo? Eary Access ? di qualsiasi cosa si tratti per 6€ ne è valsa la pena. Gioco tutto da scoprire, ambientazione stupenda come l'atmosfera, si ispira a mani basse a Hellblade con la differenza che puoi andare a zonzo dove ti pare (rispettando ovviamente il limiti della mappa di gioco) senza percorsi obbligati. Di tanto in tanto sei costretto ad un duello dove hai a disposizione prima una, poi due mosse..e non puoi scappare. Difetti tecnici, si ne ha e sono evidenti, ma ha quel non so che che ti spinge ad andare avanti, ma i comandi rispondono bene, non come quell'aborto di Enotria che è un insulto ai souls.
tl;dr, Not a bad game for $6, but felt frustrated with the landing. The art direction was neat with the immersive sigil on the armor and the rich world, but the combat is what ruined it for me. As it wasn't till many deaths later I got a feel for it. I love the idea of the "duals" one must partake and prevention of running made feel like a do or die situation. I can see the potential for this game's concept and wouldn't mind seeing a better attempt at its creation. In the current state though I felt removed from the world, roaming aimlessly without reason or purpose. Perhaps open enclosed spaces would mediate this issue instead of a full open world. This could guide the player and allow exploration through branching options without decision paralysis.
it feels like a dream
yes
Wasn't a fan. While the detail on the armor was impressive, I really did not know what i was supposed to do after visiting every location. The constant pop in and the unimpressive combat was also a factor
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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