
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.
Modeled estimate, not a reported figure. How we estimate →
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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
a cool experience with cool aesthetics.
Коротенькая, напрочь багованная, но очень вайбовая и залипательная игра, давящая атмосферой мистического средневековья. По жанру я даже не знаю что это, геймплей состоит из исследования и иногда боев. Бои здесь как раз-таки самая слабая часть, потому что враги-рыцари в какой то момент тупо перестают реагировать - остается их только закликивать до упора. Другой тип болванчиков (рядовые зомби) просто медленно идет втупую на героя и при сближении наносит урон, тактика почти такая же - отходи и закликивай. При этом в игре реализована система нанесения ударов в разные части тела соперника, отчего зависит урон. Есть ваншотящий бэкстэб, но он почему-то не работает на бомжах, а только на рыцарях и "боссах". В теории боевка могла бы быть интересной, если бы не баги, однообразие врагов и кривоватое управление. Я так и не понял, как работают сохранения - вроде бы прогресс сохраняется, но второстепенный лут необходимо собирать заново, рядовые враги респавнятся. Да, и после перезагрузки персонаж появляется в стартовой точке, а не там, где вы сохранились. Благо карта крошечная и есть быстрое перемещение через дорожные указатели к ключевым точкам. В какой-то момент появляется возможность телепортироваться в безопасную зону - не раз выручала, когда намертво застревал в текстурах. Рекомендовать бы всем подряд не стал, но любителям темного средневековья со скидкой на лютое инди думаю зайдет. Сам прошел игру за одну сессию, т.к. затянуло)
a ideia do jogo é muito boa, falta umas otimizações, mas para um jogo indie, esta muito bem, parabens aos desenvolvedores
Спустя почти час игры моё мнение изменилось. Меня разочаровало упражнение - я с ним не справляюсь - как будто неписи двигаются заметно резче меня - я не успеваю за ними разворачиваться, как двигается меч тоже не очень понятно и парирование я не нашёл. Разрешение, в итоге, мне тоже кажется странным
Related
Related
Trends
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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