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UnderRail on Steam

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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.

UnderRail is a rpg, post-apocalyptic and isometric game developed and published by Stygian Software.
Released on December 18th 2015 is available on Windows, Steam Deck and Steam Machine.

It has received 6,437 reviews of which 5,614 were positive and 823 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 14.79€ on Steam, but you can find it for 1.31€ on Eneba.


The Steam community has classified UnderRail into these genres:

Media & Screenshots

Get an in-depth look at UnderRail through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows XP SP3
  • Processor: 1.6GHz
  • Memory: 2 GB RAM
  • Graphics: GPU that supports shader model 2.0
  • DirectX: Version 9.0c
  • Storage: 6 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

313 hours played
Oct. 2026
Underrail is easily one of the best RPGs on Steam. The amount of content in this game is insane. I have reached the end of the game several times, and I still haven't seen all of its quests. There are literally hundreds of them. There is an absurd amount of content here, and it is one of the game's greatest strengths. There are also dozens of viable builds. I've reached the end of the game with everything from a pure melee build, pistol builds, sniper builds, and even a pure psi build. They are all viable in their own ways. One of the things I enjoy the most about Underrail is starting a new game with a completely new build that I came up with myself and seeing whether I can actually make it work. It's incredibly satisfying when some crazy idea ends up being a genuinely effective build. It's no coincidence that I have over 300 hours in this game. For roughly two thirds of the game, Underrail is damn near perfect. It would unquestionably be a 10/10 game if it weren't for one gigantic problem: the ♥♥♥♥♥♥♥ Deep Caverns. This area is one of the most tedious and frustrating things I have ever experienced in a game. Infinite enemy respawns, ridiculous amounts of backtracking, and an endless series of tedious tasks, all just to eventually open the door to the final boss. The Deep Caverns are absolutely miserable. I'm not exaggerating. I only managed to finish that section because I found a guide online. Without it, I would have abandoned the game. And honestly, anyone who tells me they went through the Deep Caverns without using a guide is a ♥♥♥♥♥♥♥ liar. I finished that cursed area exactly once. I killed Tchort exactly once. And I will never, ever willingly go through the Deep Caverns again. That section came dangerously close to making me abandon what is otherwise a masterpiece of an RPG. And yet, I still have plenty of Underrail left to play. The game has two excellent DLCs that I haven't fully explored, so I still have many more hours ahead of me with this fantastic RPG that comes incredibly close to perfection. Underrail 2 is currently in development, and from everything I've seen so far, it looks incredible. If it doesn't have another ♥♥♥♥♥♥♥ Deep Caverns, it might just become the greatest RPG of all time. Score: 9.5/10
1132 hours played
Sept. 2026
Underrail might have supplanted Fallout 1/2 as my most cherished game of all time. It's been almost 11 years since it was released and I still think about it. It's mysteries, story and unique vibes live inside my head like a favorite novel. I love tactical TBS games, and Underrail is transcendental at scratching that itch. The game is huge and brimming with secrets, random variations and unique replay experiences. Much more than you might expect. The gameplay and mechanics are deep, complex and very satisfying. The "Oddity" exp system is beautiful; I hated it at first, but learned to appreciate it. Nothing else is this genre will offer a more masochistic challenge, either. I love carefully planning an encounter and getting my head caved in anways, so Hard/Oddity was a good fit. Someday I might be able to complete a playthrough on DOMINATING. Maybe. In retrospect, it's the writing that really clicked for me the most. I consider it a masterpeice of science fiction, and there really is nothing quite like it. There's no explaining it, and nothing will hold your hand. It is a thing to be explored and curiosity will be the deaths of you. The visuals might seem pretty simple at a glance, but it must work, because the atmosphere is positively thrumming and rippling with vibes. For me, the artwork occupies a part of my imagination mostly reserved for books, but also feels like there's something familiar there in a very late-80's-early-90s-VGA-PC-scene sort-of-way. Personally, I love the art and find it strangely charming. Might be late to share my thoughts in 2026, but, imo, this is an ingenious work of art that never really got the recognition it deserves, and the least I can do is give it my own praise.
425 hours played
Sept. 2026
Underrail is one of the biggest surprises I've played in years. As someone who generally prefers action RPGs, I fully expected to bounce off a turn-based CRPG. Instead, it became one of my favorite RPG experiences. It took me an embarrassingly long time to realize how some core mechanics actually worked, yet somehow the game remained compelling for nearly 240 hours. Much of that is due to Oddity XP, which may be one of my favorite leveling systems in any RPG. Exploration is progression. Curiosity is progression. Every locked door, abandoned facility, strange artifact, or suspicious cave feels worth investigating. The game never stopped introducing new places, factions, mysteries, and problems to solve. Every time I thought I had a handle on the world, it grew larger. By the end, I had become deeply invested in areas and lore that the game barely explains, and was annoyed to discover that a seemingly minor decision made near the beginning locked me out of an entire secret faction. This game is unapologetically old-school. It is ugly. It is occasionally obtuse. It can be brutally unforgiving. It has no interest in meeting the player halfway, and at several times I was convinced I had wandered somewhere I had absolutely no business being. I loved it. What started as a game about surviving underground eventually became a game about discovering what was hidden there. Not for everyone. Absolutely for anyone who loves handcrafted worlds, meaningful exploration, and figuring things out for themselves. 5/5 oddities.
106 hours played
June 2026
Amazing RPG which reminded me of old-school ones. If you like Fallouts, Gothic, Drova (among the newer titles), definitely try it out. I've played it two times, and enjoyed both immensely. To go a bit into details, world-building and lore are fantastic. There is no voice acting, so you have to read tons of text, but it's definitely worth it. It also felt really good to progress; the game managed to nail the feeling of "from rags to riches". You have dozens of available builds, multiple possible approaches to any given situation, and ways to resolve a conflict. What I really liked is that there are some things you cannot do if you didn't build for them. It brings more meaning to other things you can do because you know a different character wouldn't be able to do the same. The music is pretty much in the background, but it's decent and adds to the atmosphere. The visuals are also pretty good for an indie game. Now, a couple of issues: 1. Traders buy certain types of items. Alright, it adds to "realism". However, they also have limited amount of money, so you have to constantly run between them to finally sell all your loot. It crosses the "realistic but understandable" and becomes a chore. Not a fan. 2. The visuals can be a bit unintuitive at times. Not all area transitions are obvious. Sometimes, it's reasonable and is more of a secret entrance or something. Other times, it's just clunky and feels irritating. 3. There can be A LOT of backtracking. I was fine with it since I took the game pretty slowly and savoured it, but it can certainly get old. All in all, Underrail is wonderful. It nails the atmosphere, the gameplay, and the overall feel of its world. Despite some shortcomings, it's an amazing game. P.S. afaik, the dev obfuscates the code and doesn't welcome mods, which, IMO, is a shame, but it has no bearing on my attitude towards the game itself.
182 hours played
Jan. 2026
“Turn frustration into fascination.” ~Richard Bartlett Even though I usually like to talk about the events that happened prior to the game in question being released, this time there's nothing to talk about. Stygian Software is a tiny little team ( Underrail actually started as a one-man project) with pretty much nobody in it having any experience working on video games. Hence my first complaint – why? I mean, look at this game. It comes with a post-apocalyptic setting, it begins in some sort of a bunker, it has those hooded fanatics who reside in a cathedral-looking residence... It's bloody Fallout . No matter how you look at it. And I just... I don't get it. This here is clearly a labor of love. And there's a lot of blood, sweat, and tears in it. Yet it looks like a cheap imitation. It's not like so-called “clones” are something new, and I actually remember times when every major success used to spawn tons of them, but again, this here wasn't made by one of those greedy companies who aimed for easy money. This here is an indie game from a dedicated team. Yet we've got... this. I've actually played another indie game that gave me the same vibes (it was a one-man project too), called BC Kings , in which a dude literally made his own WarCraft III . And despite all the effort, I kept asking myself “why” all the way through. But OK, that's enough talking about how the game doesn't look right. Let's finally talk about the gameplay. And what's interesting about the gameplay here is that... I'm not even sure how I feel about it. Like Fallout , Underrail is a turn-based RPG that switches to real-time outside of battles. Except character-wise, Underrail is designed more like one of those roguelikes. No, seriously, the amount of gameplay features here is quite surprising. Not only have we got tons of skills to learn, but we can actually fine-tune them by making them stronger. There's also stealth, there's crafting, there are psi abilities... The problem is – none of that works. Not for real. That's just the thing about this game. Take stealth for example. It's a combination of a hard “stat check” and “trial and error” frustration. Again and again, you'll bump into the NPCs' detection radius because of how visibility works and because of how movement is grid-based. Psi abilities? Aside from the first trainer who'll teach you a couple of “spells,” you'll have no idea where to look for the new ones. And the same goes for, like, everything else in this game. Crafting, for example, involves a crazy amount of things, and you'll have no clue where to look. Which makes planning ahead close to impossible. Ah, and did I mention that your weapons will break? Pretty fast too. Moreover, things like hacking tools and the jackhammer (which helps you break certain objects to unlock new paths) will constantly need to be recharged. Use them, like, three times (that's right, three f*cking times) and you're gonna need some new batteries. Again, it makes planning ahead close to impossible. Still, that's not the worst thing about this game. The worst thing is – the main story is designed that way too. The journal entries look like “Go to X and find Y.” With no details at all. And items necessary for progression can be hidden in an absolutely stupid way (pixel hunting included). Thanks to all that, even the simplest tasks can take a crazy amount of time to finish. For example, near the end of the game, you'll need to open a certain big door. The problem is – the door mechanism needs to be fixed first, a-a-and you need to search a pretty big map for a replacement parts. Without any idea which boring-looking shelf or box has them. It feels shockingly unfair, but also... quite old-school, really. In a good way. As weird as it sounds. The thing is, back in the day, games were designed differently. Nowadays, the video game market is huge. Competition is brutal too, and Steam alone has more than 120,000 games to offer (at the moment I’m writing this). When a player begins to feel too frustrated, it's a pretty common thing to drop the game and switch to something else. Especially since we all have tons of games we bought “on the last sale” and didn't have time to play, right? Back in the day, when Steam wasn't even a thing and the number of games was quite limited (remember how Lucas Barton from The Wizard said that he has “all 97 of them”?), games didn't really bother about how we felt. OK, that came out wrong. What I'm trying to say is that they didn't want us to beat them. And Underrail ? It's one of such games. We're supposed to explore, to look into every barrel, to patiently search every shelf, to talk to every single NPC out there, to take notes... The way the map is implemented here is a nice example of how all that was on purpose. I mean, the map here is close to useless unless you start taking manual notes, which is a feature. Lots of us old geezers remember the times when maps were something we drew in our notepads. Underrail is some sort of a tribute to all that. So, to conclude, Underrail is a clunky, unfair, and extremely confusing experience. But while the “clunky” part is clearly a bad thing, the confusion is... surprisingly arguable, really. It's not that simple, though. See, it's very important to divide “old school” mechanics from so-called Stockholm syndrome. Imagine a kid who only had one game back in the day. Let's say it was Goonies II . It was a quite terrible and extremely unfair/frustrating experience (go see AVGN 's review if you never played it; it's one of those times when I actually agree with James ). But since said kid had nothing else to play, they kept playing it and eventually formed some sort of a bond with it. Which, in time, grew into nostalgia. While playing Underrail , I actually kept asking myself – is that the case? Enjoying the feeling of being completely lost – is that because I actually missed it, or is it because of how traumatic those old games felt? In Underrail 's case, it's actually a decisive question. As long as we don't count the tutorial and epilogue, there are only nine main story missions here, yet it can take 100+ hours to actually see the ending. Just because of all the frustration. It's also important to mention that, despite looking like “we have Fallout at home,” Underrail is much more linear. We will be able to use persuasion and intimidation at times, some skills will affect certain dialogues and open optional exploration routes, and we'll be able to make some choices (which will actually affect the Fallout -like ending, which is a thing), but all in all, it's a much more linear thing. And yes, it's clunky and unforgiving; we already talked about that. So, at the end of the day, somehow Underrail 's best quality is... its ability to make you feel lost. Underrail is a game in which I wasted two days of my life trying... to open a door. That bloody door I mentioned above. And then there was a whole new twist of confusion. That's how Underrail works. And there's... a pleasure in that. Hence the thumbs up. Underrail is a game for those who grew tired of shiny new games which aim to make you feel good and want something... different. Something that will frustrate you. Break you, even. Is that... a perversion? Like, one of those moments when instead of playing the next big thing, you find comfort in dying from dysentery in Oregon Trail ? I dunno. Maybe? Probably... The fact that aside from “there are lots of things” and “nobody tells you where to go and what to do” I can't say anything good about Underrail strongly suggests that. So keep that in mind. Still, it's a thing. And it does the job quite right. I haven't felt that good since the last time I played a little-known RPG for DOS.

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Frequently Asked Questions

UnderRail is currently priced at 14.79€ on Steam.

No, UnderRail is currently not on sale. You can purchase it for 14.79€ on Steam.

Yes, UnderRail received 5,614 positive votes out of a total of 6,437 achieving a rating of 8.46.
😎

UnderRail was developed and published by Stygian Software.

Yes, UnderRail is playable and fully supported on Windows.

No, UnderRail is not playable on MacOS.

No, UnderRail is not playable on Linux.

Yes, UnderRail is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, UnderRail is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, UnderRail does not support VR.

UnderRail is a single-player game.

Yes, there are 2 DLCs available for UnderRail. Explore additional content available for UnderRail on Steam.

No, UnderRail does not support mods via Steam Workshop.

No, UnderRail does not support Steam Remote Play.

Yes, UnderRail is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for UnderRail.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 29 September 2026 06:20 UTC
SteamSpy data 13 October 2026 08:09 UTC
Steam price 26 October 2026 20:02 UTC
Steam reviews 21 October 2026 05:58 UTC

If you'd like to dive deeper into the details about UnderRail, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about UnderRail
  • SteamCharts - Analysis of UnderRail concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck UnderRail compatibility
UnderRail
Rating
8.5
5,614
823
Game modes
Features
Online players
106
Developer
Stygian Software
Publisher
Stygian Software
Release 18 Dec 2015
Platforms
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