- Underrail 2: Infusion - Dev Log #16: Targeting and Projectiles - 10 March 2026
Hi guys,In this dev log I want to go over the changes that I’ve made to the ranged weapon targeting system, which could also be called the projectile attack system.This is the system that is used primarily when attacking with any sort of projectile-based weapon, such as firearms and crossbows, but also energy and chemical "projectiles."The reason I made the changes that I’ll describe below is partly to better integrate it into the new engine, with its 3-dimensionality and destructibility. But, also, I wanted to change the way that the difficulty of using these weapons changes with range and skill. Namely, I wanted for these weapons to still retain good effectiveness at close or point-blank ranges even at low skill levels, so they could easily be used without too much investment both in the early game and as off-spec weapons further into a play-through.This is how it all works now.First,…
- Patch 1.3.1.2 - 17 February 2026
Version 1.3.1.2 UIYou can now reset the custom difficulty sliders to any of the presetsBugsHealing cooldown is now properly set for all difficulty presetsFixed the bugged psi crit bonus text on certain items
- Patch 1.3.1.1 - 14 February 2026
Version 1.3.1.1 Bugs Fixed the bug that caused the difficulty setting carry weight capacity modifier to be rounded upFixed the wonkiness of the horizontal option scroll bars used in custom rules and options window that occurred when the indicator was draggedFixed the bug that would prevent you from loading a save with a character that is over level 30
- Dev Log #75: Custom Difficulty and Console - 13 February 2026
Hi guys,We've added a custom difficulty option (Mutant) in the game that you can use to configure the various parameters to your liking.If you want to play with Dominating's enemy distribution, but don't like the stat bloat, you can change it now.If you find the easiest difficulty too hard, or the hardest difficulty to easy, you can further adjust them.If our puzzles give you headache, you can reduce it by changing the puzzle difficulty specifically.I've even added the ability to change the level cap, but be careful when using this one with the oddity system, as I do not think there's enough experience to level you all the way to the max setting (level 50). This option is only available with the Expedition DLC because of how leveling code is structured.My official stance regarding the default difficulty has also changed somewhat. I don't necessarily think that Underrail has one default…
- Patch 1.3.0.17 - 29 December 2025
Version 1.3.0.17 Fixed the character outlining issues Beast of Burden specialization fixed
- 10-Year Anniversary Update (v1.3) (Dev Log #74) - 18 December 2025
Hi guys,It has been 10 years since Underrail hit its 1.0 version. In celebration, we're releasing a small but important update that touches up the game's visuals and delivers an extra weapon to the Heavy Duty arsenal.First, we've created unique sprites for all of the game's unique weapons. These should now be visible when the player equips them, except on a few armor types and when riding jet skis (but we plan to correct this in the future).Secondly, we added a new weapon to the Heavy Guns roster - the rocket launcher. As you might expect, it's a high-powered high-AP area of effect weapon that requires a lot of strength to wield. It can fire 4 different rocket types and there are even some unique ones that have their own payloads.Lastly, we've started work on localization support. This is going to be something that will remain in slow but active development over the next year, as I slow…
- Underrail 2: Infusion - Steam page is up! Wishlist now! - 31 October 2025
UnderRail 2: Infusion Steam page is official up, so you can go ahead and wishlist the game! Also, check out our new 10 minute gameplay video on the store page or on Youtube:We plan to release the game in Early Access at some point in the future. I do not know the exact date, but if I'd have to guess it should takes us about a year and a half to get all the stuff we want in there. I could be wrong, though, so don't hold me to this. I'll let you guys know months in advance as we get closer to the release.For our new Steam audience: you can real all the old Infusion dev logs here, while all the new ones will be posted on the new game's steam news as well.So go ahead, wishlist the game, if it looks like something you'd enjoy playing and also spread the word about it, it helps a lot.That's it for now. In the coming weeks we have some work to do on Underrail 1 as it's nearing its 10 year anni…
- Dev Log #73: Version 1.2.0.0 and the incoming DLC - 12 October 2023
Hi guys, In preparation of the coming release of Heavy Duty DLC (which you can wishlist now) we are pushing version 1.2.0.0 out on the main branch today. In one of the dev logs back in 2022, I hinted at a possiblity of us releasing a small DLC that would contain some important mechanics that we originally planned for a bigger DLC that would follow after Expedition. These mechanics were the new weapon types. As I said then, instead of making this large DLC we decided to move on to Infusion and basically rework the entire engine. However, we didn't want to just leave those out permanently. While I was busy working on the new engine, along with the 3D artists, I decide to have the level/quest designers, who could not do any substantial work in the new engine yet anyway, work on a short, but unique, side-mission that we could then package with the weapons as a smaller DLC. That way we could…
- Announcing Underrail: Heavy Duty DLC - 29 September 2023
Hi guys, It is our pleasure to announce a second DLC called "Underrail: Heavy Duty." This DLC focuses primarily on three new weapon types - light machine gun and minigun, both of which fall under a new skill called Heavy Guns, and grenade launcher which is a part of the existing Guns skill. These weapons will add a number of new interesting play styles. In addition to this, the DLC will feature a high-level side-mission that is designed to provide a challenge to Underrail veterans. You'll be pitted against one of the most formidable fighting force in Underrail. On higher difficulties, especially, this mission will serve as an ultimate test of your particular build. That's it. The DLC is out November 1st, but you can wishlist it now. Cheers.
- Limited Edition Rathound Plushie - 19 December 2022
Hey guys, We've partnered up with Makeship to produce bespoke Rathound plushies that can be yours for the low price of $27.99. This is once in a lifetime opportunity and, unfortunately, all unpurchased rathounds will have to be fed into Organic Processor, so your money is actually going to a good cause - to give one of these Biocorp mishaps a home. Here's the link: https://www.makeship.com/products/rathound-plush Cheers, Styg
- Dev Log #72: Steam Deck Preparations - 21 February 2022
Hi guys, Today we're pushing the 1.1.5.6 version to the main branch. If you missed the original release on experimental, you can check out the previous dev log, as well as subsequent patch notes, to see what's it all about. Next week we're going to release an update that will be focused around making the game functional on Steam Deck and Proton in general. The game might still not be as comfortable to play on Steam Deck as we are not going to implement a specialized UI or gamepad controls right now. That's a bigger undertaking that will have to wait until I've cleared some of my Infusion development schedule. But, while it might not be the best hand-held experience, the game should still be completely functional on Steam Deck. I've fixed the outstanding issues with Proton in regards to the slowdown (which should now make the game fully playable on Linux) and have implemented an on-scree…
- Dev Log #71: New Year's Resolution - 31 January 2022
Hi guys, Today we're releasing our last major free content update for Underrail. It's been just a bit over six years since the full release of the base game, and I think that's a nice and round number to rest at. After this we're going to transition to working at about 95% of our collective capacity on our next project known under codename Infusion. You can see what's this project about and follow its development here: stygiansoftware.com/infusion. We should start posting dev logs there more regularly soon. However, this does not mean that we're completely done with this game. We intend to support it as long as we exist as a company and also periodically release small content updates which will mostly feature mechanical tweaks, as well new items and abilities. We have quite a robust system for creating interesting items at this point, which we intend to use to further extend Underrail's…
- Dev Log #70: Method and Madness - 30 June 2021
Hi guys, We're rolling out a new content update. The main features of this update are new psi abilities for the three psionic schools of the base game, new items, and an alternative entrance into the Institute of Tchort, which becomes available at the appropriate time. We also added an interesting new dungeon that can be accessed from somewhere in the Upper Underrail, so you might want to revisit those areas again. I won't spoil the psi abilities; you'll have to find them out yourself. We haven't added any new temporal manipulation psi abilities, but we're likely to do that in a later update. The problem with TM is that it's designed to be limited in its offensive capabilities, in a sense that it's meant to deal its damage through a single delayed effect. And on the other hand, it's already overloaded with utility. This makes it quite hard to come up with something that would fit well i…
- Dev Log #69: Crossing the Styx (1.1.3.0) - 26 February 2021
Hi guys, We're rolling out a new content update. It's going to be a somewhat weird update because the main bulk of the content is centered around something that is not part of a mainstream playthrough. We added an interesting adventure and resolution to players who get... genetically compromised during their time in Underrail. Where and how is for you guys to find out (it does require the Expedition DLC though). Also we've added more than a dozen new areas to the game, some of which will appear randomly in different playthroughs. Mechanics-wise I've taken a look at firearm pistols, throwing, and super steel weapons and made some improvements and/or tweaks there. Anyway, here's the full list of changes, minus the secret stuff: Items You can now throw acid vials Obscure weapon improved in an obscure way Infused Bison leather will now provide more fortitude when crafting boots (not applied…
- Dev Log #68: The Psi Question - 31 August 2020
Hi guys, On September 7th the psi update will be release on the main branch, but before that happens I want to briefly address this controversial change again and also offer a compromise. First I'd like to restate that the reason the psi was reworked was not primarily because of its power, though it will reign that in a bit as well. I will not list all the major arguments I've given in the previous dev log here again, but the sum of it is that the psi is too cheap to spec in, in comparison to what it offers, and that there is no way to expand upon it without even further overloading it with combat versatility. There were multiple ways to address it and I went with what I think fits well. I went in a bit too hard with the restrictions, which I have since eased on a bit (check out the patch notes for details), but the point of the experimental build was to tweak these numbers and mechanic…
- Version 1.1.2.0 - Waterways and Psi Update - 21 July 2020
Hi guys, We're rolling out a new content update. It's going to land on experimental branch first in order to thoroughly test it out. To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG Galaxy, you go to Manage Installation -> Configure. Make sure you don't override all your live version saves just in case something goes horribly wrong. The first major theme of this update is the change to psi mechanics. The full changes are listed below. They are not primarily meant to kick the full psi builds down a notch (though they will do that), but to address the following issues with psi that I find the most problematic and detrimental to the game as a whole, not just in terms of difficulty: Psi gives you too many utilities. Due to how the psi functions now (prior to this update) it's almost impossible to add new stuff to psi witho…
- Dev Log #66: Shiny Particles - 15 May 2020
Hi guys, We're slowly wrapping up the work on the next content update for Underrail. This one is going to be mostly oriented towards the water areas in terms of content, and, as hinted before, will also feature mechanical changes to psi. It's coming soon(tm) and I don't really have anything more to say about it until it arrives, so instead I'll show you something cool that we've made for Infusion. We're developing a particle system for the updated engine that will allow us to quickly make nice looking and varied effects. Besides being an upgrade to the previous system visually, the more important aspect of it is that it will allow me to more easily add new psi, special, and item abilities, because now I can quickly make effects for those, which was the most tasking part of the process. Also, the level designers will be able to use the new system to further customize the areas and really…
- Dev Log #65: Codename Infusion - 12 March 2020
Hi guys, Back in October I mentioned that we started working on a new standalone Underrail campaign. This is still true, but we've also decided that we're going to give the engine a major upgrade which will help us create a much better game, both visually and mechanically. The thing is - there are certain design and technical decisions that were made early during the development of Underrail that are very limiting to us now, but are not easy to change just due to the amount of content that would have to be redone. So instead of taking a hammer to our beloved game, we're going to improve upon all these things (that we yearned to do for years) in a fresh stand-alone game that will still be based on the same engine core and gameplay mechanics. We call this game Underrail: Infusion. I'm not going to list all the things that we intend to change/improve upon in Infusion, but I will say that t…
- Version 1.1.1.0 - Core City Factions Update - 31 October 2019
Hi guys, We're rolling out the first content update after the Expedition release and we're doing it directly on the main branch so good luck everyone! But first, a few words regarding our current state and our future plans. Despite having hardly any mainstream press coverage upon release, Expedition sold decently well in the initial wave and then kept doing well in the following weeks. This is very encouraging because this tells me that during the years we did manage to establish a big and dedicated enough of a fanbase, that is keeping an eye on the game and spreading the word about it, that we are no longer at the mercy of whims of individual mainstream journos of dubious gaming pedigree. Speaking of individual whims, we did in the end get a huge visibility boost (that translated into a financial one) from our friendly Ugandan YouTuber in the form of this video. Much love to Sseth. Our…
- Dev Log #63: Expedition DLC is Released! - 22 July 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F5151043%2Ff227ae216a17fa563970560a612478a2dd523051.png After more than three years of development, it is finally complete. Whereas the base game began as a one man undertaking and slowly grew from there as people joined the team and steadily settled into their multidisciplinary positions to form the current core team of four, which gives it a recognizable progress of content quality and design; the Expedition is, from start to finish, the work of this, now more experience and skilled team, laid upon a more solid design foundations. For those who haven't been following the development: Expedition DLC features a huge underground lake on which a secondary campaign takes place. This campaign becomes accessible during the normal course of the play sometime during the mid-game. Here is a more detailed list of features: Around 25…