2026-03-10 02:53 UTC · Community Announcements · Styg
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 sk
2026-02-17 20:58 UTC · Community Announcements · Styg
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
2026-02-14 09:29 UTC · Community Announcements · Styg
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
2026-02-13 15:54 UTC · Community Announcements · Styg
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 e
2025-12-29 20:57 UTC · Community Announcements · Styg
Version 1.3.0.17 Fixed the character outlining issues Beast of Burden specialization fixed
2025-12-18 14:05 UTC · Community Announcements · Styg
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
2025-10-31 13:07 UTC · Community Announcements · Styg
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 n
2023-10-12 14:34 UTC · Community Announcements · Styg
{STEAM_CLAN_IMAGE}/5151043/6608fa055d8e9bff9a373ca96b1333dbc6155011.png 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 en
2023-09-29 15:21 UTC · Community Announcements · Styg
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, especial
2022-12-19 22:58 UTC · Community Announcements · Styg
{STEAM_CLAN_IMAGE}/5151043/4ce5cf989417b2db71d0823466eb37c157eee208.png 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
2022-02-21 23:20 UTC · Community Announcements · Styg
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 devel
2022-01-31 11:34 UTC · Community Announcements · Styg
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 sup
2021-06-30 12:10 UTC · Community Announcements · Styg
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.
2021-02-26 12:14 UTC · Community Announcements · Styg
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, a
2020-08-31 22:43 UTC · Community Announcements · Styg
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 co
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