In this update5
Full notes
Full Underkeep update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- UI and audio
- Balance
Underkeep changes
We Are Getting There. Almost.
We are slowly approaching the point where we can finally talk about a release date.
Not just yet. But we are getting closer.
A Lot Has Changed Since the Demo
Since Next Fest, Underkeep has grown quite a bit. Not only in content, but also in atmosphere, systems, encounters, and overall identity.
Some parts of the game became darker.
Some stranger.
Some things are better left beneath the surface.
We’ve been expanding the later parts of the game world, including Underkeep Tower, Swamp, Dungeon ruins, Forgotten gardens, and several larger story encounters.
The Mushroom questline from the demo is now part of the full game, altough slightly altered. If you are not familiar with it yet, let’s just say the mushrooms have some... questionable ideas about family.
Combat, Classes, and Progression
The Paladin is fully happening, including Zeal-based resource system.
We have added race traits to bring more variety to party creation. At the moment, we are not planning direct trait selection, though this may become an option in the future.
Ravens are finally beginning to shine with their mutations, and some of them are genuinely absurd. The main purpose of mutations is simply to be fun and unpredictable, so we understand they may occasionally upset dedicated min-maxers. In that case... Ravens may simply not be the right race for you. We still love them.
We continue adding more special encounter options and outcomes. Until now, these choices were usually beneficial, but you can no longer assume they are always the safest or “correct” option.
We have added three difficulty settings that can be changed during the game. These primarily change combat difficulty. We hope this allows both newcomers and challenge seekers to enjoy the game their own way.
Polish. Then More Polish.
A huge amount of development time has gone into things many of you pointed out after the demo. You can look forward to:
UI improvements
more sound effects
much better combat readability
clearer damage feedback during battles
multi-monitor support and proper borderless fullscreen mode
expanded accessibility settings like options to disable animations, impact sounds, or camera shake etc.
What We Are Working On
major story encounters
final dungeon sequences
late-game events and alternative outcomes
visual details and environmental polish
the last remaining missing assets and icons
We have also started working on the intro and ending sequences.
Hopefully we are not spoiling too much by revealing that the game will feature multiple endings directly tied to the decisions you make throughout your adventure.
Keep your fingers crossed for us.
Question for the end - would you like more puzzles in the full game, or more combat encounters?
Source
Changelog.gg summarizes and formats this update. How we read updates.
