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Underrail is an old school turn-based Western RPG that throws the player into a dystopian post-apocalyptic world on the underground. According to the developers, and it shows, the game has lots of influence from Fallout, System Shock, Arcanum, Jagged Alliance (for the tactical aspect) and many other Computer RPGs of the 90's.

The story is set in a future when life on the surface has long since been made impossible and humanity dwells in a system of underground rail stations that have become self-contained states, last bastions of a fading civilization. You are a member of the South Gate Station, a pacific but well-equipped city on the southern Underrail. After receiving great aptitude results from tests applied by various specialists, you are called by the SGS leaders in order to put those talents to the test and get increasingly involved in the nightmarish dangers of the underworld.

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The game is notable for its "Oddity XP" system which completely averts Level Grinding and instead encourages the player to explore, making the character advance solely by discovering unique "oddity" items, which are found in a great variety of environments. It's still possible to enable "Classic XP" to gain experience from killing enemies, but the oddities found don't grant as many points.

An Expansion Pack, Underrail: Expedition, was released on July 22, 2019. Featuring a new story that unlocks mid-game, you’ll be able to take a break from the usual metro-crawling to take a boat to the infamous Black Sea, a massive underground body of water. The Black Sea features vicious fauna, ruins of older civilisations, natives, pirates, and something far more sinister than all of those.

On 11th March 2020, a new standalone campaign/sequel to the game titled Underrail: Infusion was announced. It will feature an entirely different part of the metro and a revamped and updated game engine.

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Not to be confused with Undertale. Despite both games being set underground, Undertale homages a different sub-genre of Role-Playing Game.

Visit the game's website here. The game can be found on Steam and GOG.


The game provides examples of:

  • Abandoned Laboratory: Owing to the entire metro being built and owned by Biocorp in the past, these pop up fairly regularly.
  • Abnormal Ammo: There are Shock, Acid, Incendiary and even Infected ammunition types.
  • Acid Attack: A hallmark of Mutants, human and dog alike, who both spit and bleed acid. It can also be extracted from glands looted from them for use in traps and weapons.
  • Acronym Confusion: One of the oddities is a registration plate that the PC attributes to the United Stations, even though they are confused how it ended up deep in South Underrail, far away from the Protectorate.
  • Action Bomb: The aptly named Kamikaze Bots, small quadruple robots whose sole purpose is to rush up to you and blow up. Fortunately, they have no armor to speak of and thus not only they are easily destroyed, but also can set off a chain reaction with each other.
    • Thermodynamic Destabilization lets you make any enemy into one of these.
  • Adam Smith Hates Your Guts: As more and more powerful items become available, prices skyrocket as well.
  • Advanced Ancient Acropolis: You encounter the ruins of one in Underrail Expedition.
  • Affectionate Parody: Al Fabet is a travelling Intrepid Merchant found in Core City, who simply sells Vendor Trash out from... everything, including a human brain.
    • So much in fact, that he shares the same burden that the Player Character is been going through it all by carrying a sack of random loot to sell anyone who can buy them. Bonus points for also being under the effects of Critical Encumbrance Failure.
  • After the End: The surface became uninhabitable long ago, and humans now live in the eponymous Underrail metro network underground.
  • A Home Owner Is You: As of the the May 2015 update, player housing has been added to the game.
  • A.I. Is a Crapshoot: IRIS, the AI responsible for ARKE powerstation, who due to prolonged separation from its creator became obsessed with protecting the facility.
  • Air-Vent Passageway: A feature in most dungeons, which provide an alternative route to hacking or picking locks. They're big enough for you and packs of rathounds to fight inside with no difficulty whatsoever.
  • A.K.A.-47: Understandable given the futuristic setting, but some guns are "old world" ones with fake names.
  • Alien Among Us: The Godmen - Rahm-Umbra, Tanner and the unknown third one.
  • Almighty Janitor: The Dude, a constantly intoxicated but fun hobo who just happens to be J.Dyson - head of Biocorp psionic research division, discoverer of the alien Monoliths, psychic and low-end Dimensional Traveller.
  • Ambiguous Time Period: The game takes place at least 200 years after an unknown (but non-nuclear) disaster rendered the surface uninhabitable for humans. Word of God states that the world prior to the disaster was in an "early space age", which would explain the fairly advanced tech still in use.
    • The Expedition expansion pack dates the game's events at 371 years after Descent. When the Descent happened remains ambiguous.
  • And the Adventure Continues: Shall you decide to leave SGS and travel north by the end, the epilogue says that you decided your destiny lies somewhere else, going to Hexagon.
  • Apocalypse How: An apocaliptical event rendered life on the surface impossible, pushing the remainder of humanity to live in underground stations, mostly subway systems.
  • Apocalyptic Log: Many are found when exploring the underrail, especially in the deep caverns.
  • Armor-Piercing Attack: Certain types of ammunition, feats and skills can negate mechanical damage protection. Alternately, one could opt to utilize different damage types which enemies lack protection against, such as biological, electrical, and fire.
  • Art Evolution: Compare earlier Alpha screenshots when the game was still named Timelapse Vertigo to the newest, more refined ones.
  • Artificial Brilliance: The AI is capable of some nasty tactics to take you down.
  • Back-Alley Doctor: Fixer in Junkyard, who charges extra for anesthetic. Heidi Gratz in Core City behaves like one, but it turns out she's actually very competent.
  • Badass Army: There are several military corps to be found around Underrail, and all of them are very dangerous.
    • The Protectorate is the most immediate example. While opinions vary on how benign they are, there is little question that they represent a very organized and very lethal fighting force.
    • The Gray Army, the armed forces of Western Underrail. While you only see them once in-game on The Dude's second quest, they seem to be extremely well-organized, well-equipped soldiers.
    • The Faceless are less traditional than most, but as a fighting force, they are more than a match for Praetorian Security.
    • All of the Oligarch factions of Core City have shades of this; Praetorian Security are the most straightforwards example, while Core Tech focuses on cutting-edge technology, and JKK focuses on Boring, but Practical.
  • Back Stab: The Stealth plus melee weapons build is highly effective, provided that you don't accidentally bump into someone before attacking.
  • Big Creepy-Crawlies: Large mutant insects are some of the deadliest foes in the caves. Psi Beetles, Burrowers and Crawlers to name a few.
  • Boring, but Practical: A Assault Tank build (Assault Rifle, at least 6 Strength, high Constitution, Guns skill, heavy armour) can be very viable past the early game and highly adaptable to different circumstances.
    • Traps are extremely useful at evening odds against either a large number of opponents, or a single, powerful one. Set up in chokepoints or just around corners, they can incapacitate or even kill incoming attackers. While enemies will attempt to avoid or even defuse traps if they see them, this can be abused to force enemies to expend extra APs on moving around them, and on occasions where there are no alternate routes, will run through them anyways. They don't require too much skill investment to use, though they can't be laid during combat unless you possess the Quick Tinkering feat.
  • Breakable Weapons: Most weapons and armor have durability. You must either buy or craft repair kits that can be used to keep your equipment in working order.
  • Bulletproof Vest: Several, but some can be averted with certain materials that protect you from other elements instead.
  • Caltrops: Used to slow enemies down by sapping movement points per stepped-on caltrop. They can also be coated with poison for greater effect.
  • Character Customization: Though there is little visual customization outside of your portrait and name, the skills and feats system is extraordinarily diverse and in-depth, allowing for considerable variety in character builds.
  • Conlang: The Gray Army soldiers you'll encounter while on the Dude's quest speak a weird mish-mash of slavic languages. Players who can speak said languages will be able to garner a rough idea of what they're saying, but there's no 1:1 translation.
  • Crapsack World: Your starting station is small, poor, and half of the people work as security or as soldiers of a Tribunal of self elected councilors. It is also the best place in the underground, where protection from crime and monsters is guaranteed and food is readily available. Everywhere else is either under constant threat from Bandits, wild animals, and Mutants, or has extreme poverty and crime even by the standards of the Underrail.
  • Critical Hit: Attacks have a small chance to crit for at least double damage. Certain feats and equipment can increase either the probability of attaining a crit, or the maximum damage dealt.
  • Deflector Shields: Personal energy shields can be found around mid-game and are decent for protection. How well they absorb damage depends on the impact velocity of an attack. Lasers, bullets and explosions are safely deflected, while crossbow bolts and melee attacks are able to penetrate or completely negate shields entirely.
  • Design-It-Yourself Equipment: You can build most items in the game with components/ingredients you find in the Underrail, sometimes at a lower cost than the complete examples sold in shops. At higher levels and with the right feats, it is possible to create weapons that are far superior to any that you can find in the game, including unique weapons.
  • Did You Just Punch Out Cthulhu?: The ever-evolving immortal being that is Tchort? It's the final boss, and you kill it.
  • Dimensional Traveller: The Godmen...maybe. The Player character can become a mild version of this in the expansion by doing a quest that enables them to see and use dimensional rifts to travel through the game world.
  • Down in the Dumps: Most settlements, but especially the Junkyard.
  • Dressing as the Enemy: You can do this to trick the guards in the Gray Army base, allowing you to get through without bloodshed if you have decent persuasion or stealth skills.
  • Dude, Where's My Respect??: Becoming the Invictus, the champion of the Core City Arena, earns you no respect whatsoever. Even if you try to use it in Core City they either don't recognize you, or hate the bloodsport in the arena, and therefore, you.
  • Elaborate Underground Base: Basically the whole game.
  • Eldritch Abomination: The being worshipped by the Institute of Tchort turns out to be one, with the ability to summon a variety of tentacles.
  • Energy Weapon: They come in three flavors - Electric, Laser and Plasma.
  • Experience Points: One of the most interesting parts of the game's mechanics is the alternative way of gaining experience through the Oddity system, that rewards exploration instead of combat grinding, though a few of them can only be obtained through combat (regular XP through combat is also an available option).
  • Exty Years from Now: Wordof God states that the Underrail Earth was in an "early space age" prior to the catastrophe which itself occured about 200 years prior to the start of the game, so the game might be set anywhere from late 21st century up to 23rd.
  • Fantastic Slur: "Drop off, pipeworker!", a favorite among the gangsters in Core City.
  • Flesh Versus Steel: Played with - The Tchortists put emphasis on biological enhancement of humanity with technology as tools separate from the user, while the Faceless are cyborgs that use serums to enhance their biological side in combat.
  • Foreshadowing: There are several hints that Tanner is not all he appears to be.
    • When asked about Core City's arena, he will end his description by stating that "Humans were always fond of blood sport," in a way that heavily implies he isn't one.
    • He has a clear perspective on human history that most people in Underrail should logically lack, seen when he describes the formation of the Protectorate as being 'inevitable,' and his statement that it could have turned out much worse.
    • Despite spending all of his time underground, he never takes his goggles off, keeping his eyes hidden.
    • Has True-Sight, which usually can only be found on robots and is extremely rare among non-robotic beings, One of whom is Six/Rahm-Umbra.
  • Gameplay and Story Integration: The scavenger Al Fabet has the habit of picking up every item he can find, no matter whether he ends up barely able to carry it all. If you wait around in his general vicinity, he will start walking around with a very low FPS animation - the same effect applied to you when you walk around over-encumbered.
  • Genre Shift: Once you reach the Deep Caverns, the game suddenly turns from a relatively grounded post-apocalyptic scenario with cyberpunk elements into a full-blown Cosmic Horror Story. As much as the game foreshadows this, the extent of this mood swing will still likely catch many players by surprise.
  • Giant Spider: Coil Spiders, made deadly with potent electric powers.
  • Gray-and-Grey Morality: Many situations will leave the player having to choose between not so clear moral choices, given the amount of conflicting factions.
    • White-and-Grey Morality: Some choices also involves ones that deal as little conflict among factions as possible. As long as you have the right skill to do so.
  • Groin Attack: The Dirty Kick does just this - it is even more effective against male characters.
  • Hard Science Fiction: Some backgrounds shown in the game are detailed to the dotted line. Some conversations by the Player Character, provided with a decent amount of skill, will iterate or even do convoluted detailing in order to either convince other similar professionals or simply do stuff without a fuss in fighting big, hard guys.
  • Harder Than Hard: DOMINATING, which makes enemies even stronger, and cuts selling prices even more.
  • Healing Potion: In the form of bandages and health hypos (similar to Fallout stimpacks).
  • Heart Is an Awesome Power: Persuasion and Merchantile. While little the skills can do at the beginning, pursuing them to go even higher will benefit each other mutually, reducing buying prices while raising yours significantly. Doing so will also make certain situations significantly easier, such as allowing you get a second freebie from Quinton for your next Metathermics skill, persuading the Rathound King to make amends with Camp Hathor all awhile revealing you the shortcut that directly leads to his lair from the cave entrance to his maze and/or convinced a group of angry zoners to leave a damaged tunneler drill for you to repair it yourself.
    • Crafting Skills also come out in the same area, especially when you find high-quality components that comes along with your playstyle.
  • Homage: to mid nineties era of CRPG, especially the Black Isle ones.
  • Hub City: The Core City is the sole stable passage between Upper and Lower South Underrail, and is also a link to North Underrail.
  • I'm a Humanitarian: Several enemies are crazed lone cannibals or even worse, organized in gangs like the Lurkers.
  • Inescapable Ambush: Stealth enemies love to ambush characters with lack of good perception. You can also invert this with the right build and most likely be at the other end of the trope on tougher yet dumber enemies.
  • Informed Equipment: Played With. While a character's appearance changes depending on the armor and weapon they have equipped, most weapons will look the same as any other weapon of the same category. Your Electroshock Tungsten Combat Knife looks the same as the low quality knife you were killing rathounds with at the start of the game. Your appearance also doesn't change with different head gear, leading to the awkward situation of you putting on some night vision goggles with your tactical overcoat, even when by the game's mechanics you're wearing a balaclava.
  • Instant Expert: Averted on the Skill point system, where every technical area of crafting requires a lot of level grinding before reaching a particular level where you can weld very tough, lightweight metal into an armor.
    • Played Straight on the Feat point system, where you literally become a doctor just after killing some Rathounds.
  • Invisible Wall: Completely averted by the underground setting. If a tunnel exists, you can go through... that is, if you can survive.
  • Karma Houdini: Ezra is almost-unquestionably the one responsible for the incident that turned Depot A into a wasteland and mutated an untold number of workers into poisonous mutants. There's no way to bring him to justice without turning the rest of South Gate Station hostile; he can be confronted about it, but he simply denies it, and there's no further action you can take other than just shooting him in the face, thus pissing off the rest of the faction.
  • Killer Robot: Oh so many. Most still wander abandoned facilities killing everything that moves, while few others are used for security in wealthy Stations.
  • Kleptomaniac Hero: An available playstyle. It also comes in handy dealing with little harm towards others as possible in completing certain quests.
  • La Résistance: The Free Drones, an organization dedicated to fighting the Protectorate and the United Stations. Reasons for doing so range from fighting the Protectorate Junta to to opposing the very concept of the united Underrail with anything in-between.
  • Land of One City: The majority of communities seen in the game.
  • Living Shadow: Doppelgangers created by the Bilocation Psi Power. They're invulnerable to all but one kind of attack and wail on their targets with psychic blows until either it dies or the spell wears off.
  • Magic by Any Other Name: PSI abilities.
  • Medium Awareness: The Dude's advanced state of intoxication and status as a dimensional traveler allow him to lapse into this at several points, but the most specific example is when he and the Player Character have an inebriated discussion on how doors in Underrail are basically indestructible.
  • Mega-Corp: Biocorp, they had enough wealth and power to essentially build the entire Underrail metro system with at least three cities in it.
    • Before the descent into underground, there were the T6 - Biocorp, New Frontier Technologies, Security Agency, Bionic Institute, Nucleus Corporation and Transcendix.
  • Merchant Prince: The Three Oligarchs of Core City: The former research and security chiefs of a local Biocorp branch took advantage of Biocorp collapse and took over, forming CoreTech and Praetorian Security, and later a third party came and uplifted the Arena into the comercial success, forming JKK.
  • Mini-Mecha: Protectorate Dreadnoughts, combat mechs packing a chaingun, a rocket launcher and a large drill.
  • Modular Epilogue: Like in Fallout, the long-term consequences of your involvement in the various settlements, good or bad, is shown at the end.
  • Mouth of Sauron: The Mouth of Tchort is a being used by it for the sole purpose of communication. Naturally, it is weak in combat.
  • Multiple Endings: A given, with the Modular Epilogue. The game has two major endings for your character, which depends on whether you stay at SGS to become a councillor, or leave to travel north.
  • Mutagenic Goo: Biocorp developed one as a means of next-generation genetic manipulation. It's workings are surprisingly well explained in one log as a clue to a puzzle that significantly weakens the final boss.
  • Mushroom Samba: You can go on one with The Dude. It allows you to fast travel.
  • Mystery Meat: The Junkyard Surprise is a rare random example of the trope, but beneficially and not so beneficially. It randomly gives you a Status Buff that makes you stronger, faster or smarter by simply eating the stuff but it can also make you weak, slow or stupid, all in 20 minutes.
  • New-Age Retro Hippie: The Dude plays this trope razor straight, despite living in a time period set at least several centuries after it was codified.
  • Nintendo Hard: Make no mistake, Underrail is an unforgiving game that takes satisfaction in watching you die over and over. It is strongly recommended you quicksave early and often and also consult the Underrail Build Forums to carefully optimize a character concept before you play and ensure that the game won't see your mutilated remains being sold off to a leering junkyard doctor with a necklace of human fingerbones.
  • No Blood for Phlebotinum: One easily missable bit of data mentions how prior to the Descent, various nations and super corporations engaged in wars over fossil fuels that killed millions.
  • Offscreen Teleportation: The Dude, a strange-but-fun hobo who can be met at Rail Crossing, can do this. With the Expedition expansion pack, you can learn how to do it yourself by completing his second quest. The trope is enforced by all of the Rift locations you can use being in out-of-the-way areas where nobody else can see you.
  • One-Man Army: You essentially are one, especially when equipped with a proper build to specifically clean a room filled with cyborgs, psychics, mutants and robots.
  • Optional Stealth: Depending on your build, you can either storm in guns blazing/hammer swinging (and suffer the consequences) or stealthily backstab or snipe enemies.
  • Paper-Thin Disguise: Subverted. You need a huge Persuasion skill to fool any guard worth their salt. A guard at Core City Docks will actually pretend to fall for it if you flash him a pass you stole from another guard, then reveal he was just stalling you while the other guards surrounded you.
  • Playing with Fire/An Ice Person: Metathermics Psi Powers, which range from throwing ice spikes and fireballs to creating special shields out of fire or ice.
  • Point Build System: Underrail has a complex skill system that underlie in a straightforward level system.
    • Every level allows an extension of 5 points of skill in each area with a provided count of 40 points.
    • Every 2 levels gives 1 point of feat that can accompany your character.
    • Every 4 levels gives the actual attribute point that substantially increases the accommodated skills you maintained beforehand.
  • Powered Armor: Metal armor can receive enhancements and secondary bonuses that make it behave like a Powered Armor (regeneration, health increase, higher damage).
  • Psychic Powers: Comes in four flavors: Mind Control, Psychokinesis, Metathermics and Temporal Manipulation.
  • Rat Stomp: Subverted. The first creatures you encounter are rat-hounds the size and ferocity of a wolf. Some later ones are the size of a gorilla.
  • Reality Ensues: A character build focusing on pistols might find themselves outranged and outgunned by most human enemies using heftier firearms. It is doable, but you will find it very hardgoing. Remember in real life, pistols are just sidearms and aren't intended to be main weapons.
    • You can go off and explore the Underrail as you like, but there's a reason people usually don't- it's a barren cave system after all. You probably won't find any useful items or interesting trinkets out there, and even if you do, you'll have to contend with the native wildlife to get to it.
  • Really 700 Years Old: Wyatt, the sole remaining resident of Depot A who won't try to kill you on sight. He's been around since the original incident that turned it into a poisonous wasteland, which was at least a century ago; the mutagens he was exposed to have apparently halted his aging process. Ezra, too, since he's one of the two people responsible for the same incident.
  • Recycled In Space: Fallout IN THE UNDERGROUND!
  • Retraux: This game is designed and plays like a mid-nineties Black Isle CRPG.
  • Rock Beats Laser: Energy shields are great at deflecting plasma shots and good against shrapnel and non-critical bullets. Simpler attacks such as crossbow bolts, sledgehammers or just straight up fisticuffs will partially or completely ignore them as shields work best against fast moving objects.
  • Save Scumming: The game autosaves every time you enter an area AND keeps an extra autosave and quicksave on a buffer. With the many things that can go wrong, it is no surprise.
  • Scavenger World: Goes with the post-apocalyptic dwellings, but Junktown plays it very straight, while the rich Core City has manufacturing.
  • Schmuck Bait/Wrong Genre Savvy: At the very beginning of the game you'll be in a testing room with your teacher and a few lootable containers. If your first move is to loot the container, as you would be wont to do in most WRPGs, the teacher will pump you full of bullets before you can say "oops".
  • Seen It All: Discussing about the Junkyard Surprise says it all.
    "I hate surprises." - Player Character
    "Me too." - Kareem
  • Shout-Out:
  • Sinister Geometry: The Mysterious Pillars beneath Silent Isle. They possess a strange psychic influence that causes Doppelgangers to appear out of the darkness of the island. With the right score in Will and Mind Control, you can learn Bilocation from it.
  • Sinister Subway: Due to the underground setting, this subway spans nearly whole game, and even some cities given that they are built into subway stations. Needless to say that the dangerous parts and "dungeons" are this in spades.
  • Skill Scores and Perks: Actually, skills and feats.
  • Spike Shooter: Burrowers. Though their damage per hit is negligible, the real pain comes from their poison.
  • Spiritual Successor: To the classic Fallout games and many other RPGs with tactical combat such as Jagged Alliance.
  • Sufficiently Advanced Aliens: The Godman Six/Rahm-Umbra posessess technology that, according to the Faceless who are known as one of, if not THE most high-tech factions, completely TRIVIALISES theirs.
  • Suicidal Overconfidence: The player can fall into this. Because of the gameplay having powerful armor is no guarantee for your survival, resulting in Power Armor wearing players getting ripped apart by physic beetles they thought were beneath them.note  Enemies show this as well: They never retreat and always attack.
  • Techno Wreckage: Considering the setting, a lot.
  • Teleportation Misfire: While unlocking Fast Travel with the Dude's assistance, the two of you will accidentally wind up in a Gray Army base somewhere in Western Underrail - well away from where you began in South Underrail.
  • Transhuman: What the Tchortists aim to become, and what the Faceless essentially are.
    • Bionic Institute, one of the T6 super corporations, was designing biotechnological robots that were granted citizenship and treated as equals to their makers.
  • Turned Against Their Masters: If you befriend the Faceless, their commander will explain their origins as human test subjects that were exposed to mutagen for scientific experimentation. It is implied through various tidbits of information that they rebelled after a mutant called Otis (who was hyper-intelligent and thus deemed a "success") led them in revolt against Biocorp.
  • Turn-Based Combat
  • Urban Segregation: The Core City has a large shanty town called the Drop Zone, and the ruling Oligarchs more or less ignore it.
  • Utopia Justifies the Means: All factions vying to change the underground for the better have this.
  • Warp Whistle: Major settlements have either a dock where you hire ferrymen (or ferrywomen) to sail you instantly to a requested location, or an access to the subway train that do the same, for a small fee. Completing The Dude's second quest allows you to access Dimensional Rifts, allowing you to Fast Travel for free - barring the price of producing Juice.
  • Weak, but Skilled: One popular character build turns you into this: a stealthy crossbow and trap specialist who cannot hope to win a direct firefight or protracted melee, but by cleverly using gadgets, stalking and ambush tactics and the environment, you can pick off a large group of enemies without even getting scratched.
  • We Buy Anything: Averted, as all merchants will only buy a certain number of general items (for instance, food, weapons or medicine) and you will have to wait to sell something again to the same merchant. Only certain merchants will accept an unlimited amount of certain goods, and even then it will be stock stuff such as bullets or batteries. A comic relief NPC is Wrong Genre Savvy about it and keeps pestering merchants around Core City hoping they will buy things he randomly found in the trash.
  • When All You Have Is a Hammer...: Your fists is potentially the ultimate example for some playstyles, especially with the following feats that support it. It comes very handy in several circumstances:
    • Need to kill a guy who's hiding behind an energy shield? Punch him!note 
    • Out of bullets or having trouble shooting rathounds that surrounded you, punch them.
    • Robot near its death but not enough action points to kill it with your sniper rifle, punch it.
  • Where the Hell Is Springfield??: It is never made clear just where Underrail is situated, and the occasional hints seem to contradict one another.
    • You can find a US car plate, but the metro also features a significant number of Slavs - the Serbian diaspora in Core City Drop Zone and the Gray Army who appear to speak a distorted Slovenian.
  • Wide Open Sandbox: The player character can go wherever he or she wants after leaving the first city, provided he or she has the skills to survive.
  • A World Half Full: It is a harsh world, but some places are surprisingly stable and self-sustained (the starting city is a good example), and life can be relatively safe for those who keep to themselves.
  • Wretched Hive: The Junkyard, the literal junkyard that grew into a small town with the increasing number of scavengers, is under complete control of two rival gangs, the Scrappers who control the supply by owning the best scavenger spots and the Black Eels who control the means of transporting said supply by owning the docks.
    • Core City has a favella hanging off the east side, and law enforcement refuses to go there unless the city is directly threatened. The inner city is no more safe: dissidents and undesirables have their lives ruined and are pushed out of the city while the nearby gladiator arena and obstacle course kills contestants and gladiators by design.
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