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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: Every caliber of bullet has a corresponding type of special ammunition that you can craft. These range from Shock, Acid and Incendiary to Infected and Micro-Shrapnel Bullets.
  • 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.
  • Adam Smith Hates Your Guts: As more and more powerful items become available, prices skyrocket as well. You can turn this trope completely on its' head by speccing into Mercantile and Crafting, which will let you break the game's economy wide open.
  • Advanced Ancient Acropolis: You encounter the ruins of one in Underrail Expedition, spread out across an underground lake known as the Black Sea.
  • 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: Should 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.
  • Anti-Frustration Features:
    • If you spot a trap while you're moving, your character will immediately stop what they're doing so that you don't blunder onto a trap you already noticed.
    • Both conventional firearms and energy weapons can be conveniently reloaded with any available ammunition type or battery by holding down Shift and using the QWERTY keys.
    • Both containers and the player's inventory have automatic sorting options, making organizing your increasingly-massive collection of ammunition, medical supplies, crafting ingredients, keys, quest items, and other assorted stuff easier.
    • There is an "Automatic" button for trading, allowing the player to quickly sell or buy whatever they want from a merchant without needing to haggle - unless they want to. It should be noted that this option isn't always the most efficient way of getting your money's worth.
    • Once you move into the player home in Core City, you can ask to have all of the items from your room at SGS shipped to your new house, saving the player the headache of personally moving over an entire collection of items.
  • Apocalypse How: A catacylsmic event rendered life on the surface impossible, pushing the remainder of humanity to live in underground stations, mostly subway systems. The game is rather vague about the exact nature of this event, however.
  • Apocalyptic Log: Many are found when exploring the underrail, especially in the deep caverns.
  • Arbitrary Gun Power: Zig-zagged. Pistols are realistically much less effective than other classes of guns, although they are much more lightweight, even the Hand Cannon-type pistols. Played straight with crossbows, however; they are less effective at penetrating armor than other types of ranged weaponry.
  • Armor-Piercing Attack: Certain types of ammunition, feats and skills can negate mechanical damage protection. The most practical example would be W2C-type bullets, bullets that are jacketed with Tungsten; they pierce through mechanical damage resistance, but do less damage overall.
  • 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. They will use anything a player can use, including grenades, throwing nets, Morphine, Adrenaline, psionics.. On higher difficulties they become outright murderous. However..
  • Artificial Stupidity: The AI has some enormous holes in it. They show very little regard for hazards such as fire, acid or poison, and if they have to walk through a bear trap to reach you, they will. They also don't have the best accuracy with thrown items, meaning that they are fully susceptible to the same facepalm-inducing grenade-into-the-nearest-wall slip-ups that many players know and love. Oh, and friendly AI is even worse - if they step into a hazard you created, they'll turn hostile; they won't hesitate to try for precision grenade throws near allies(read: you), either.
    • Most of these issues come from the fact that the AI is generally intended to serve as opposition to the player, not to other AI; the main game has relatively few instances where the player has any substantial back-up, but Expedition opens with a prolonged battle between Aegis-Sec and the Natives, where these flaws are on glaring display. This leads to bizarre decisions such as using a valuable and powerful Mk. 4 Frag Grenade to kill a single native who's already low on HP. Aegis Sec troops will also rarely use Burst Fire, despite most of them being armed with SMGs and Assault Rifles.
  • Always Chaotic Evil: The Sørmirbæren. The only Sørmirbæren you'll meet who won't try to immediately kill you on sight are Yngwar and their women. Dialogue with the Ferryman heavily implies that they're about this friendly with everybody else; they only tolerate him because he proved himself a Worthy Opponent. Going by what you can find in Øyensørm's lair, this is probably at least partially due to the Shadowlith's influence on them.
  • Awesome, but Impractical: Many of the unique items (denoted by a purple name) are likely weaker compared to what you can find or craft, but what takes the cake is the Master Demolitionist Belt. It grants 3 utility slots, but not only does it increase the AP cost of throwing grenades, but it also grants a special ability to detonate 1 of each grenade in your belt right at your feet, most likely killing you in the process, if it doesn't at least damage you severely.
    • Persuasion allows you to skip some combat scenarios, gleam more insight from several characters and very rarely offer alternate conclusions to quests, but otherwise it is completely useless, having no use in combat outside of a pair of glasses that you only get by working with JKK. It also scales off Will, which is a Dump Stat for builds that do not use psionic powers.
    • Mercantile falls under the same umbrella, it allows you to negotiate better rewards including tens of thousands of charons from selling an unique jet ski, more than enough to buy anything in the game, or a far less damaging deal with the pirates in exchange of Professor Oldfield, but you can already gain massive amounts of money just by playing the game and selling whatever you find, plus there is almost nothing you can buy that costs a LOT of money other than jet skis and renovating your house.
    • Some builds can be considered this [[YMMV depending on who you ask]], but "full psi" has widely been regarded as this after it was [[Nerf nerfed]], as every time you want to switch abilities around you have to drain all your psi storages, and having multiple types of psi available is punished with higher psi costs, rewarding players that use only one or two schools of psi in conjunction with more regular weapons, while pure-psi is inferior in nearly every regard.
  • 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 CoreTech 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.
  • Bait-and-Switch: The ending of the Arena questline. Garry the Informant appears instead of Dread Lord, leading the player to suspect that they may actually be the same person - only to reveal that he is actually Carnifex, the previous champion, and has killed Dread Lord so that he can duel the player instead.
  • Beef Gate: Depot A, the infamous part of Old Junkyard that serves as the player's final obstacle before the game lets you off the leash. It is swarming with incredibly annoying enemies who can easily overwhelm you unless your build passes muster for the rest of the game. In a way, this is Cruel to Be Kind, since doing it this way prevents the player from getting 10+ hours into the game before realizing that their build won't be able to take on the mid to endgame content.
  • Bittersweet Ending: The player's actions will generally determine whether any given faction or location gets one of these, a Downer Ending, or a Golden Ending. The third ending for the Player's personal story definitely qualifies, though - after being mutated by Mutagen D6, you manage to reach the Mutie Enclave with the help of some other mutants. You spend the rest of your life there - reasonably safe and comfortable, but in constant pain, haunted by memories of a past you'll never fully remember.
  • Big Creepy-Crawlies: Large mutant insects are some of the deadliest foes in the caves. Psi Beetles, Burrowers and Crawlers to name a few.
  • Body Horror: Being exposed to the Mutagenic Goo developed by Old BioCorp leads to this. At the bare minimum, your blood is replaced with acid, you form tumorous glands throughout your body (that also pump out acid), and you are left with a constant, horrible, wheezing cough. Some people are even less lucky and mutate into hulking, seven-foot-tall monstrosities with claw-like limbs - including you, if you let yourself come into contact with mutagen gas.
  • 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.
    • The humble Throwing Net. It requires no investment into throwing to reliably hit your target, and rooting them to the spot for even a few turns is incredibly potent. It even works on some enemies it logically probably shouldn't, such as security bots.
    • Caltrops, in a similar vein to the above Throwing Net. They are fantastic for evening the odds against large groups of highly-mobile enemies, such as Burrowers and Mutants. They're also fairly cheap to buy or craft, and given their large area of effect, you don't need to put any points into Throwing for them to be useful. As if all that wasn't enough, you can buy or craft poisoned versions, which push them from "useful" to "outright lethal" - the game won't allow caltrop damage to kill anybody, but the poison they apply is another story.
    • SMGs aren't as big, flashy or damaging as Assault Rifles are, but they make up for this in several key areas. Firstly, they don't require any stat investment in order to use them well, making them a great mainstay of your arsenal if you're a gunslinger who doesn't want to invest into strength. Secondly, they receive several useful perks that specifically boost them, such as Spec Ops.
  • 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.
  • Broken Bridge: At the start of the game, you're limited to South Gate Station and Junkyard. Access to the rest of the Underrail is blocked off by rubble from the recent earthquakes, and the trains are out for the same reason. This rubble can be cleared, but doing so requires either a Jackhammer or TNT Charges, and neither can be obtained until you complete Depot A, which is also when the trains start running again.
  • 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.
  • Combat Pragmatist: If you want to stay alive, let alone finish the game, you're going to have to become one of these par excellence. You are always outnumbered and often outgunned, and the only thing that can level the playing field for you is to ruthlessly exploit every possible weakness.
  • Conditioned to Accept Horror: Most of the residents of Southern Underrail view circumstances that would horrify present-day humanity as being routine and unremarkable. Junkyard has a resident Serial Killer, Ol' Chopper, who horrifically dismembers his victims; he's viewed as being more of a nuisance than anything else. Core City's economy runs off the Gauntlet and the Arena, both of which are brutal Blood Sport attractions that kill dozens of people on a daily basis. This trope is discussed by Marcus and Ladelman in the Expedition DLC, where the two have several conversations on the value of human life. Marcus, being from the more-civilized North Underrail, is a Family Man who is Happily Married, while Ladelman, a dyed-in-the-wool Southerner, gleefully indulges in bouts of Black Comedy, routinely boasting about the women he's bedded and the skulls he's cracked. They get along famously in spite of this.
  • 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. The Sørmirbæren speak a similar mash-up of nordic languages.
  • Crapsack World: Zig-zagged. The setting as a whole is pretty grim, with humanity having been forced permanently underground by some unspecified disaster in the past. However, some parts are better off than others, edging nearer to A World Half Full.
    • The southern Underrail is unquestionably this. 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 South, where protection from crime and monsters is guaranteed and food is readily available. The rest of southern Underrail is largely lawless, with the only forms of order coming from the likes of Core City. Life is cheap, death is around every corner, and the only people who are trying to do anything about it are either the militaristic, expansionist United Stations or anarchist terrrorists who are cool with bombing an entire station of civilians to take out their target.
    • North Underrail is implied to be much better off than South Underrail, not the least due to the United Stations having brought order and actual government to it. Northern Cities, such as Hexagon and Dis, are mentioned as being pretty good places to live. This is seen most prominently in Expedition, through the culture-clash between the Southerners and the Northerners who work for Aegis Security. Marcus, in particular, finds Ladelman's "don't waste your time or it'll waste you" philosophy almost incomprehensible, because the idea of human life being as cheap as it is in the South makes no sense to a man raised in the North.
    • Similarly, Western Underrail - while never actually seen outside of Dude's second quest - appears to be unified under a strong, nationalistic government with a well-armed military. Available lore suggests that they have a stable society and economy, which is more than the South can say. On the other hand, their status regarding human rights issues and other important social problems remains unknown.
  • Creating Life: The wildlife you face in the Black Sea are all descended from lifeforms genetically engineered by New Frontier Technologies. They were intended to give the Black Sea a functional ecosystem. Unfortunately for you, it worked like a charm!
  • 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.
  • Deadpan Snarker: You can play as one if you're so inclined. You'll find no shortage of smartasses around Underrail to engage in Snark-to-Snark Combat with, either. This trope is played to the hilt with the bartender at the Hanged Rat, who will trade insults with you but not much else.
  • 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.
  • Determinator: Abram is a mutant from Depot A. Most of his fellow mutants spend their days either wallowing in their awful condition, trying to kill any unaffected humans they see, or both. Abram, on the other hand, has become one of the Oculus's top operatives, despite the constant, horrible pain his condition has left him in.
  • Developers' Foresight: If you seek South Gate Station's support for the Black Eels during the last stage of their questline after Gorsky has left for Core City, he'll be absent from the ensuing meeting, and several people comment on how his input would've been valuable.
  • Did You Just Punch Out Cthulhu?: Twice.
    • The first one is at the end of the main questline. The ever-evolving immortal being that is Tchort? It's the final boss, and you kill it.
    • The second time is at the end of the Expedition DLC. If the player has found the Ethereal Torch, they can destroy the Shadowlith with it, effectively eliminating the conduit for an Eldritch Abomination that has already corrupted the natives.
  • 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.
  • Doom Troops: The Chemical Assault Unit, the Protectorate's most elite soldiers, fit the trope to a tee, especially the bit about using chemical weaponry in combat.
  • Down in the Dumps: Most settlements, but especially the Junkyard.
  • Dramatic Unmask: If you complete his questline and meet him in the Oculus, Abram will unmask himself if you prompt him about his medical condition and have sufficient persuasion. It REALLY isn't pretty.
  • 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: Tchort turns out to be one, with the ability to summon a variety of tentacles. Uniquely for the trope, there is a possible - albeit unconfirmed - scientific explanation for where it came from. It's also heavily implied that Flottsørmir, the entity worshipped by the Sørmirbæren, is one, and that it uses The Shadowlith as a conduit.
  • Elite Mooks: The Protectorate's Chemical Assault Unit, the Protectorate's most elite special operations unit. Their members are almost universally Sociopathic Soldiers, and they have a reputation as The Dreaded.
  • Energy Weapon: They come in three flavors - Electric, Laser and Plasma.
  • Even Bad Men Love Their Mamas: The Butcher found in the Lurker Base will get murderously angry if you ask him whether his mother didn't love him as a child. Note that said character is introduced in the middle of carving up a human body, in the middle of a freezer full of (probably) human meat.
  • 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.
  • Final Boss: Faced in the Deep Caverns, the final boss of the game is Tchort, the entity worshipped by the eponymous Institute. Doubles as a Flunky Boss and Puzzle Boss; unless your build is absolutely tearing the game a new one, you'll probably need to take out the Mutagen Tanks located around the arena in order to have enough breathing space to kill the boss itself. This also slows down the boss's regrowing tentacles considerably.
  • 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.
    • If you make him hostile, he is invincible in combat and deals damage with a special energy attack. First-time players may consider it a quirk to "an important NPC" and don't think much of it, but players who finished the game will realize that this is exactly how Six behaves in combat.
  • 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.
  • The Ghost: Several Gladiators in Core City Arena are mentioned are mentioned several times, but never appear in person. This includes Dread Lord, who is killed offscreen by Carnifex so the latter can fight you instead.
  • Giant Enemy Crab: One of the new enemies you'll face in Expedition are ornery, waist-high Giant Crabs, and their even bigger cousins, the Colossal Crabs. If you use W2C rounds, you can also attack their weak points for massive damage; good luck getting through their carapaces with any other bullets.
  • Giant Spider: Coil Spiders, made deadly with potent electric powers.
  • Glacial Apocalypse: The Utility Tower found in Upper Underrail HEAVILY implies that this was what forced humanity underground centuries ago. It takes you up high enough to feel and see wind and snow, both of which are so deathly cold that they can kill you in seconds without protection.
  • 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. The few things that ARE handwaved, such as the absolutely astronomical odds behind the recent mutation that allowed humanity to use psionic powers, often turn out to have reasons behind them. For instance, the involvement of an alien race with post-Singularity technology.
  • 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.
  • Highly Visible Ninja: Zig-zagged. A common outfit for sneaky people is a black overcoat, drawn up over the wearer's face, and complete with a pair of night vision goggles. However, the game takes place underground, where color shades beyond grey, brown and slate are rare, and the only natural light comes from bioluminescent fungi. This makes a black coat a much more logical choice for sneaking.
  • 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.
  • Husky Russkie: Gorsky is likely one, going by his full name, which can be read in The Oculus.
  • Human Disguise: Tanner spends the entire game wearing an extremely realistic mask to disguise his true nature. He leaves it behind when he flees South Gate Station at the end of the storyline.
  • I'm a Humanitarian: There are several crazed lone cannibals, but the most prevalent example are the Lurkers. An entire organized gang of cannibalistic bandits, their base is a horror show of cannibalism and depravity, complete with a butcher hacking up corpses in the meat locker. Their combat dialogue often mentions their intent to eat the player character.
  • 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.
  • Infallible Babble: Asking Dude to tell you something interesting will result in a variety of pseudo-lucid anecdotes about a variety of extremely strange topics. The more you know about the game's deeper lore, the more you realize that virtually everything he says is actually correct, even if he's Right for the Wrong Reasons.
  • 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 one of the two people 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. Furthermore, information found in The Oculus confirms that this is probably the least of his crimes.
  • Killed Offscreen: Dread Lord is decapacitated by Carnifex before getting the chance to even appear in person, let alone fight you. Vivian in the JKK questline is abruptly replaced near the end of the questline. Her replacement claims she was exposed as a traitor and killed.
  • Killer Robot: Oh so many. Most still wander abandoned facilities killing everything that moves, while few others are used for security in wealthy Stations.
  • King Incognito: Garry the Informant is actually Carnifex, the previous grand champion of the Arena. He helps the player with their career because he desires a Worthy Opponent to bring him out of retirement.
    • Ezra is actually Anton Matveev, one of the top dogs of old BioCorp and certified son-of-a-bitch.
    • Kharon, the seemingly-benevolent ferryman you can encounter if you become a mutant, is actually Kirill Gavrilyuk, an Apex Technocrat who was known as The Dragon due to his immensely-powerful metathermics abilities.
  • 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. This being Underrail, The Revolution Will Not Be Civilized is in full effect, and it's up to you whether they're any better than the Protectorate.
  • Land of One City: The majority of communities seen in the game. This is probably excusable, given that the game takes place underground, where bigger cities are impractical.
  • Leaning on the Fourth Wall: Taking Motion in Core City may lead to a cutscene of the player character breakdancing in the middle of the war zone between the Faceless and Praetorian Security, shouting about how they're too important to die because they're "the chosen one". The baffled Praetorian Security troopers take bets on how long they'll last as the player character effortlessly dodges the incoming hailstorm of laser and plasma fire.
  • Leitmotif: Not any individual characters, but several of the more notable factions have their own Leitmotif that plays in areas associated with them.
    • The Faceless have "Faceless", a Drone of Dread with a lot of electronic instruments and distorted digital murmuring, reflecting exactly how creepy they are, and their uncomfortable melding of technology and flesh.
    • The Underrail Protectorate has "Protectorate", a grandiose-yet-imposing Imperial March-esque theme that uses such instruments as marching jackboots and distorted trumpets to set the tone.
    • The Gray Army has "Gray Army Base", an over-the-top, nationalistic war march that is clearly influenced by tracks such as Hell March of C&C fame.
  • 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. Dude also claims that Crawlers are these. The Monoliths imply he's right.
  • Magic by Any Other Name: Zig-zagged. PSI abilities initially seem like this, in the grand tradition of sci-fi settings which want to include magic, but don't want to go full Science Fantasy. However, there is enough Applied Phlebotinum to make the idea of psychic powers plausible under the circumstances. Later in the game, it's revealed that the part of the brain which allows humans to use psionics was written into our genetic code by post-Singularity aliens, which arguably averts this trope.
  • McGuffin: The Cube. The only thing you learn about it for sure is that it's an extremely potent power source, and the Faceless want it back, causing chaos across South Underrail as they pursue it.
  • Medium Awareness: The Dude's advanced state of permanent 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: Before the catastrophe that rendered Earth's surface uninhabitable, the planet was ruled by several of these, the T6 - Biocorp, New Frontier Technologies, Security Agency, Bionic Institute, Nucleus Corporation and Transcendix. The one with the most influence on the plot was Biocorp, who specialized in genetics and life-sciences. They were the ones that built the Underrail, and the original rulers of the whole place. The corporation's collapse sent the entirety of Underrail into turmoil, and only North and West Underrail have properly recovered.
  • 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.
  • Mirror Match: The gladiators you'll face in the Core City Arena run the gamut of pretty much every conventional combat build in the game, such as gunslingers, psionics and crossbow experts. There are also a few oddballs in there, like Chemical Agent, who uses chemical pistols, or Master Exploder, who specializes in grenades. This means it's virtually a certainty that you're going to go up against a build very similar to yours at some point.
  • Modular Epilogue: Like in Fallout, the long-term consequences of your involvement in the various settlements, good or bad, is shown at the end.
  • More Dakka: Characters who invest into Guns can quickly learn skills that let them add more dakka to the Underrail. Assault Rifles are better at it than SMGs and Shotguns, but all three classes of firearm are more than capable of pouring out lead. If you kill three enemies with one Burst Fire attack in the Arena, you'll even be nicknamed Dakka Dakka by the audience.
  • 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.
  • Mundane Luxury: During Expedition, Seeger can offer you an insulated flask of real coffee brewed with actual beans. Your dialogue options make it clear that such coffee is a kingly luxury in South Underrail, to the extent that one possible response is - in the game's words - to "gaze at it in awe".
  • 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. You can also take Motion in Core City, which will result in a variety of wacky happenings each time you do so.
  • 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.
  • Mysterious Past: What the protagonist did before applying for citizenship at South Gate Station is left vague. Some dialogue options involve Noodle Incidents that imply they might be from either Junkyard or Core City depending on player choice, but there's no concrete information available. It's worth noting that Junkyard slang is the only sort of slang the player character can regularly use in dialogue options, despite there being other distinctive dialects from around South Underrail.
  • 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.
  • Noodle Incident: The protagonist's dialogue trees can reference several of these that give some hints at their background. For instance, you can claim that De Pacino was "bothering (your) mother" if you've already killed him before Lieutenant Stratford asks you to; when Dude says he's been having visions of you before ever meeting you, female characters can ask if you were fully clothed, and Dude refers to one incident involving Siphoners. On a much more serious level, the Depot A Incident, which resulted in dozens of civilians being turned into horrible mutants who live in constant agony; the only person who can tell you more about it is Wyatt, the only person who didn't become a mutant as a result. Ezra probably knows plenty about it, but he's not talking.
  • Non-Indicative Name: Despite being called "Thought Control", said ability has no way to outright mind-control somebody. The closest you get is Enrage, which renders them berserk. This doesn't stop Ezra from mind-controlling the player if you ask him to teach you psionics and fail a will check.
  • Non Standard Game Over: Letting yourself be exposed to Mutagen D6 will result in you being transformed into a Mutant Hulk, essentially rendering you into a playable version of the enemy type you grew to know and love in Depot A. This is basically a delayed game over, since absolutely everyone in the game - barring other mutants - is now hostile to you. Don't go thinking you can just sail to the Mutie Enclave in the Black Sea, either, as you can't pilot a jet ski with those big, meaty claws. However, there *is* somebody in Core City Sewers who can help the player get there, leading to a unique Bittersweet Ending.
  • Odd Friendship: Marcus and Ladelman from Expedition. Their outlooks on life and their views on morality are nearly polar opposites, but they're textbook Vitriolic Best Buds, and listening to their conversations throughout the course of the expansion pack will show that both Marcus and Ladelman are learning from one another's views and life experiences.
  • 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.
  • Old Soldier: Gorsky fits the trope to a tee. Combat-hardened, battle-scarred and gruff, he's one of Tanner's most dangerous combat operatives. Information in the Oculus suggests he's probably a Gray Army veteran, at the least.
  • 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. This is eventually discussed in-universe, especially by the Protectorate/Free Drones and the Oculus.
  • 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: You wish. The first creatures you encounter are rat-hounds, which are rats as large and fierce as wolves. Alpha Rathounds come up to the player's chest, and Ancient Rathounds are the size of gorillas. Oh, [and they all come in packs. If you don't listen when NPCs tell you pack flares, the rats will stomp you.
  • Randomly Generated Levels: Downplayed. The levels themselves aren't randomly generated, but there are several sets of levels that will randomly be chosen and added to a given playthrough. These levels are connected to existing areas of the game, and some have their own quests associated with them.
  • 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.
    • Dude used to be a high-ranking Biocorp scientist at Hollow Earth. This was - going by the wiki's timeline - 189 years ago.
  • Recycled IN SPACE!: Fallout IN THE UNDERGROUND!
  • Retraux: This game is designed and plays like a mid-nineties Black Isle CRPG.
  • The Revolution Will Not Be Civilized: The Free Drones may be opposing the United Stations, but they are not good guys. Even joining them requires the player to sentence Rail Crossing to death by sabotaging relations between them and the United Stations, and their questline culminates in bombing Epione Lab to take out the Protectorate's troop transport lines, killing an untold number of civilians in addition to the intended targets.
  • Rodents of Unusual Size: Rathounds are rats the size of wolves, about as vicious, just as good at pack hunting, and substantially more adaptable. They are a common enemy throughout the game, ranging from pathetic regular Rathounds to Rathound Alphas to Ancient Rathounds.
  • 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.
  • Running Gag: The player character insisting that they are the Invictus, and nobody believing them.
  • 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". Attacking most plot-critical NPCs at any point will generally also end badly for you, especially Six.
  • Seen It All: Discussing the Junkyard Surprise says it all.
    'The Protagonist: I hate surprises.
    Kareem: Me too.
  • Serial Killer: The Underrail being what it is, it's no surprise that there are a few of these to be found.
    • One is loose in Foundry. It's Evelyn, the lonely widow; should male characters take her up on her offer of a drink, they'll find this out the hard way. You can still escape and turn the tables on her, however.
    • Ol' Chopper is Junkyard's resident Expy of Jack The Ripper. If you kill him, you can claim his unique Kukri for your own. It says much about the setting that Junkyard's residents largely treat him as an annoyance instead of a horrifying, brutal mass murderer.
  • Sequel Hook: Several of them are set up by the end of the game.
    • Ezra's true identity as Anton Matveev, and his comeuppance for the Depot A incident; there are no options that allow you to call Ezra out directly, but you can tell Abram that Wyatt is still alive and living in Junkyard. Abram says he will personally investigate this as soon as he can.
    • The ACoNR; while you can choose who to give it to, nobody in the game has the capacity to open it, yet.
    • The Faceless Medallion, which you receive for killing Tchort and staying neutral to the Faceless; it presumably has some purpose in their society, but there's nothing to do with it in-game.
    • Six asks you to follow him North in pursuit of Tanner; the player can choose to do so or stay at South Gate as a councillor.
  • 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. The Alien Monoliths are even more prominent examples, and especially the Shadowlith.
  • 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.
  • Suspicious Video-Game Generosity: Especially conspicuous in a game this unforgiving. Several areas in the Deep Caverns are full to bursting with high-quality crafting components, batteries, ammunition and medical supplies in case the player came there without stocking up beforehand; you'll need all of it to take out Tchort .
  • 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. The game's premise is heavily influenced by Metro 2033, but the visual design takes much more from Fallout, as does the combat. The story is a distinct exception, largely doing its' own thing and avoiding the tropes associated with the two previously mentioned titles. It's never specifically stated what rendered the surface uninhabitable, but it doesn't seem to have been nuclear in nature.
  • Sufficiently Advanced Aliens: The Godman Six/Rahm-Umbra posess technology that, according to the Faceless, completely TRIVIALISES theirs. The Faceless already border on being transhumans, and their tech level is leaps and bounds above anyone else in the setting. Six demonstrates this trope several times by teleporting freely around, something only the Player and Dude can otherwise do - and then, only with the aid of a preexisting rift.
  • 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.
  • Surprisingly Realistic Outcome:
    • 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.
    • The game does not hold your hand when it comes to character building. Underrail has absolutely no issues letting you sink all of your skill points into persuasion, mercantile, crafting, and other non-combat skills, and then throwing you into Depot A. After all, somebody with no combat skills wouldn't last long in an abandoned junkyard full of radioactive waste and homicidal mutants.
    • You can try to use a sniper rifle in active combat if you want, but you're not going to get far; they're bulky, take most of your AP bar to fire once, and take a massive chance to hit penalty against anything that gets close to you. They're really intended for use against distant targets, or immobile enemies.
    • Bombing Epione Lab for the Free Drones does put a huge kink in the Protectorate's plans, but it also incentivizes their leadership to send in the Chemical Assault Unit in response to this enormous escalation in tensions.
  • Talking Animal: Oinko, the pig who lives in Drop Zone, is actually quite intellectual, and one of the most well-spoken characters in the game - maybe. You can't talk to him until you take Motion enough times to trigger the Crawler-Man scene, though; this will only happen after you've already visited Ditch the Zoner at least once, and never on the first time taking Motion. Leaving the room and coming back will have him revert to his usual porcine behavior, leaving it ambiguous if he can actually talk or if it was just a part of your Motion trip.
  • Talk Like a Pirate: Cap'n Coltrane, the ferryman at Camp Hathor, talks this way, despite living in a time period centuries after pirates sailed the seas, and long after mankind has largely forgotten there ever were above-ground seas. If you have sufficient Intelligence and Persuasion, you can get him to admit that it's all an act to draw in customers, based on stories of the surface world his grandfather told him. He doesn't even know what "timbers" are, but he knows the tourists love it when he shivers 'em.
  • 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.
  • Those Two Guys: Marcus and Ladelman, from Expedition, exemplify both this trope and Vitriolic Best Buds. They have very little in common, and Marcus's "life-is-short-and-then-you-die" Southern Underrail philosophy is almost incomprehensible to Marcus, who is from the much more civilized North Underrail. They still get along very well.
  • 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.
  • Violence Is the Only Option: You cannot negotiate with the Sørmirbæren in Expedition. The only way to permanently stop their constant attacks on Aegis Sec's base is to go over there yourself and make like Anakin Skywalker until Yahota tells you that she sees no more activity. You can at least spare the defenseless women, but all other Sørmirbæren will be hostile the instant they see you, no matter what or where. Delving into the lore enough strongly suggests that this is because the Shadowlith has corrupted their minds so completely that there's no helping them; worse, they're actively trying to spread its' influence elsewhere.
  • Vitriolic Best Buds: Marcus and Ladelman, of Expedition, never stop busting each other's balls, but their conversations make it clear that they're fast friends.
  • 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: Thoroughly averted. Each merchant only trades in a specific category; food, weapons or medicine, for instance. Furthermore, each merchant is only interested in buying a certain number of any goods they do trade in; the arms dealer won't want to buy every single gun you have at once. Some types of goods can be sold in unlimited numbers, but only general-purpose ones that are likely to be numerous and cheap, such as bullets and shell casings. A comic relief NPC is Wrong Genre Savvy about this trope, 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.
  • Worthy Opponent: The ending of the Arena questline. Garry the mysterious informant is actually Carnifex, previous Invictus; the Invictus has grown tired of fighting "fodder," who he describes as being effortless to defeat. Having watched your career up til this point, he views the player as the worthy challenger he's been waiting for to either bring him out of retirement or give him a warrior's death.
  • 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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