Underhell is a Source Engine game developed by the Underhell Team in collaboration with We Create Stuff. Underhell Chapter 1 requires ONLY Source SDK Base 2007 installed. No Source game is required.
Underhell Chapter One is delayed yet again, but for the last time... New trailer! More info.
Posted by Mxthe on Mar 2nd, 2012
I don't like delaying, I really don't like delaying two times in a row...
So in order to not delay a third time, I just won't set a deadline this time.
No new release date, just a good old "When it's done"
In the meantime, to present the delay, here is a very appropriate new trailer.
I hope this will make you feel better.
Now to the good news:
The Prologue Remake, which will be included with the release of Chapter One is nearly complete.
The House now features a whole set of new events, as well as new dynamic puzzles.
The power in The House can be turned off completely, and sometimes during a storm, it will go out, and it's up to you to get it back on by changing the fuse, but beware, at night, with no lights, it can be tricky.
The fire place can now be turned on and features a dynamic light that casts a very lovely shadow, the same treatment has been given to the TV and the fridge.
The House also features a new tutorial, that has been extremely improved and turned to an "almost" mini game, featuring Jake's Swat training day.
In other news, Underhell's code is finally moving forward, with great new features such as dynamic RTT shadows, multiple Projected Textures and many more to be announced soon.
Since it's the an area I am not working on myself, I cannot promise anything, but I can say that after 2 failed attempts at meeting a decent programmer , third time is the charm.
As you can hear in the trailer, Tom Stoffel is making amazing tracks, right now we have 4 times as many tracks as the Prologue had, and we are not done yet.
The OST for this Chapter will be MASSIVE (over 1 hour) , and will be available for purchase upon the mod's release.
Thanks to the Programmer fixing a sound issue, Music tracks can now be stopped, paused and resumed, allowing for a complete control of the music system, and therefore letting me play with it in ways rarely seen before in the Source Engine.
Underhell Chapter One has reached 2500 lines, from 12 Voice Actors, and some extra lines will probably be added still.
"Why so many lines?" you must wonder.
Well it turns out that Underhell's conversations are not always the same.
This does not apply to all the cutscenes, but mostly to environmental scenes, conversations you hear while walking around, or talking to NPCS.
The scenes are randomized, and not all of them will play all the time, so you might hear different conversations during multiple playthroughs.
In addition to that, the game features a few secondary quests that you can do by talking with NPCs, the quests either get you a reward, or alter the levels in a specific way.
Randomly placed survivors can be rescued for similar effects, but can also die on their way to the safe room, altering some events in the process.
But don't worry about babysitting, the survivors can fight back.
Once rescued, the survivors will show up in the safe room, and you can talk to them from time to time, their lines may change depending what you have accomplished.
(These aren't planned features, these are completed features.)
Underhell's levels are mixed, some are linears, others are "hubs" that you can come back to if a quest takes you there, it is an extremely complex Level Design that feels unique due to the different factors in place.
Randomly generated codes, special vents that require a tool to open, locked doors that NPCs you rescue will unlock for you, all these different factors and some others affect Chapter One's layout making the game extremely replayable.
A clear example is the introduction of the game, that can end in 3 possible ways, leading to 3 possible beginnings for the Chapter, that will alter the way the player will ultimately start playing the game.
All of this without forgetting about the new Chapter 1 House, that features new puzzles, new events, new dreams, and a brand new location, that you can figure out if you have discovered a certain "plan" in a certain attic.
When it's done, I know it sounds classic, but this has become bigger than I had anticipated, it's so big in fact that I won't have the time nor courage to translate the new chapter into the French and Spanish languages that were previously available at launch.
It will be released soon, that I can guarantee, just hold on a bit longer, we're almost there.