INFRA: Underground is a 5-map mod for INFRA. A few months after the events in INFRA, Stalburg is experiencing intense storms and flooding. Mark gets a request to check some houses in Raft Isle for storm damage, but there's something unusual about the request. Quickly, your task turns into a fight for survival. Can you escape the underground? Grab your flashlight, camera, hardhat and get ready to crawl through a deadly maze of forgotten tunnels and maintenance areas while uncovering the secrets behind recent water supply contamination.

RSS Reviews  (0 - 10 of 17)

Great mod, when i dont now that is a mod i be leave it is a story dlc.

9

Tremji08 says

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Great mod, and good maps! The only thing that doesn't make it a perfect 10 would be the overuse of Mörkö. Overall though, great mod!

10

As good as the original game!

An amazing mod for an amazing game. Almost as polished as the main game.

Feels like an official dlc. Very fun and unusually scary at times, but very good.

Thanks a lot for the mod, it felt like the original levels!

Thanks a lot for making this!
It plays exactly like you could expect from an official expansion/DLC mission. Fits right in with the main game and even has its own voice lines, wonderful.
It's an afternoon's worth of gameplay and the experience was smooth throughout, with only a few minor nitpicks. Highly recommended!

9

I dont meed sleep anyway

3

Aeywoo says

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This mod was really short and confusing, it was quite underwhelming.

The story started out with you in a car already at the scene with a written note from your boss, the note tells you all you need to know, it felt a bit odd to have him then call you or you call him and telling you what to do, especially since the phone call was made up of cut up dialogue from the original voice lines of INFRA, it felt janky and there was no fluidity with the conversation, the house scene only took about twenty minutes to traverse to find the "secrets", they also felt out of place. The beauty of INFRA is that as you progress you start uncovering small things first, which start to lead to the bigger picture, INFRA makes you jump into the story not at the very beginning of the game, but way after the start, about four or five levels in, but in this mod's story, Mark was thrown straight into this story from the house, where the guy literally locks us in this cage and saying he's sending us to the underground, there seemed to be only one picture to take storm damage of, why would he call us for storm damage if the only issue were breakers and a trampoline in his neighbours trees? not to mention he had power to the top level of his house which makes no sense if the bottom level doesn't have power, what power or influence does this guy have to get Mark and his Boss involved for a trampoline in his neighbours tree and fixing his breakers? Why and how was he watching when he wasn't in the house, there are no visible cameras, after being "trapped" you wake up you are in a room with no possible exit, but then someone breaks the lock on the door for you, it seems they wanted to bust this operation but needed something to happen for them to take advantage of it, where did they come from and where did they go?, they just vanish. They can't use the elevator because there's a coffin in there and a crow/magpie? As the story progresses things get a bit more extreme and weird, at one point you find a working monorail cart and you run over Morko? Then you're in this cave eating green mushrooms touching a painting and then waking up from the hallucination on train tracks almost getting run over by a metro train and you find yourself in a metro station, As a somewhat train enthusiast I was a little annoyed at this scene, train doors can't be unlocked individually, they are unlocked in groups through the drivers cabs at either end of the train, the only way to unlock a specific door is through a maintenance key located near the door, that aside at the end of the mod you give up your camera, later to get it back at your apartment?

Overall this mod was confusing in its general story and how short it was, in my personal opinion this mod shouldn't have been released so early, it feels more like an alpha mod with no real sense of direction than a release mod, this mod needs a better expansion of the story, similarly to INFRA's story, but not to the extent that INFRA's story goes to, who is this female character we're helping? Why do we only hear from her in a small sliver of the mod, why don't we hear anything else from the guy at the start of the mod? Did he just drop off the face of the Earth? The mod also needs to benefit from having an actual main menu and being standalone rather than being a straight up replacement or drag and drop mod, these will always have user error complaints where they don't understand how to install it, and with drag and drop/replacement mods, you have no version control. How are you going to get everyone up to date to prevent outdated bug reports? This is why Portal Stories: MEL succeeded so well as a Portal 2 mod because it was a standalone mod that required you own Portal 2, and not requiring you to replace or add third-party files to play the mod, which is how they fixed major bugs on release day one, two and three.

TL:DR; 3.5/10, Needs to be expanded upon, needs a stronger story, and a general sense of direction.

9

JamesWinter says

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Thanks for this awesome mod, great polishing, stays true to the original style and presentation, just fantastic work overall.

Some nitpicks: some notes are placed in dark places, like the last one in the apartment, makes them difficult to read. Also one broken structure I wasn't able to take a photo of (second broken staircase in the water room). Also adding subtitles would help some people.

But apart from that there is really nothing to complain about here, great job!