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UnderMine

Thorium

PCMacLinux $6.99 2020-08-06
3.7/ 5

3 player ratings

Rank #2306 on PlayPulse

Screenshots

6

About UnderMine

Delve deep into the UnderMine and discover its secrets, one peasant at a time! UnderMine is an action-adventure roguelike that blends combat and dungeon crawling with rpg-like progression. Mine gold, die, upgrade yourself, and try again! Discover hundreds of items including relics, potions, blessings, and curses that all combo and stack for a new experience every run. Challenge dangerous bosses and rescue helpful characters that provide new upgrades for your adventure. Decipher the cryptic messages of the Undermine’s residents and unfold the mystery at the heart of the dungeon. Discover relics, potions, prayers, blessings, and even curses to forge that perfect run. Watch as items pop off and combo with one another to make a god peasant of destruction. Discover friendly (and some unfriendly) characters in need of rescue. After returning them safe to the mine's hub they will offer powerful upgrades that can be used from run to run. Explore every nook and cranny to discover hundreds of secrets. New relics, potions, characters, and story bits lay behind the statues, rocks, and walls of each floor. Each area of the UnderMine contains one (or more!) deadly boss that will test planning

Genres
ActionRPGAdventure
Followers
0

Player reviews

LowMarsh66 4.0/5

This is a very well made roguelike

This is a very well made roguelike. It has fantastic graphics and animations, a boatload of enemies and bosses, and an interesting and varied setting. It plays just like Binding of Isaac, except without the bizarre characters and total mayhem of the pickups. I also liked that it has a little more structure in the story and progression department. There's an actual goal to moving deeper and deeper into the mine/dungeon. And the added resources at your base make sense in the overarching story and game. What I didn't like is that actual progression is very dependent on how much money you get from each run which, in turn, is dependent on getting a lucky run. Many of the upgrades you get don't help much and there are a handful that will make you overpowered if you get in the right combination. This, too, is frustrating because each run becomes a race to find the best items, whether you find them right away or very late. This, however, is a minor criticism for an otherwise well made game. It is totally worth the time and money. You'd have hours of gameplay and fun in this well made game.

  • Graphics4.0
  • Gameplay4.0
  • Story4.0
  • Value4.0
GrimEmber21 4.5/5

I generally recommend Undermine but be warned that late-game is MISERABLE

I generally recommend Undermine but be warned that late-game is MISERABLE. It takes 100k gold (at least one full dungeon run worth) to access the final secret area ONCE, where the enemies are so powerful they'll typically kill you before you get past the first floor. That's what happened to me twice before I realized I was completely done with the game. Enjoyed my ~25 hours with the title but won't be playing it any longer.

  • Graphics4.0
  • Gameplay5.0
  • Story4.0
  • Value4.5
LuckyGrove 2.5/5

Not the game for me

There's not a "mixed review" option, but the game is fun, it's well polished, it's not bad, it's just another game rogue-like following this tired formula where at the end of a run the items might make you 10-30% stronger and can be ignored for the most part. And for that reason, it will get the brunt of my complaints on where this genre has been heading in general. The developer intends for you to find fun in your motor skills subconsciously adapting to the boss's attack patterns, knowing if they introduced an item that gave you any real advantage at all it would let you bypass this perfected game-play mechanic. As a result the developers keep a tight lock-down on how "fun" an item is allowed to be. This is all by design, no mistakes. Common red flag for these games: if there's a "level skip" option, it means it's viable to skip floors, and power-ups. But you shouldn't want to skip power-ups, ideally the later floors should be dependent on the power-ups you get. Otherwise, there's no weight to the items. I find myself skipping shops and power-up rooms because I just didn't care, with virtually no impact on how far I got in the dungeon before dying to an enemy who's attack patterns are unknown, leaving behind a game that is "just OK". No dopamine hits from finding that insanely broken item, just a slow grind in a pretty linear basic game.

  • Graphics3.0
  • Gameplay2.0
  • Story3.0
  • Value2.5
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