Unity Underground
A downloadable engine port for Windows
Unity Underground is an engine recreation of the 1992 immersive sim RPG classic. It includes the Unity-based engine and new 3d models and sounds, but requires original game data to work. When you run the game, you can point it to the installation folder for the original GoG files, or have it search for them.
- all enemies fully modelled and animated
- all inventory and environment objects fully modelled
- unique audio and particle effects
- requires xbox controller or equivalent
- complete
I've been working on this since 2015, and wouldn't have been possible without previous hackers' generosity in sharing their results.
Changelist:
27 March 2026: fixed the data location persisting between runs.
28 March 2026: fixed european locale. fixed projectiles stacking.
28 March 2026 (b): fixed conversation at 800 pixels height for steam deck. added autorepeat to inventory movement.
14 April 2026: fixed goblin detecting player opening treasury; fixed bullfrog puzzle controls; fixed light source duration; fixed reveal spell potential crash; fixed night vision, drunk, and trip effects around save game; fixed barter items not having names; halve Tyball health when orb destroyed.
17 April 2026: fix rune bag Y icon to show Dr Owl; added Y to plant silver seed; increased weapon hit pause and added rumble; gave victory music priority over map music; centered conversation on the screen; added blood stains when critters die; fixed missing voice line in intro; hid weapon when it is supposed to be out of view; removed bullfrog "Reset Activated" voice over; fixed A button icon remaining after looking at grave; fixed silver/gold switch puzzle.
18 April 2026: fixed invisible enemy spawning; fixed bloodstains being spawned in the air or on water or lava.
19 April 2026: summoned monsters wander until they have a target; fixed wand of Acid and wand of Electrical Bolt; reduced volume of lava and water walk footsteps; fixed map color for puddles in Dorna's room; clamped throw speed and added a charge ring on the icon; fixed position of trade items after centering conversation.
25 April 2026: fixed damage traps (eg path to Ironwit's key, Tyball's maze); fixed equipped weapon being deleted when thrown; fixed quote marks in dream subtitles; fixed graves sometimes being rotated; fixed loose tile for wine (and some other scripting); fixed duplicate silver seed; allow repairs to serviceable items; silver sapling revive removes spells; no rock fall when rescuing princess; fixed particles on Tyball's orb; fixed Tyball and gazer floating when running and dying; fixed critter respawn if dying when changing level; shrine reports bad mantra before saying you can't advance; fixed duplicate key of truth.
27 April 2026: fixed edge of lava pit not destroying talismans; cast tremor when a talisman is burned; reduced volume of the cup dream sting; prevent magic, inventory, save, sapling rebirth on level 9; made moongates a little taller; increased duration of daylight to 5 minutes; added Basara Dragon to credits; fixes for some achievements progress not saving.
2 May 2026: player projectiles can damage doors; fountain restores some mana and cures poison; player projectiles' damage is skill-based; fixed sling swoosh sound timing; fixed shak loot not having names; prevent bloodstains corrupting scripting; fix camera height when flying from swimming; fixed some writing snap to wall; fixed random goblins having cloaks; freeze time removes critter defence; curse Tyball when orb destroyed; multiskill mantras choose more intelligently when skills maxed out; allow rock hammer to break small boulders; save castSpells for achievement; give skills when reading a few books; fixed rare seed sleeping bug; don't randomly rotate runestone after load; fix too big bloodstain collision; prevent critters stepping up on arrows etc; dominus identifies items properly; improved the 't' in the font.
4 May 2026: fixed an egregious load game bug.
| Updated | 3 hours ago |
| Status | Released |
| Category | Game mod |
| Platforms | Windows |
| Rating | Rated 5.0 out of 5 stars (11 total ratings) |
| Author | Kweepa |
| Genre | Role Playing |
| Tags | Dungeon Crawler, Fangame, First-Person, Immersive, Remake, Retro, Singleplayer, underworld, Unity |
| AI Disclosure | AI Assisted, Code |
Download
Install instructions
You will need a copy of the original game, for example from GOG.
Unzip, then run the executable. It will ask you for the path to the GOG files, or find them automatically.
Development log
- Unity Underground devlog #12 - first pass kb/m done3 hours ago
- Unity Underground devlog #11 - mage run fixes9 days ago
- Unity Underground devlog #10 - achievement fixes14 days ago
- Unity Underground devlog #9 - a plethora of bug fixes15 days ago
- Unity Underground devlog #8 - daily(?!) bug patch22 days ago
- Unity Underground devlog #7 - invisible critters23 days ago
- Unity Underground devlog #6 - more bug fixes24 days ago
- Unity Underground devlog #5 - bug rollup27 days ago



Comments
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This is amazing. Thank you from the bottom of my heart @Kweepa for creating this wonderful piece of preserved and modernised gaming-history!
I'm currently playing it on Linux with wine and like to share the steps on how to run it for others who might be on the lookout for a guide on that:
===================================================
1. Unzip the Game
2. Create your own Wine-Prefix
3. Running the Game
4. Optional: Create Desktop Shortcut
Right click on your Desktop Shortcut -> Allow Start
Is it possible that in level 5 is missing some geometric data? For example when I go down the stairs at the bullfrog puzzle from level 4, the stairs are not on level 5 anymore and I can clip through. Also a bit further in from that stairs, there are parts without floor and I can just fall down out of the level
That is a new one. Could you send me a save game from around that area?
steve mccrea at gmail dot com
The saves are in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground\Saves. I just need the header and the gz, not the png. You can identify the save by the thumbnail png, or the order in the list (starting at 0).
Also the Player.log from the save's parent folder, and where did you get the original game data files? A gog install, or an original disk install?
I have sent you the files.
I am using the gog version, but because I have tried a different Unity Underworld project, I have extracted the game.gog file. So maybe this is the cause of the issue.
Thank you for caring :)
It looks like there was an error saving or loading at one point and all the objects on level 5 are missing. Unfortunately I don't have any more info than that, and the save file is broken beyond repair.
Good to know. Time for a start over I guess :). Yes I have not journaled some conversations anyway. So I guess it is a good time for a restart anyway. I also will replace the Frankenstein Ultima Underworld Installation and put the gog installation there as intended
I love it. I wanted to play Ultima Underworld and now here it is, such a nice Remastered version of it, and it runs on SteamDeck like a breeze. So good and controller support. Easily wow. Thank you for making this gem so easily available and such a joy to play :)
Is it safe to update the game with existing savegames? Thanks for caring!
Yep, the savegames are compatible. I would actually recommend it because the newer versions will fix some bugs in the saved games.
would or not recommend it?
Yes, I would recommend updating.
thank you :)
This is an amazing recreation! Thank you for creating this!
I THANK YOU for creating this!! You are the greatest (Ultima Underworld modernizer) Especially like that i can use my Dualsense.
Now that you laid so much groundwork, do you think doing UW2 will be faster? PLEASE consider it.
See the reply to Pixellenium below.
I wasn't aware of this project at all, thank you for putting so much effort into this! Just out of curiosity as a fellow game dev; are you planning to release the Unity project (rather like Daggerfall Unity) for people to be able to mod the game?
I wasn't going to release the whole project as it includes some assets I bought from the asset store (audio and particles) that I don't have the rights to give away and some 3d assets that are unique to this project that I'd rather not give away the sources to. I'm probably going to release the source code once I finish the mouse/keyboard support and any lingering bugs.
Sorry, but I have to ask... are all 3D models AI generated? They seem weirdly out of place.
No, they are all hand-crafted, working with the sprite sheets as reference. The artists are Spherical Horse (for the items) and Lil Pupinduy (for the critters). I know they didn't use AI because there were multiple rounds of revisions and I was able to direct the art down to minute details. Plus, these models are way more clean, tidy, and efficient than anything AI can produce. I did have some AI generated UI textures and audio during development but it was all stripped out or replaced before I released the game.
Thank you for the information! Can I ask then if you plan on adding a similar amount of detail to the environment in general to make things a bit more consistent?
No plans for that. It is what it is. I'm happy with the look.
Thanks for the continued updates, love this project. Would it be possible to make a version with NPCs, that are kind of more "low res" to match the overall look better?
I'm not going to make any changes in that regard, no.
Thanks for all your efforts on fixing bugs and QOL additions
So amazing, well done! Works great in Linux so far (via Wine). My 8BitDo controller works great as well.
Wow! This is incredible! You've done a phenomenal job. Long time Ultima fan since the 80s. Will definitely wait for mouse and keyboard though. Thank you for taking your time to do this. Really looking forward to it!
Any update on when M&K will be available? I don't own, or ever use controllers and I would love to play this as I have all the Ultima games.
I'm about half way through the implementation, but going slow as I'm working on bugs and my other game at the same time, and it's triggering my RSI, so I have to take it easy.
Also noticed when Dr Owl asks for your Rune Bag to give the Flam Rune, you dont get the Trade (Y) prompt on your Rune Bag, but it does still work when you press the Y button
I missed that when testing. Will investigate. Thanks for the reports.
Ohhh, it's because it's a container and you can't normally barter containers. Easy fix.
[edit] Fixed.
If i'm wearing something with a magic effect like the helm of resist blows, i get the little brown shield icon bottom left, but if i load a game it dupicates the icon on every load, currently have 5 shields, resets on alt-f4
That's an easy one to fix :)
[edit] Fixed.
I am sometimes encountering invisible enemies, they have an name tag and register being hut/killed but have no graphic, happened with Headless and Dread Spiders (and 1 other type I cant remember) so far. Happened in March28b and 14April releases
Is this always on a specific level?
No, had it on like Level 3 and 6
Just FYI, April14th Release fixed Bullfrog buttons for me but Silver/Gold Door is still broken
Hmm, they are large but maybe you could email me a save game? steve mccrea at gmail dot com
The saves are in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground\Saves. I just need the header and the gz, not the png.
Done
i was able to end the game, the only "real" bug/problem i found is the "frog puzzle" that does not work but can be avoided flying/levitating.
Awesome! What was your time? How many achievements did you get? Did you tweet @ Richard Garriott?
11 days, and i'm thinking to tweet to Richard :-)
Not all achievements but the game was super funny, a great work, maybe one day also UW2 will be upgraded, who knows?
I found a bug while bartering. Sometimes the things offered by NPCs don't actually have any kind of name associated with them, for instance worn chain boots simply appearing as "Worn" even when examined.
Also, how does Repair work? I tried using the anvil and it just says I can't pick that up. I'm dying imaging my PC just going red in the face trying to pick up the anvil while Shak just stares in disbelief.
I have a fix for the bartering bug.
For repair, you use the item on the anvil. Hold down the right shoulder and select the item in your inventory. When you look at the anvil, the X button should change to "Repair".
Hmm, I think that the download function broke somehow, as nothing happens after I press the button. All the other games on the site are loading properly
I just checked it and it downloaded a 426Mb file, so it may have been a temporary glitch.io.
Yup, just tried and it downloaded without issues. Thanks a ton for the support and, most importantly, for the game!!!!
This is amazing could you use this engine to do the same for Underground 2?
It would be possible, yes, but it's unlikely to happen, since it would need new models and animations, plus about nine months of dev work. I scratched my itch, now I'm working on something original.
I understand! This is an awesome experience. I have never played the original and I appreciate your work on making this more enjoyable in 3d! Looking forward to your original game!
Found a bug with Night Sight scroll (and possibly spell, not tried it) in March28 release - if you cast the spell, then load a game prior to the spell being used, the spell will not be active but the greyscale overlay will still be present.
I’ll get this fixed, thanks
Found another bug (and unfortunately I idiotically saved after it happened) When you give the Mountain King the gold nugget, he just treats it as a regular gift instead of giving the magic axe. This happened if after I gave him a bunch of gold right beforehand.
Hmm, magic axe? Oh! I wasn't aware of that, and have never tested it. I wonder why it doesn't work though...
[edit] It seems he's not evaluating anything. I just gave him nothing and he called it a goodly gift.
Oof, I just tried this in the GoG version of the game, and he doesn't check what you have in your inventory, he just says "that is indeed a goodly gift", even if you are carrying nothing! It depends which conversation path you take. So unfortunately this is a bug in the original conversation code. I might be able to patch it but it's low priority.
How do I put/sort stuff in bags? Cant get it
Yeah, it's not very discoverable. Hold A on an object to pick it up, then move it to the bag and press A again. You do the same thing to combine objects.
ok got it. The controls grow on me. Level 5 now. Great idea how you put everything on controller, even when a mouse option would be nice.
Thinking of playing it on the big TV, that could get awesome. Its amazing how few bugs are in there.
How do you set it to full screen? Fantastic work, by the way!
Alt-Enter should do it. Thanks!
I mean, non windowed
Yes, if it's windowed, press Alt-Enter to make it full screen, and vice versa.
i'm playing the game and using a ps5 controller that seems to work properly. I've a question: how to fill a lantern? i tried having the lantern equipped and not equipped but when i try to "use" the oil flask nothing happens, it seems that "use" does not work with oil flash. Possible?
To fill the lantern, drag the oil onto the lantern (press and hold A on the oil until the cursor changes, then move the cursor to the lantern, then press A).
How do you quit the game? Is there a Discord for the game?
There isn't a specific quit option. You have to use the standard Windows Alt-F4. But why would you ever want to quit?
I haven't set up a Discord. Only about 500 people have downloaded the game so a server would probably be kind of empty. But I don't know much about Discord.
I'm so psyched you are working on mouse and keyboard support. I tried playing with controller, and though you did a great job making it work, I just can't really get into it. I'm definitely refreshing this page daily waiting for the update. I've been holding out hope for a long time someone would bring Underworld up to date a bit. Your efforts and talents are appreciated!
Something I noticed, not exactly a bug but maybe?
When I move stackable items into (or out of) a container and there is already a pile, they do not combine automatically. Like putting meat into a bag that already has meat, I'll have two stacks. But moving one stack ONTO the other stack, they do combine. AND if I have the source stack in the current inventory(like I'm inside the bag the meat is in) and pick up off the ground, it does combine. It's a non-issue, because going into the container and stacking things is super simple, but wanted to let you know.
Superb work, kweepa!
Does the Bullfrog Puzzle on level 4 work? the buttons don't seem to do anything.
I just checked to be sure and yes, it does work. The dials control the position, then the upper button raises the floor at that position and the lower button lowers the floor. The buttons and dials work the same way as the other buttons and dials, press Y to activate. You should see the dials rotate and the buttons toggle in and out and hear a scrrrreak sound. To check if anything has happened, you may need to climb down and run around the area inside the moat of water.
Maybe it needs to be activated by talking to someone. Right now the buttons are inert for me.
By inert you mean they don't even slide the little nodule in and out? I'm not sure how that's possible. There's no connection to the plot or any dialog. Switches can't be disabled. Can you try it and send me your player.log from %APPDATA%\..\LocalLow\Kweepa\UnityUnderground please? (To stevemccrea at gmail dot com)
I had this same issue (Nothing would happen on the grid when I pushed the buttons, even if I used a stick), but then it just started working later in the game. Ironically I only found out because another puzzle in the same area broke on me - The silver/gold switch door. No matter how many times I try the correct order, it won't open.
I found the issue with the Bullfrog puzzle, thanks to someone sending me a player.log - the wand needs to be on the same level as the switches, or on a level that you have visited since you loaded the game. I have fixed it locally. I still haven't found what is wrong with the silver/gold switch door. It doesn't rely on any other object, so it's not a related bug.
i've the same problem with bullfrog puzzle and double switch door (gold and silver) on the same level: nothing happens. I've send you the log, thanks!
In my excitement of this port, I I had scrolled right past the need for an XBOX controller...as we know the game was originally run (and I can still do so on the owned UW1 & UW2 legacy versions using DosBox) on keyboard and mouse. My fault. Spent an afternoon on trying to get it to work with mouse and keyboard and missed the simple note.
I've got both initial floppy version and GoG versions if there is a need to ensure the port works with both when/if keyboard and mouse are added. For now, both versions start up (just no legacy control).
---------------------------
I've tried with the original game (I've had UW1 & UW2 since they came out) and bought the GoG version. I've tried to reinstall numerous times including deleting the AppData\LocalLow\Kweepa\UnityUnderground folder. The game and music come on but there is no mouse, keypad, or keyboard control (or recognition). The main UW options screen is there just repeating the great UW music.
It's also interesting that even with deleting the UUBuild and Kweepa\UnityUnderground folders, that very first login after I downloaded that requested location of UW folders does not come up. Any ideas? Is there configuration info hidden elsewhere that I should delete?
Thanks for the offer - when I get kb/m sorted, I'll hit you up here. More than likely the floppy version will have minor issues - I'm using object ids for some bug fixes and so on that may not line up.
I found a potential bug:
Level 1, both Green and Grey Goblin treasure rooms. I was able to pick the locks and open the doors of both rooms and the "upset goblin" that watches the door(each type) does not get angry and attack. I'm not complaining, but wanted to let you know.
Oh, interesting. I'm pretty sure if you try to take anything from the treasure room they will notice. But I should see why opening the door doesn't make them hostile. Thanks!
They did not. I admit I closed the door behind me, but emptied both treasure rooms. I can run a new save, and see what happens with the door open, however I am guessing that without line of sight, they did not realize.
But I did recently attempt to play via GOG and Dosbox, and the doors themselves are owned, so picking the locks would normally aggro the goblins.
I just loaded up the OG game to make sure I wasn't misremembering. I am correct: Picking the lock or breaking the door open in OG is enough to anger the guard.
In Unity Underground, I can take the food from the barrels without the green getting mad, even break open the chest. Taking from the chest angers him.
Will fix that soon. Thanks for the details!
I fixed this, but making a build will have to wait for a while. (Unlocking things uses an unusual mechanism to set off "open triggers" - it uses the chain index, which is normally just used to identify the next item in a tile, and not a functional relationship.)
This is so wonderful. You've done an incredibly good job. I was skeptical of the controller requirement but you've implemented it very intuitively. This looks and feels great. Magnificent.
Do you accept donations?
No, I don't think it would be appropriate given that it's a mod of an IP.
I respect this very much. In that case, is there a charity or other good cause I can donate to in your name?
Spherical Horse who did the object models are Ukrainian, so donating to a Ukrainian relief fund would be great!
I am hoping we get M&K support, mostly for inventory management. Throw just drops items, I like chucking them if I'm tossing them in the water.
I am assuming that each weapon ONLY uses the optimal attack from the original?
And question on attacks, how important is aiming angle? Like hitting the vampire bat, do I NEED to be aimed up? Or aimed down to hit a lurker? Or is it more "So long as they're in front of you?" I normally (original game) aim up and down to track them regardless, but am curious if it's needed.
Finally, I feel the torches don't last as long as the original. Since I know timing back in the day was by CPU clock cycles, is it possible Unity was speeding up some of the timing cycles? Because I'm used to being able to pretty much explore almost all of the first level with the first torch in the bag at the beginning.
And a question about saves: Where are they located, and has the format changed?
Working on the M&K support. It's a pain to slot in but it's going ok so far.
Throwing - if you hold down the X button you build up a (hidden) throw meter. This is critical for the gems/VAS puzzle later.
Yes, the weapon picks the optimal stroke automatically. If you have a good suggestion for the user choosing without compromising the fluidity of gameplay I'm up for trying it. I considered basing it on where your cursor is wrt the critter, but rejected that as clumsy, and also a face button while charging the attack, which seemed too awkward.
If the creature is basically in front of you, that's all you need. There's no bonus to aiming right at their head or heart. You do need to have line of sight, so no corner or ledge between you.
It's definitely possible the torch burns out too quickly. I tuned it by feel. Do you think it's worth changing?
The saves are in %APPDATA%\..\LocalLow\Kweepa\UnityUnderground. They are not at all compatible with the original saves, because the npcs need some more state, the player needs some more state, and the objects definitely need more state (eg being upside down).
Cool, thank you on the throwing mechanic.
Honestly, unless you incorporate movement akin to Morrowind way back when (No movement OR forward/back WITH left/right(so diagonal movement) would Chop(Morrowind term)/Bash(UU term) (the overhead smash), just Left/Right was Slash, and just Forward/Back was Thrust) or can do full M&K utilizing original UU controls, I don't see it. If you DID include Morrowind attack patterns, I would swap thrust and bash(thrust is no movement, bash is forward/back). But, just choosing the best also works and eliminates accidentally using the wrong one because of moving the wrong way/mouse not quite being in the right part of the screen.
Excellent on not NEEDING to aim up/down to hit, that's akin to OG UU.
So, what I can find on torches is they last 32 in game ticks/movements, whatever that measurement is. They should last 20(or so) minutes from full. Since the original game allows it, I want to make sure: Can we combine an oil flask and a stick to make a new torch? But, if we take the math: a "perfect" torch is 32 ticks or 20 minutes, "Somewhat Used" would be 24 ticks or 15 minutes, whatever term for half-spent would be 16 ticks/10 minutes, and "Nearly Spent" for 8 ticks/5 minutes. And torches, if staying true to the original game, would stop counting down during "pauses" which included opening the map, or the Option Menu.
My question about saves: Obviously just location information, but also: There was a save editor, DOS based, for editing skills and stats back in the day. I like a "continuous avatar" playthrough, akin to transferring your character from 4 to 5, then 5 to 6. I have 0 issue cheating in games to make the stats carry through, so I was wondering if I could 30/30/30 myself with the old editor, but it sounds like not. If they are plain text enough, that should be enough. I know the OG games(both 1 and 2) if you save-edited a stat, and then leveled up or rose a skill by meditating(UU1)/training(UU2), then the engine would recompile every derivative stat(HP, Carryweight, Mana Pool). I wonder if it does the same with yours.
Now, I know the Map is keyed to Select/Back/Whatever the button is nowadays. That means having the map in one of the "shoulder" slots(like the torch) isn't as big a deal, but I like storing things in that slot. Like the map. I have the map selected to move, but when I go over the paper doll, it stops being selected because I'm looking at said slot. Am I missing something on how to move items that aren't torches into that spot?
I have "auto-key usage" disabled in options(I think)(it's the empty circle, no bright white dot), but when I use the locked doors I have the key for, it opens. Does having the white dot disable that?
Thank you so much for this. UU1 broke my 1-9 runthrough because the GOG version has gotten weird with swimming/back moving. They don't work right based on specific facings(like swimming does not work well when facing N/NE/E)(I'm talking 1 pixel forward after like 6-10 seconds). My only real complaint is the torches, of course. I *do* have one suggestion, though? Include an image, or a document, that goes over the controls. I did figure it out eventually, but it was all trial and error to start. A short PDF with an image of what button does what, and a blurb on how to use it(I was getting frustrated with the inventory until I accidentally held the button and saw the pop-up buttons). Explain how pressing B takes you up 1 bag level. Etc. The minor control issues I talked about: Throwing, Putting things on the shoulders, Auto-Jump/Auto-Key on how they are properly enabled/disabled. And the instruction document doesn't even need to be colored/special fonts/anything. Just a quick rundown of how to play.
Torches don't count down when the game is paused. They would when you sleep, but they are automatically snuffed out. The timing currently about half what you say it should be. I'll check what the original does and tweak it to match.
Yes, all the combinations from Underworld should work, including stick + oil.
The saves are zipped JSON so they should be easy enough to futz with. maxMana recomputes when you increase mana skill. maxHP doesn't properly recalculate if you fiddle with strength. it just increases by a delta if you level up. carryWeight recalculates every frame.
The shoulder slots only take light sources. Sorry about that.
Auto key usage... hmm... apparently I forgot to hook that option up to the feature in the game. Whoops! More testing required.
I could add a screen explaining the controls in the options menu.
But all this will have to wait until I'm done with the keyboard and mouse code.
Thanks for the feedback!
On torches, that was all just approximation I could find except the number of ticks they last, and match with what I felt they did.
I'll started up a new game, and both settings in Options for Auto-Key Usage will automatically use the appropriate key. It's honestly a QOL improvement I doubt anyone would actually complain about, but I definitely appreciate the option to play OG style. Auto-Jump also happens regardless of the setting if you hold the jump button down and hit a ledge. This is more just an FYI for you, since the settings work correctly as if they were turned on.
I noticed in the Appdata folder, there were files for what appears to be BOTH underworlds. Does this work for UU2 as well if we set the path to that? Or not(yet?)?
Either way, thank you for the responses, glad to give feedback and observations, and thank you again for this. I'll just have to get into the save file for my own education and see if I can't adjust the things to make myself happy.
Oh, I see what you mean. I just extract all the files from game.gog, which includes UU1 andUU2.
I let the torch (quality 40) run down at the start of the game and it took 40 minutes. The conclusion is obvious :)
One question on the saves. 7zip unzipped it no problem, saw the file format, player stats are simple enough to interpret. Question is, how would I re-zip the json if I edit it so the game detects it?
Thanks in advance!
Just use standard zip compression, the game uses a zip library so it should pick it up fine
Finally this is beyond amazing. Hope u2 is next
Really cool. Tried it out on my steam deck and there are UI scaling issues at 1280x800 which make it basically unplayable but I’m looking forward to trying it on a PC
if you’re talking about the conversations, that’s already fixed in latest. If it’s something else, please let me know!
This is really amazing. You might have a problem with the style of them models, but technically its so way ahead of the other Unity version "Underworld Exporter (UWE)". In this Unity Underground version everything just works, all is fluid. Wow. Just wanted to try it out and now I am 2 hours in without a crash or bug.
I was just talking to a friend about Daggerfall Unity and how amazing it is that someone spent 10 years on reimplementing the original, how it allowed for amazing mods etc. He then went to the bar, I opened my phone and saw this project on reddit. Amazing. UU is one of my favourite games, so I was hoping for something like this for a long time.
Do you think you'll open the code at some point? Would love a community of modders jumping on this, like in the case of DFU.
Waiting for mouse + keyboard to properly jump into this. Thanks for creating it.
I'm pretty sure the floppy noise is from an Amiga and not a PC :)
I didn't record that one - I got it from freesounds.org - so you may be right. Most of the floppy disks from the 90s were from the same manufacturers though...