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
  • supports mouse and keyboard, or 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.

FAQ

  • I'm still considering making it open source. I'd have to spend a week or so cleaning up the repo so that it doesn't contain anything I'm not authorized to release.
  • The sequel would require about six months of concentrated work, to create item and creature models and animations, and to update the code. That's more than I'm prepared to put in. I do love the game though.
  • To toggle fullscreen, press Alt+Enter.
  • I'm not taking donations because I don't own the IP.
  • Controls are listed in the downloadable CONTROLS.md.

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.

4 June 2026: keyboard and mouse support. also changed gamepad to have modal magic and inventory dialogs. movement with WASD; space to jump; press Q for magic panel, E for inventory panel, and R for stats panel; tab for the map; Esc for save/load/options. Left click to look. Left drag or hold to pick items up or interact with things (eg doors). Right hold to charge up a weapon strike.

7 June 2026: added mouse look multiplier; fixed effects volume multiplier; fixed auto key use and auto jump options (couldn't turn them off); added a brief controls tutorial.

6 July 2026: fix for duplicating objects and broken keys in mouse/kb controls; fixed stacked objects accumulating weight; fixed INT and DEX being flipped in character creator; allow scrolls and maps in map cases; fixed moonstone settling when dropped; fixed autojump needing the jump button held (it should); fixed X to cast clickthrough to inspect; updated to v2.1.

28 July 2026: separate fix for peeling a key off a stack of keys not copying the "ownerIndex" (essentially the identifier of the lock it operates); attempt to repair keys broken in this way; updated to v2.2.

30 July 2026: fix for randomly closed doors being locked (for example, if Rawstag opened the door to the shrine, then you changed level and the door was randomly closed, it would be unopenable); updated to v2.3.

2 August 2026: jump on press when autojump is off; fix for portcullises being left open; updated to v2.4.

4 August 2026: fixed some conversation bugs, for example Lanugo saying "have this" over and over for the recipe, and traders getting tired instead of dumping out of trading immediately; updated to v2.5.

6 August 2026: fixed oil flask/lightsource bugs; adjusted music playback speed; added subtle head bob; added quit to menu/quit options; updated to v2.7.

7 August 2026: moved mana flask out of magic panel and into bottom left corner; added texture override folder in StreamingAssets; updated to v2.8.

Updated 3 days ago
StatusReleased
CategoryGame mod
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(32 total ratings)
AuthorKweepa
GenreRole Playing
TagsDungeon Crawler, Fangame, First-Person, Immersive, Remake, Retro, Singleplayer, underworld, Unity
AI DisclosureAI Assisted, Code

Download

Download
CONTROLS.md 5 kB
Download
UUBuild7Aug2026.zip 426 MB

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

View all posts

Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 40 of 120 · Next page

You may already be aware of this but some signs are floating mid air. 

Hello Kweepa, i'm stuck at level 7. Somekind of bug. When i talk with goblins, they ask me to show them the necklace and after talking the goblin disapper. The problem is i'm currently in a cell. The goblin who ask me to give him something disapper. There no more goblin near. I'm stuck there. Thanks.

Oh no, that’s not good. I’ll take a look at that. If you are between two portcullises you were supposed to bribe the troll to get out. I don’t think there’s another way, but I can check

All goblins disapper after talking to them. And no, the troll dont talk. Thank

(1 edit)

Huh, I know some do, and I reproduced it in the original game, but that's the first time I've heard that the troll doesn't talk.

[EDIT] Oh, dear, he's not allowing me to talk either. I'll have a fix soon.

Hello Kweepa, what insane amount of work ! Thx for that !

I'd ask you about the current state of the game, I would like to know if the game is playable at this stage meaning, can it be finished and does it offer a good gameplay experience overall, or are there still things you need to improve?

Many thanks !

It's totally complete and completable. I would recommend having a play now.

All I'm doing now is making tiny tweaks and bug fixes as they come up - nothing major. I don't know of any blockers that weren't in the original game. My list of bugs to fix is empty.

THX <3 

(2 edits)
Oh, sorry, I have another request... if possible 
provided you have the time, of course. 
I can't get the french patch to work with 
your UU Mod, even though it works perfectly 
when I launch the GOG version of UU 
(I use GOG version to run your mod perfectly too). 
What seems to be the problem?  
Here is the GOG-compatible french patch I used :
https://www.abandonware-france.org/telechargement/24184/
(+2)

You should copy strings.pak  to the data folder containing the original Ultima Underworld files: AppData\LocalLow\Kweepa\UnityUnderground\LooseData\UW\Data

Not all texts will be translated this way, because most of the cutscenes and UI are stored in other game files.


A question for Kweepa: was the latest version perhaps accidentally released with debugging enabled? During gameplay, it creates a Conversations/decompiled folder containing .pseudo.c files.

(+1)

Ah, whoops, I left that enabled. That's enabled separately from other debugging so it shouldn't slow down the game. I'll fix it in the next update.

Thx !

Love you thx <3

Fantastic — thank you so much for the amazingly quick response! 😊

I’ve now found UnityUnderground_Data\StreamingAssets\Textures and read the readme.txt inside the Textures folder.

I was curious, so I asked ChatGPT to walk me through exactly what would be needed to make an HD texture pack, and… unless I’m missing something, it actually sounds surprisingly straightforward:

  1. Extract the original textures from the original Ultima Underworld files:
    • DATA\W64.TR → wall textures
    • DATA\F32.TR → floor/ceiling textures
    • DATA\DOORS.GR → door textures
  2. Export all of them as PNGs, preserving their original order/index.
  3. Batch-upscale the entire lot in Topaz Gigapixel, for example 4×, using a conservative enhancement setting — no generative redesigning or changing the artwork whatsoever, just enlarging/cleaning the original pixels while remaining faithful to the original textures.
  4. Batch-rename the resulting PNGs according to the naming scheme already explained in the mod's Textures\readme.txt:
    • walls → wall000.png … wall209.png
    • floors → floor00.png … floor51.png
    • doors → door00.png … door12.png
    • and preserve the required animated variants, e.g. floor16a.pngfloor16b.png, etc.
  5. Drop the finished PNGs directly into UnityUnderground_Data\StreamingAssets\Textures
  6. And, apparently, that's it. If I understood the readme correctly, there isn't even any need to rebuild/repack the original .TR or .GR archives: the port simply detects correctly named PNGs in that folder and uses them as texture overrides.

So this looks less like creating a conventional mod and more like a rather mechanical extract → batch upscale → batch rename → copy operation. ChatGPT could probably guide somebody through every single step and even generate the batch-renaming script in about five seconds. 😄

Unfortunately, I am absolutely not a modder, so although I can understand the procedure, I'd almost certainly find some spectacular way of turning every dungeon wall into a door and accidentally banishing the Avatar into the Windows desktop. 😂

But perhaps somebody else here has a little more experience — and more free time than the fantastic creator of this mod — and would be willing to give it a try?

Even somebody who has never made a mod before might be able to tackle this one with ChatGPT guiding them step by step.

It would be a wonderful final enhancement to an already magnificent project, letting many of us experience Ultima Underworld — in my case essentially for the first time — in probably the best form it has ever had.

Anyone tempted to take the challenge? 😁

(1 edit)

Ugh, I wouldn't just toss them into Gigapixel, that would likely (a) look awful and (b) not wrap well.

The original textures are too low res for Gigapixel to do a good job of upscaling and keeping the feel of the originals.

Hi Kweepa — first, thank you for all the work you’ve put into Unity Underground. It is a wonderful way to revisit the game.

I saw your explanation that higher-resolution environment textures could emphasize the boxy geometry, and I understand why you prefer the current look. Would you consider allowing them as an optional feature rather than changing the default presentation?

At modern resolutions, the walls, floors, and ceilings are the one part that can visually clash with the excellent new 3D objects and characters. I’m imagining a conservative 2× or 4× enhancement that preserves the original palette, motifs, darkness, and tiled appearance—not photorealistic textures or a redesign of the levels.

Perhaps it could first be tested only on Level 1 as an A/B comparison. If you don’t want to create or maintain an HD pack yourself, an even better solution might be a documented loose-texture override folder so the community can experiment and provide an optional pack.

The original textures could remain the default, preserving your artistic intent, while interested players could choose the alternative.

Thanks for considering it.

That seems like a reasonable compromise, yes. I'll see what I can do. (I definitely don't have the skills or the resources to make the high res textures.)

The main concern I have is that some floor textures are animated using a palette animation. I would assume the solution would be to have an N frame set of images that would replace the animated textures. Thoughts? (For water and lava, obviously.)

Ok, I went with this approach. Overrides are available in the current build (v2.8).

One thing I noticed as a mage, I can not see my mana while fighting. The health potion bar thing is there, but mana only visible when pressing Q, but then it disappears again when moving.

(2 edits)

Hmm, will have to have a think about how best to display this. Probably want mana displayed at all times, like the health...?

[EDIT] Bottom left looks pretty good. Next build will have this.

See v2.8 for this feature.

Amazing, thanks for implementing that so quickly!

uhm.. why is this thing free at all? anyways. this is brilliant. I had the GOG copy in my folder for years, but now this helps me to dig in with minimal effort! I am having a great time so far on level one, using a printed copy of the original hand drawn map and the player's guide! 

i was wondering, since your project is based on the unity engine, is it possible to implement some networking for some basic coop gaming?

Thank you again for this great modernisation of a classic !!!

(+2)

Co-op?! No, I don't think so. That would be fun but it would require a ton of work.

Glad you are enjoying!

One thing I'd fixup is moving items around with the controller. It's a little weird. If you move an item over another item it should just push all the other items over unless it's a bag but with the mouse you need to go in between items and it works (or before the first item to move it to the first place) but with the controller it's just a little messy. I would just have it if you move it to a place everything moves over and no need for the in between places. Probably not too hard to patch that one up and who knows maybe people like it how it is. I just switch to the mouse to move things around but for some people who don't have that option it could be weird. Got to level 3 finally yesterday. Will keep going down the abyss.

So fun!

The idea is to allow you to use one item on another. I'm not going to change the UI at this point.

Glad you're enjoying it!

I think the scroll wheel up and down are reversed on the mouse since scroll up moves the items down and scroll down moves them up. Placing things with the mouse is easier for sure than the xbox controller but it's not impossible. I don't mind how it is since I don't play with the items that often anyways. Keep up the good work!

Hrm, interfaces are undecided on which way the scroll wheel works, so I chose what I thought felt right. Apologies if it doesn't feel right for you. I think you'd get used to it pretty quickly.

(+1)

I am trying to refuel the lantern with oil, but can’t seem to get it working. Clicking to lantern doesn’t work. Dragging the oil over doesn’t work, dragging the lantern doesn’t work. Clicking the oil doesn’t work. I’m out of ideas :(

(1 edit) (+1)

Mouse and keyboard I assume. Will take a look. Ah, yes, the reasons are obvious. It is possible to refuel after stacking oil flasks. But I'll fix the general case. Also, refueling equipped torch/lamp. And "bad idea" warning if you try to refuel a lit torch/lamp :)

(+1)

Ok, fixed in latest version.

Wow, thanks! Great work, love the game!

(+1)

I forgot to actually upload that fix, but it's done now.

(3 edits)

Thank you for all the work on the engine recreation. Currently playing it side by side with the original for comparison. Great work on the interface, feels very intuitive. I do miss the Wanderer music from the score, which plays a lot of the time in the original, and I don't seem to hear it much or maybe at all in Unity Underground (?) - any chance you could add it in again to recreate the score of the original?

(+1)

Oh, huh. I'm not sure why that would be. I'll take a look. Thanks for pointing this out.

Thank you.

Hmm, I took a listen and Wanderer plays twice as often as any other exploration track. Like in the original game, you can change the exploration track by either waiting for the current track to finish, or by switching to the map, then back to exploration. If that's not working for you, could you check for UW04.xmi in your original game installation folder inside SOUND?

(5 edits)

Been testing and it sounds like it's maybe two different version of the same track (I have the UW04.xmi in my SOUND folder), or maybe it cuts off? I'm using Ultima Underworld Portable (Roland MT-32) for the original, which sounds exactly like the one in the linked video. In the Unity version it never seems to reach the crescendo, as here at the timestamp (1.38), and it sounds differently throughout:  

Interesting. There are two versions of the track in the packed files, one called AW04.xmi and the other UW04.xmi. (This is the case for all the tracks.) I've been assuming they are the same except they're crafted for different sound cards. I'll check if that section sounds different.

(+1)

Finally got a shiny new Steam Deck, and this was probably the first game I tried on it. It plays so smooth. I wanted to love this game so bad back in the day and even then I thought it was too janky. Playing in the new engine is a amazing. Thank you so much for this.

I think there is a bug with the stew on level 1... When I get the scroll I can't read it from my inventory and when I talk to Lanugo he keeps telling me "It's all written down on this..." and claims to give it to be over and over and it never actually appeared in his bartering menu. A scroll does appear in my inventory you can't read it and when you use it it just says can't make recepie. He tells you what you need for it but nothing about a green mushroom so I presume you should be able to read that scroll. Not sure if anyone else had this problem also.

BTW awesome remake. I'm happy this exists.

(1 edit)

Ah, yes, there are a couple of bugs there - he should say "just like the recipe I gave tha" not "tis all writ down on this"; and if you look at the scroll it should tell you the ingredients. Will see what's going wrong with the first and fix the second. Thanks!

[EDIT] I'll have fixes for these later today.

Fixes for these got into the latest build.

Hi there.

Are the hold cheat codes still alive ? (F10 + a certain key)

(+1)

Those were never a thing in Underworld. Not sure where that rumour got started. Anyway, no, there are no cheats in the game. (I used an in-editor cheat panel during development.)

(1 edit)

it's right... this is more strange that is still told everywhere.

(+1)

Jumping seems laggy and awkward. Is that by design, or I am I doing something wrong?

Hmm, it's kind of a result of the autojump feature (which jumps right on the edge if you hold down the button and run at a ledge), but really I should make it jump-on-press if autojump is turned off. Thanks for the reminder.

I updated it so that with autojump off, it will jump on press instead of release. New build available.

(+1)

ohh this project is in several Youtube videos! Amazing!

(1 edit)

No doubt you hear this a lot, approach gog to get it on that platform! Brilliant!

It's not as easy as that! The rights are a mess. They would have to negotiate with EA, Paul Neurath, and Lord British. I don't see it happening.

(1 edit)

You may be right, but It is on gog, and it requires a license to play. So it might not bee much different than Unity Dragenfall. 


Loving it!


This is going to make me play it a 4th time!

Any way to remap the controls?  The original Underworld has W X S A D layout, with X being backwards, S being walk, W being run.

Old habits don't allow me to use S as backwards, to this day.

Unfortunately nothing official.

(+1)

Just completed the game, what an awesome experience it was!

This remaster is exactly what the original needed to make it playable in 2026.

And what a gigantic work has been done, bravo!

Keeping my fingers crossed for the sequel to happen one day.

(+1)

Is there a control sheet? Or how do I bring it up in Unity Underworld?

I added a download called CONTROLS.md.

Thank you sir. Thought I saw an LP with one in game. But this will do. Thank-you! And I agree, you have a donation option!

(+1)

Open Source it

Thank you so much for this. I love the game and your remake. Incredible! There are just a couple of details I'd ask you to add in your next version, if possible: 1) Add an exit to desktop button, 2) add the walking effect the original game had while moving. Thanks!

I'll see what I can do. Walking effect is in and I think it feels pretty good, but I'll need to sit with it for a while. Exit button should be easy enough; just need to decide where it should go and then I'll need a confirm dialog.

Thank you!

Ok, these are in the latest build. Let me know if it feels better.

Thank you for adding the Back to Menu and Quit buttons. Much better like this. Regarding the walking effect, I can see it, but compared to the original one it's much less noticeable. IMHO it would be better if it'd be like in the original.

You should enable donations. I want to throw money at you.

I'm not taking donations because I don't own the IP. Thanks though! (Added to the FAQ)

Hello! Would it be okay if I create and publicly release an unofficial Korean translation patch for Unity Undergrounds?

The patch would contain only the translated files and would not include any original game assets. I would, of course, clearly credit you and the project.

Please let me know if there are any conditions I should follow. Thank you!

Someone created a polish translation - maybe you could coordinate with them about the best way to do this. I wish I had time to help out :)

(+2)

Thanks! I also completed korean translation.

https://github.com/munument1/Unity-Underground-Korean

here's release.

Hey, I have a quick question about the general mechanics of the game. Does it have a time limit? I remember reading somewhere recently that it has a time limit of a month in game time where the princess will be killed. Thing is, I cannot for the life of me find that source again after SO much searching. Is this the case?

There's no hint of that in the game strings, and the game clock strings allow for over 100 days in the abyss, so I'm confident that the answer is no.

Thank you, that's great news! Haven't got a clue where I read it to, but I'm glad it's not true :)

(1 edit)

This is fantastic, thank you so much for concentrating on controllers. I was using the other Unity port and messing around with mapping keys to the controller through Steam. It was not nice...

Are there any plans on UI scaling?

Looking forward to Hold too, good luck :)

EDIT: Quick question, is there another way of quitting, or is Alt-F4 the only way? Am I being super dense and missing something? (This is the most likely answer).

Alt+F4 might be the only way in full screen. You can also close the window when windowed.

(1 edit) (+1)

Thanks for the reply! Yeah, playing in full screen. I only thought about it because I was in game and wondered if I could quit back to the main menu to watch the intro! It's not an issue at all.

Anyway, thank you for all your work on this, been playing it all day with moody dungeon synth music playing in the background. It's definitely a vibe :)

(Amazing job on JSW on Vic-20 too BTW)

So happy to see that you get some attention on YouTube. This project is really amazing and I enjoy it so much on my Steam Deck, It is the perfect title for that

Il es possible d'ajouter la version française pour ce jeux ?

(2 edits)

It's not set up to allow for translations. This is presumably something that might come out of going open-source.

There are some hard-coded strings, some data driven, and a few things that rely on english word order and lack of object gender. I would be particularly worried about the conversations...

(1 edit) (+1)

Je pense que en passant sur un modèle open source, ça permettrait d’atteindre un maximum de personne et des contributeurs qui pourront apporté des mods ou ce genre de chose et surtout d’autre traduction. Mais si pour des raisons qui vous sont cher comme le fruits des efforts que vous avez fournie, je comprend que vous voudriez pas offrir le fruit de vos efforts en open source. Mais au moin votre projet a le mérite d'existé et un grand merçi pour ça. Je vais continuer a y jouer en anglais, en esperant qu'une solution du genre traduction automatique instantané de ce qui parais a l'ecran, sorte un jour.

(1 edit) (+1)

The game port created by Kweepa makes extensive use of the original text stored in the strings.pak file. Therefore, replacing this file in the data directory with the French version should be enough to translate the dialogue, item names, and subtitles for the intro movie.

Unfortunately, as Kweepa mentioned, the subtitles for the remaining cutscenes are stored in Unity asset files. They can be translated using UABEAvalonia.

The interface text, on the other hand, is embedded in the Assembly-CSharp.dll file. Editing it is possible, but requires export and import scripts built using the dnlib.dll library.

I prepared the Polish version this way, and everything seems to be working.

It should also be noted that the game was not designed with languages other than English in mind. Some sentences are assembled from individual words, which may cause issues with correct declension and conjugation.

Kweepa, I love this port. Everything is perfect-the UI, graphics, and controls.

You've made a polish port?

(1 edit) (+1)

In a way, yes. I replaced the strings.pak file in the original game directory, translated the cutscene-related text and character descriptions in sharedassets2, and modified the entries in Assembly-CSharp.dll, although in that case I wasn’t able to find all the text used in the game.

Polish has very complex declension and inflection, so because of the way the game assembles individual phrases, the final result is far from perfect. Still, it is good enough for my needs.

I haven’t finished the game yet, so I don’t know whether everything will work without any issues, especially when it comes to the changes made to the DLL.

(2 edits)

Si je vous envoie le fichier STRINGS.PAK traduit en français, pouvez vous l'ajouter au fichier data.unity3d ? apparement c'est un fichier que vous etes seul a pouvoir modifier, ou bien créé un patch qui permet de changer le strings.pak anglais par le strings.pak en français ? Meme si je le modifie dans la version gog, ca ne change rien a votre version qui reste anglaise. je comprend qu'il sera pas traduit completement, parceque des lettres avec accent, n'existe pas en anglais, mais au moin on comprend globalement ce qui es dit dans les discutions.

The strings.pak file does not need to be inside data.unity3d. You should copy it to the data folder containing the original Ultima Underworld files:

AppData\LocalLow\Kweepa\UnityUnderground\LooseData\UW\Data

Parfait ça a marcher, j'ai appliquer le patch au dossier UW et il fonctionne avec cette version unity d'ultima. Il y'a des defaut dans les lettres de certain mot, mais au moin c'est plus compréhensible. Merçi 

This is great. Never got to play either UW1 or UW2 back in the day, went straight for Daggerfall. Most likely because of the demo from the PC Gamer disc that was included with the magazine; I had hardly heard of Ultima back then (wasn't an avid gamer on pc yet.) By the way, is there any chance of the various types of attacks (bash, slash, stab) for all weapons returning?

At this point, aside from bug fixes, I think it is what it is.

It's wonderful to relive these memories of playing this PC classic.

Your hard work is greatly appreciated, and perhaps one day we'll see Ultima Underworld II here as well.

See the FAQ I just added to the top page.

(+1)

First, it's glorious and a dream come true. I do have to wonder if we'll see you take what you've done here and tackle UU2? Sorry if you've already addressed this elsewhere

See the FAQ I just added to the top page.

Hello there, I'm dealing with a couple issues that I could use some help with, & I'd also like to request a couple quality of life features.

When I first set this up, I tried installing it the same way I did Daggerfall Unity; extracting everything into the Ultima Underworld folder itself. But when I clicked the executable, & it asked me to direct it to the installation folder, I hit the auto search button; but instead of the folder path the the GOG Ultima Underworld install folder was in, it found a path that included one of my "LocalLow" folders. It still worked, but the game was windowed, & I haven't been able to change it; I tried uninstalling & reinstalling it to force it to look for the installation folder again, but that didn't work.

That's why I'd like to request just two things; the first's a way to reset the pathing so you can set it to the correct path, & the second is a configuration option that makes it easier to set it to fullscreen & the proper resolution.

The settings are stored in the registry… or, if you rename the original data install folder, it will prompt for the files again. As for full screen, just press Alt-Enter

Alright, I'll see if it works.

This is incredible!

Hi, are you going to open source this project in the future ? I don't mind if you keep it closed source though.

See the FAQ I just added to the top page.

Works wonderfully, any plans for the sequel if it hasn't already been made?

See the FAQ I just added to the top page.

(+2)

This is really amazing. Much better UI than playing the original. No issues getting it to run on Linux, either, through Steam/Proton. It would be great to eventually have this for UU2 also.

(+1)

Thank you for this <3  - this game has cost me many many hours in my youth. 

(3 edits) (+1)

First of all - thank you! Many people have tried remastering Ultima Underworld it since early 2000s, but only you have had enough perseverance to do it.  This said, since it's Unity-based, can we have a Mac build as well?

(+2)

I tried making a Mac port about a year ago but ran into some permission issues. I don't remember exactly what they were now. I can take another look this week.

(1 edit)

With the current release my saved char is permanently overweighed (0) and cannot run anymore. Dropping items doesnt help. Please fix this <3

Very odd, the code recalculates the carry weight every frame. How much did you try dropping? The weight indicator is clamped at 0 so it could take a while to drop enough. Can you send me a save game so I can investigate your issue? The json.gz in AppData/LocalLow/Kweepa/UnityUnderground/Saves, to steve<dot here>mccrea<at here>gmail<dot here again>com

ah okay, I just can carry waaaaaay less now? When I drop a big amount, like both of my backpacks, it works.

Yes, you can only carry 2 times your strength in pounds. The game was counting stacks of objects as just a single object. So this is more correct, unfortunately. Glad you got it sorted out.

So I just cant carry more than a few items? wow have to adjust my stash

You can carry a fair bit. You just have to be careful about boxes, coffers, weapons, and armour. And piles of gold.

sent you the save though

(+2)

This is a most incredible effort, I can't thank you enough for doing it. The amount of work you've put into this is...well, impressive. 

(+2)

I downloaded this for a quick look, and ended up playing the whole game to the end.

It's brilliant, not only because it's a good technical and ergonomic overhaul. Its much rarer qualities reside in the subtle choices over the modern additions that somehow manage to perpetuate our memory of the original game's unsetlling crush of oppressive darkness, and eerie feeling exploring what we nowadays call a liminal space.

The sounds behind the doors are great for the immersion, and the switch from sprites to 3d models works well, without that unexplainable disappointment we see in similar projects.

I'm now looking forward to buy and play Hold, the author's upcoming original game seemingly built from this engine and assets.

Thanks for the kind words! Glad you enjoyed it :)

Viewing most recent comments 1 to 40 of 120 · Next page