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The hardy peasant(s) keep enough of it to spend on goods back at the base, and assuming you’ve bothered to free the various shopkeepers and smiths you come across, you can upgrade your peasant with a better chance at survival.Įnhancements, such as bag durability, are a must so you retain even more gold after death. You’ll lose all your special artifacts upon death, true, but not all your gold. The roguelike elements themselves also help with that. It takes a significant piece of the grind and annoyance out of restarting and makes sticking with UnderMine for long sessions easier. Each dungeon area is relatively contained, meaning you won’t be searching through dozens of rooms vainly trying to find an exit before you either die in-game or stop caring in real life. UnderMine’s approach to roguelike dungeon crawling is a more accessible one than many.
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It’s a reason for five distinct dungeon areas brought to life with charming pixel art, and while the overarching story isn’t bad by any means, the visual identity and strange world unfolding around you stand out much more strongly than the actual story.Īnother of UnderMine’s stand-out features is the dungeon design itself. UnderMine has a wider story you’ll gradually dig out the further you go, and the earthquakes are just the beginning. You’ll find all manner of lovely weird folk underground, from talking mushrooms desperate to give their sporelings new life to shopkeepers trapped behind locked doors who, with nothing else to do, set up shop anyway. There’s a pervasive quirkiness in UnderMine that goes well beyond the comically callous wizard. As with other roguelikes, you’ll lose a big chunk of your money and all the artifacts uncovered on the way, but your particular peasant is dead too.Īnother one hops down into the fray, a new name and fresh face in a never-ending parade of peasants marching to their certain dooms that the wizard can’t even be bothered to notice. When you die - and you will die, make no mistake about that - that’s it. So off you go, ill-equipped for the task and with no real clue what to do.
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He’d do it, but… well, y’know: he’s important, and you’re a peasant. He summons you to his wizardly abode once the game begins and tasks you with venturing into the mine (and beyond) to solve the mysteries behind the strange earthquakes occurring recently. That’s what the resident all-powerful wizard thinks anyway. It means you do what others tell you to do and don’t ask questions. UnderMine Review: Hi Ho, Hi Ho, Back to the Mines We Go UnderMine doesn't break new ground, and with the level of polish and strong design here, it doesn't really need to.