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Join the original creators of Ultima Underworld on a 
quest to rekindle this legendary fantasy RPG series.
Join the original creators of Ultima Underworld on a 
quest to rekindle this legendary fantasy RPG series.
Join the original creators of Ultima Underworld on a quest to rekindle this legendary fantasy RPG series.
13,987 backers pledged $860,356 to help bring this project to life.

Nov 2017: Newsletter and Backer Rewards Update!


Hi everyone,

We just posted a newsletter update with visuals of the Deep Slug, a sneak peek at a map of Upper Erebus, and more. Click here to read it on our website. 

Important Notice:

Backers eligible for the Developer Roundtables, Brainstorm Design Call, and Name an Item/Thing in the Underworld rewards will also be receiving separate emails today. If you did NOT receive an email and belong to the appropriate tier, please contact us at

Important Update: 505 Games to Publish Underworld Ascendant and Closing Pledges November 1st


Hello everyone,

It has been awhile since we posted our last Kickstarter update, but we are pleased to announce that our work on Underworld Ascendant is finally ramping up! 

One of the most exciting updates is our partnership with 505 Games. We think 505 is a great fit for Underworld Ascendant and for us as a studio, as they’ve published a number of noteworthy and unique indie games, like Brothers: A Tale of Two Sons, Abzu, Terraria, Portal Knights, and upcoming games like Last Day of June and Indivisible

Partnering with 505 will allow us to focus on what we do best – make games – while they help us get the game in the hands of more people. OtherSide will continue to develop the game and retain creative control over the project. And we of course remain firmly committed to honoring our Kickstarter commitments to you and ensuring you receive all of the rewards you are due.

We are starting to lock down our lists for physical rewards from our Kickstarter and will no longer be accepting pledges after November 1st!  If you or your friends have not signed up as a Backer yet, you have until the end of this month to do so.

Paypal pledges can be made here:

Note that existing backers will still be able to edit their pledges from BackerKit.

We couldn't have made it this far without all of your support, patience, and enthusiasm. Remember to follow us on Twitter, Facebook, and join our forums for more updates! 


The OtherSide Team

Underworld Ascendant Insider's Developer Blogs


For backers only. If you're a backer of this project, please log in to read this post.

Autumn 2016 Underworld Ascendant Update


Hello backers,

Don’t forget! We’ve been posting regular updates via a monthly email newsletter, so if you’d like more frequent updates than you’re getting on Kickstarter, you can sign up through this link

Here are a few highlights from recent newsletters:

A Special Word from OtherSide’s Paul Neurath

 It probably comes as no surprise, but it’s taking longer than we’d hoped for Underworld Ascendant to come together. The release will extend beyond the original November 2016 date.

Our goal is to make a game that’s not only wonderfully fun and super polished, but also genuinely innovative. We’re pushing hard on the Improvisation Engine, going deep with making The Stygian Abyss feel like a living and breathing dynamic environment, on achieving the subtle interplay with the Faction politics, and more.

Innovating is hard work, and not an entirely predictable process. The team learned this lesson on the original Underworlds, and with Thief: The Dark Project and other games that pushed the envelope. We do feel that taking the time to make the game great is the right call.

Before we will be ready to share an updated release date, we want to get over the hump on the key innovations and know that they are working smoothly. In February, we expect to share a new Prototype build with Backers that shows much progress.

 “We are hugely appreciative of your patience and support, and in being part of seeing this game come to life.

 A Rewarding Announcement

To thank our fans for their patience as we work to ensure Underworld Ascendant is everything it can be, we’re providing two gifts…

First off, we’ve gone ahead and unlocked the current Stretch Goal for The Necropolis of The Ancients, a foreboding lower level location where the game’s most powerful Undead, hidden secrets, and rarest arcane treasure can be found.

Early concept art of The Necropolis, where the Arch Lich Tyball rules.
Early concept art of The Necropolis, where the Arch Lich Tyball rules.

We’ll also be providing to all Backers who have pledged for a digital copy of the game a bonus collection of seven, hi-res Underworld Ascendant wallpapers spotlighting the work of concept artist Robb (SHODAN, Garrett, Sander Cohen) Waters.

Visit your BackerKit account to access your wallpaper collection now.
Visit your BackerKit account to access your wallpaper collection now.


A Look Inside the Underworld Ascendant Bestiary                                                  

When you interact with a denizen of The Stygian Abyss in Underworld Ascendant, you’re encountering many hours of work involved in bringing it to life… Modeling, animation, AI, and -- what we’ll cover a bit today -- a core set of underlying design principles that dictate its role in the game.

The inhabitants come in three main forms:

·         CATALYSTS – Beings who possess robust behaviors, advanced combat tactics, and, if intelligent, can converse, trade, or engage with the player. (Ex: The Lizard Men.)

·         CONFOUNDERS– Creatures who enhance or detract in combat, like The Wailing Haunt or Lich, or act as environmental hazards, like The Ripper or Lurker.

·         COLLABORATORS– Inhabitants with useful behaviors that the player can exploit, like the Earth Clot, a bulky, gelatinous mass that can be prodded down hallways to break traps or act as cover.

The Ripper definitely counts as an “environmental hazard.
The Ripper definitely counts as an “environmental hazard.

One of the core design principles of Underworld Ascendant is to educate the player about the rules of the simulated dungeon world without overt hand-holding. The goal of “teaching players to teach themselves” underlies the game’s level design, narrative, and even the combat design.

For instance, there are four tiers of CATALYSTS, whose roles in combat…

·         TIER 1 - Teach the player the basic moves & skills of the CATALYST.

·         TIER 2 - Make sure the player is paying attention.

·         TIER 3 - Challenge the player.

·         TIER 4 - Provide a fight to remember.

In the Vertical Slice, the player will not only face creatures from each category, he/she will find that a mix or an entrant from a higher tier can make for a much different encounter.

The Vorpal Bunny has a few useful talents.
The Vorpal Bunny has a few useful talents.

Ultima Underworld influences in Underworld Ascendant

 Ultima Underworld and Ultima Underworld 2 were ground breaking RPGs that influenced dozens of games – including, not surprisingly, our own. With Underworld Ascendant, our goals have been to do justice to those original games and be as innovative as they were at the time.

Those that came before…
Those that came before…

 We have a number of innovative new features that we’ve yet to reveal (including a narrative system that our producer Chris Siegel calls “Looking Glass 2.0.”), though intend to show in detail farther down the line.

 But for many basic questions, like how survival elements should be handled or letting the player increase difficulty by descending to lower levels, we often look to the original Ultima Underworld for guidance. There’s simply so much those games did right.

 In an earlier update, we mentioned that the Green Lizard Men will be found in the neutral zone of Marcaul, an area featured in our upcoming Vertical Slice. That’s a direct connection to one of our favorite moments in Ultima Underworld -- a game that, a year and a half before Edge Magazine famously said, “lf only you could talk to these creatures…” about Doom, let you decipher the language of a race of creatures, talk to them, and make alliances with them.

 As you can imagine, we find this sequence pretty inspiring and intend to feature the Lizard Men prominently in the Vertical Slice. (We’ll even drop the name “Ishtass” as a hint…)

Great moments in human/Lizard Man relations
Great moments in human/Lizard Man relations

Another one of our favorite moments in the series? In Ultima Underworld 2’s Prison Tower of Tarna level, the player could: 1) fight your way through several levels full of goblins or 2) talk your way through past all the guards, access the jail on the top floor, and release a captured troll, who would then proceed to wipe out every single goblin in the place. Both were fun ways of solving the same challenge and allowed a large gameplay choice on a quest level.


Garg -- Not really a fan of goblins, per se…
Garg -- Not really a fan of goblins, per se…

 As we’ve said before, in Underworld Ascendant, we provide players with a large toolbox and let them choose how to solve a challenge. While that’s mainly meant on a moment-to-moment level, we’re also seeing some interesting opportunities to feature Tower of Tarna-style quest choices as well.

 As far as other direct connections go, you’ve heard the game will feature Ultima Underworld characters Cabirus, who attempted to found a utopia in The Stygian Abyss, and Tyball, the “big bad” wizard… who is returning as a lich. One of the two? Has a very major role to play in Underworld Ascendant.

Tyball: Before and after.
Tyball: Before and after.

 Beyond that, we’ll save additional details about inspirations and links from the earlier games for future updates, but it’s safe to say that they influence us every day.

But, Wait --There’s More!

Want to read up more about the making of Underworld Ascendant?

You can find updates posted on our website here, including a look at the creation of the Lizard Men, word about the role popular voice actor Stephen (Thief, Fallout 4) Russell will be playing in the game, and more.

Again, thanks for your support!


The Team at OtherSide


Underworld Ascendant Start of 2016 Update


It’s a start of a new year and we thought we’d update you on all that’s happened on the project since last fall. We’ve been posting regular updates via an emailed newsletter, so if you’d like more frequent updates than you’re getting on Kickstarter, you can sign up through this link. Also, add us on Twitter, while you’re at it!

Here are highlights from recent newsletters:

In October, We Showed Our First Prototype

It’s a video walk-through made from a running build of the game. You can watch it here.

The Prototype is tightly-focused around highlighting key areas of progress:

  • We wanted to have a big step up on the visual bar from the rough prototypes we showed during the Kickstarter. The final game will look even better of course, but this snapshot shows a lot of progress.
  • In the gameplay department, we’re showing some fun stealth gameplay, but flipped on its head of what we designed for Thief: The Dark Project. Here a stealthy monster, the Shadow Beast, is stalking the player. Our protagonist is a rogue who is virtually unarmed and must rely on her wits to defeat the creature. This interaction highlights the capability of Underworld Ascendant’s Improvisation Engine, from manipulating the lava flow and lighting torches to change the light levels to keep the beast away.
  • Then there is the audio soundscape to help deepen the immersion, as well as select voice overs to convey the game’s narrative. If you listen closely to the soundscape, you’ll hear some ‘musical’ beats happening. We plan to work with sound as a game system and to enhance the character of The Underworld itself. We learned many lessons about audio and its importance on Thief: The Dark Project and System Shock 2. (To be clear, the VO of the rogue in the prototype is there only as a narrative piece to explain what the player might be thinking. There won’t be player voice-over in the final game, as it’s a true role-playing game and we don’t intend to speak for the player.) 

The Prototype covers just a tiny corner of The Stygian Abyss and is focused on just the single encounter between a rogue character and the Shadow Beast. In the actual game there will be MUCH, MUCH more going on within the world and many more choices for a player. Regardless, we think the Prototype shows great progress since the Kickstarter and we hope you agree. It’s gotten some nice press, including Quarter to Three Podcast, GamesRadar Podcast, and An Early Look at Underworld Ascendant.

In November, Nate Wells Joined the Team as Art Director

Nate has joined the OtherSide team as our Studio Art Director. Nate has been the Art Director on some pretty impressive titles, like Irrational's Bioshock and Bioshock Infinite, Naughty Dog's Last of Us, and the recent Rise of the Tomb Raider. Nate got his start back at Looking Glass as a level designer and artist on Thief: The Dark Project and System Shock 2. We’re thrilled to have another one from the Looking Glass fold!

Some words from Nate himself on his thoughts about Underworld Ascendant:

"The artistic vision for Underworld Ascendant is born out of my feelings about the state of fantasy in the world. Not just in games but in film, television, and books. Recently, fantasy has crossed over into the mainstream with Game of Thrones and the Tolkien movies. One of the things that I really feel is fantasy used to be fun and now it is gritty, brooding, and loaded with political allegory. For me, I just have the amazing memories of pen and paper gaming back in the early 80's and how much fun it was and what a sense of humor it had about itself and feel that fantasy has lost its self-awareness and its sense of humor. That was my jumping off point for the art direction for Underworld Ascendant.

“So I went back and dug out my dusty old Dungeon and Dragons books from my parent's home and started thumbing through them. I asked myself what was it that I loved so much about that era in fantasy? What I found really was there was a sense of levity and this naiveté to the art, because a lot of that early art wasn’t done by professionals, it was done by game designers who could 'kinda' draw. So when you go back to those early 1st edition books, you think, ‘Wow, I can't believe that this piece of art actually made it into a book.’ These days, we have these amazing professional artists and they choose to use their skills to do fantasy and science fiction -- which is fantastic, but everyone is getting so deadly serious about it. They want all their fantasy to look... real and feel real. My feeling is most games in the fantasy realm lately have also caught this reality bug. It seems that most groups are about trying to bring fantasy to absolute realism with real trees, real grass, time of day, and all that stuff. I think chasing photo-realism in fantasy isn't the answer. I think to recapture a retro sense of fantasy, fantasy the way our inner child remembers it. We didn't have Game of Thrones or Lord of the Rings telling us what a castle looked like or what a giant two-headed zombie looked and acted like.

“So for Underworld Ascendant, what if the world bore the authorship of a tabletop game? Think of the old lead figures, the miniature play fields, and what if Ascendant used that philosophy of everything being hand crafted and looking hand-crafted? Natural, man-made... All of it. All of it looks like it was sculpted by an artist. That and bringing back some of the levity to the fantasy. We don't have to be so deadly serious and bleak. A little more whimsy and a little less brooding. "

Just Before Thanksgiving, We Released the First Playable Prototype

The Playground Prototype all about physics-based puzzles set in a corner of The Stygian Abyss. The visuals have been intentionally kept very sparse, since wanted to completely focus on the gameplay aspects. So be forewarned, it looks as plain as vanilla.

The fun is in the physics puzzles, where we challenge you to solve tricky bits using an early pass of The Improvisation Engine. Even at this early stage, there are dozens of ways to solve challenges -- some which our team haven’t even discovered yet. Will you? The Prototype also features a first pass on the magic system, which likewise feeds into the open-ended nature of solving challenges.

If you are (or become) a backer at a Pioneer or higher pledge tier, you can get access now to the Prototype to as a $5 Add-On. With this Add-On, you’ll also earn a $5 credit good towards a future pledge. To learn more details, go HERE.

In December, We Smashed!

Fleshing out the combat system became a focus. We started work on an internal Prototype where you can smack things with… well, at the moment, a stone axe. Not glamorous, but it does the blunt work.

As with the other game systems, our goal with combat is to give the player a range of interesting choices on how to approach a problem. At the same time, we don’t want seventy-five buttons for the player to memorize. The trick is in striking the right balance between tactical depth and keeping the system streamlined enough so that players can readily get a handle on combat.

We also realize there are different types of gamers out there. Some love moving though a 3D space like an over-caffeinated ninja. Others prefer to be more careful and slower-paced about their actions. On the team, Chris is a twitch gamer. His idea of perfection of movement is Ninja Gaiden or running around in Mirror’s Edgeand Titanfall. Tim isn’t as much a fan of twitch gameplay, preferring more paced and tactical thinking in his combat.

Since we’re a role-playing game at heart, we’ll be leaning more towards tactical pacing for Underworld Ascendant.

Seems appropriate considering the rocky terrain, don’t you think?
Seems appropriate considering the rocky terrain, don’t you think?

A good example of more tactical pacing would be the sword fight from the film Princess Bride. In it, two masters use both their skills and the environment in an intense match, but don’t fly around a la Iron Monkey.

Boot to the Head skill
Boot to the Head skill

One way to introduce some twitch gameplay into the system is to have a handful of ‘twitchy’ abilities deeper in the skill tree. This way, players who enjoy these aspects can get it, if they work for it.

One concept we’re diving into is “running combat”: battles that span across spaces, where terrain, elevation, and obstacles paly into the tactics. Objects can become part of the fight; from picking up and throwing a wine bottle to causing a stalagmite to fall on your enemy. Sometimes disengaging and moving off is the best idea. What we’re trying to avoid is what we call “chopping wood” combat, where you stand there, click the button and… whack, whack, whack, the enemy dies.

Like all of our design, this is an iterative process. We build the foundation first, then start adding on layers. The initial core is mostly complete for basic combat and the same can be said for our movement. Then comes the testing, the refinement, and, if needed, the redesigning of the parts that don’t pass the fun test.

Looking Forward Into 2016

As the New Year begins, we’re busy making the transition to full production. The focus shifts to building out all the game play elements based on all the concept and pre-production ground work that has been done. Over the coming months, we’ll be laying out the various areas of The Stygian Abyss, placing loot and traps, populating with creatures friendly and vile, laying out the narrative arc, crafting player progression and skill trees – all that stuff that makes for an RPG. It’s going to be busy, but much fun to see all the progress.

Keep digging!

The OtherSide Team