Review: 90s Dungeon Crawling Done Right
A gameplay-focused Underkeep review covering party building, turn-based combat, resource management, secrets, progression, and who should buy it.
Underkeep looks like a lost 1990s PC RPG, but its hand-built dungeons and modern conveniences make it more than a nostalgia exercise. This Underkeep review focuses on the choices that matter after the title screen: party building, turn-based combat, resource management, and secrets. If you want the short version of this Underkeep review, it is a confident old-school crawler that rewards preparation—provided you can live with grid movement and puzzles that sometimes block the road.
Underkeep Review at a Glance: What Kind of RPG Is This?
After roughly five years in development, Underkeep arrives as a focused tribute to 90s RPGs rather than a bloated one. It uses a handcrafted world instead of random dungeons, and it wraps the old-school structure in colorful pixel art and modern controls. The result is a game about careful exploration, party planning, and resource pressure rather than rushing from fight to fight.
| Feature | What to expect |
|---|---|
| Movement | Grid-based, with modern controls and clear feedback |
| Combat | Turn-based; two rows; physical hits can miss, magic is reliable but costs mana |
| Party | Four adventurers; six races; seven classes; around 70 skills |
| World | Handcrafted hub village plus forests, mines, crypts, swamps, and underground areas |
| Exploration | Hidden walls, interactive objects, environmental puzzles, optional loot, teleport gates |
| Progression | Skill upgrades, equipment, merchants, potion crafting |
| Endings | Multiple |
| Enemy pacing | Generally finite, not endless farming |
Any Underkeep review has to note the barrier: this is not a game where every random encounter demands an elaborate plan. Regular fights can often be handled with straightforward attacks, while the deeper skill list matters more when you plan builds, manage mana, and prepare for harder stretches. If you want a pure tactics game, adjust expectations. If you want exploration with turn-based pressure, the pace works.
Party Building: Races, Classes, and Rows That Work
You start by creating a party of four adventurers, choosing from six races and seven classes. With around 70 skills, the trap is trying to sample everything. Party composition can significantly change how you survive, so decide each character’s job before you spend skill points.
| Slot | Row | Job | What to prioritize |
|---|---|---|---|
| 1 | Front | Durable melee | Armor, survivability, reliable attacks |
| 2 | Front | Second front-liner or hybrid | Staying power and protecting the back row |
| 3 | Back | Spellcaster | Mana, elemental damage, status effects |
| 4 | Back or flex | Utility damage or support | Cover gaps in the party’s kit |
The party advice in this Underkeep review is simple: build a front line that can absorb physical attacks, then give your back row room to cast and support. A traditional setup with melee fighters protecting spellcasters is supported, but you can experiment. Equipment can boost elemental damage, survivability, or status effects, so gear should reinforce the role you chose.
- Put your toughest characters in front.
- Give casters mana support and elemental gear.
- Use the fourth slot to cover gaps, not duplicate a job.
- Specialize rather than spreading points across every available skill.
- Carry consumables even on damage-focused characters.
Combat and Resource Management: Mana, Food, and Finite Fights
Combat is turn-based and grid-based. Your party is divided into two rows; each character acts, then enemies respond. Physical attacks can miss and are affected by armor, while magic is more reliable but drains mana. Since mana does not regenerate automatically while you explore, every spell is a budgeting decision.
| Situation | Better move | Why |
|---|---|---|
| Routine encounter | Use basic physical attacks | Preserves mana for harder fights |
| Need reliable damage | Cast magic | Magic is more reliable than physical attacks, but costs mana |
| Long exploration trip | Check food and consumables | Mana does not auto-refresh; supplies keep the run going |
| Low on resources | Return to the hub | Merchants and potion crafting restock your team |
| New dungeon wing | Top off before entering | Puzzles and fights can drain resources |
| Resource | Main use | Management tip |
|---|---|---|
| Armor | Reduces physical hits | Prioritize front-row characters |
| Mana | Powers reliable magic | Save it for fights that need it |
| Food | Keeps the party supplied | Stock up before long routes |
| Consumables | Covers emergencies | Buy or craft before leaving the hub |
| Skill upgrades | Long-term power | Focus on each character’s role |
The combat section of this Underkeep review has one caveat: regular encounters are not as tactically demanding as the 70-skill list might suggest. Straightforward attacks handle many fights. The compensation is resource pressure. Enemies generally do not respawn indefinitely, so the adventure is finite and farming is not the loop. Treat each fight and each optional treasure as part of a budget.
Exploration: Handcrafted Dungeons, Secrets, and Teleport Gates
The world is the strongest argument for the game. Every location is handcrafted and interconnected, with a central village hub and routes through forests, mines, crypts, swamps, and underground environments. It rewards attention: some walls hide passages, objects can be interacted with, and puzzles may require more thought than following a marker. Teleport gates make backtracking less painful.
| Clue | Action | Why |
|---|---|---|
| Suspicious wall | Test for a hidden passage | Secret rooms and optional loot |
| Unusual object | Interact with it | Secrets and environmental puzzles |
| Locked door or mystery | Mark it on the automap | You can return without re-clearing |
| New teleport gate | Activate it | Faster travel and backtracking |
| Puzzle blocking progress | Recheck nearby rooms | The solution may be in the environment |
| Optional side path | Sweep it before the main route | Extra loot and optional bosses are valuable in a finite adventure |
For the exploration half of this Underkeep review, the practical tip is to slow down. Check dead ends, test walls, and mark anything you cannot solve. The built-in automap with custom markers is there for exactly this reason. If a puzzle stops progress, step back and inspect the surrounding rooms instead of pushing forward blindly.
Progression, Builds, and Replay Value
Progression is not only about finding a better weapon. You gradually upgrade individual skills, and equipment can push a build toward elemental damage, survivability, or status effects. Merchants, equipment upgrades, potion crafting, and NPCs give the hub more purpose than a simple rest stop. Multiple endings add replay value for players who want to try different parties and choices.
| Priority | Upgrade target | Best for | Why |
|---|---|---|---|
| 1 | Front-row survivability | Melee characters | Physical attacks are affected by armor |
| 2 | Mana sustain | Spellcasters | Mana does not regenerate automatically while exploring |
| 3 | Elemental damage | Magic builds | Equipment can increase elemental damage |
| 4 | Status-effect potency | Control builds | Equipment can make status effects more effective |
| 5 | Core skill ranks | Whole party | Gradual skill upgrades matter as much as gear |
This Underkeep review recommends planning for two runs, not one. Your first party can focus on a stable front line and reliable magic; a second run can lean into different races, classes, and choices. Because enemies are generally finite, you cannot patch a weak build by grinding forever. Optional loot and smart skill upgrades are the safer path.
Who Should Buy Underkeep? The Review Verdict
Buy Underkeep if you enjoy grid-based exploration, handcrafted dungeons, party building, and the tension of managing mana and supplies. Skip it if you need every battle to be a deep tactical puzzle, dislike puzzles that can block progress, or prefer endless farming. The game knows what it wants to be: a traditional crawler with modern conveniences and a charming pixel-art world.
- Strong fit: old-school RPG fans, secret hunters, party planners.
- Weak fit: tactical combat purists, puzzle-averse players, grinding fans.
- Try first: the demo is available if grid movement or puzzle gating worries you.
It launched on November 5, 2026, at $22.95, with a 15% introductory discount to $19.50 through November 19. The store page also shows a Very Positive overall rating from a small review sample, but fit matters more than a badge. For the price of a mid-size indie RPG, the handcrafted world and replayable party builds are the main draw.
FAQ
Is Underkeep good for newcomers to dungeon crawlers?
It can be. Modern controls and clear feedback remove some old frustrations, but grid movement and puzzles that block progress still require patience. Try the demo if you are unsure.
How many races and classes does Underkeep have?
You build a party of four from six races and seven classes, with around 70 skills to experiment with. Party composition matters, so plan roles before spending points.
Can you farm enemies in Underkeep?
Generally, no. Enemies do not respawn indefinitely, and the adventure is designed around finite encounters. Stock food and mana supplies instead of relying on repeat fights.
What is the final verdict of this Underkeep review?
It is a charming, handcrafted dungeon crawler with strong exploration and flexible party building. Combat is simpler than the skill count suggests, but the resource pressure and secrets make it worth trying for old-school RPG fans.
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