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Ultima Underworld (PC, 1992/PS1, 1997) - WIP

Ultima Underworld (PC, 1992/PS1, 1997) - WIP

Subgenre: RPG (dialogue trees, can kill NPCs, side quests, basic crafting - fishing pole+popcorn+torch), Almost full 3D, Collectathon element (8 talismans, 3 tripartite key parts)


Perspective: FP view


Movement Mechanics: Jumping and Swimming (surface only?)

Save feature
Various exploration/traversal spells+tools+skills (torch/light/night vision, long jump, fly, levitate, walk on water, stealth, slow fall?, speed?, daylight?, invisibility?, telekinesis?, reveal?, freeze time?, roaming sight, tremor?, search skill?, sneak skill?)
Map system w/ auto-mapper feature (also came with maps of the early areas), compass
Teleporter beacon (Gate Travel spell - travel to a moonstone which can be placed anywhere)
-Made up language (lizardman language) which can be learned and used by the player to free an imprisoned NPC

-Has been fan translated on PS1

Playthrough - Video Review



Influenced by: Dungeon Master, probably Wizardry series, possibly Catacomb 3D, Corporation


Influenced: System Shock, Elder Scrolls, Deus Ex, possibly Strife, Powerslave/Exhumed, possibly Shadowcaster

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