Underkeep Grid Based Movement Explained: Old-School Dungeon Crawling Done Right
Underkeep grid based movement is the heart of Rake in Grass's old-school crawler. Here's how tile stepping, turn-based fights, and party building work.
What Underkeep Grid Based Movement Actually Means
Underkeep is a first-person, party-based dungeon crawler from the Czech studio Rake in Grass, and its movement model is intentionally old-fashioned. You do not glide through a room on a free camera; you step from tile to tile, pivot in 90-degree increments, and let the dungeon reveal itself one square at a time. The studio's November 2026 announcement frames the game as a tribute to 1990s role-playing classics, pairing turn-based combat with grid-based movement and citing Dungeon Master, Lands of Lore, Eye of the Beholder, Wizardry, and Ishar as touchstones.
That lineage matters, because Underkeep grid based movement is a pacing tool rather than a cosmetic quirk. The camera sits at your party's eye level, so a corner is a genuine blind spot until you turn into it. Doors, hidden nooks, and clickable scenery occupy specific squares, which means the position of your party — not just the strength of your party — decides what you find.
It also changes how you measure a room. In a tile system, "three squares away" is a real, countable distance, and the playable demo makes that concrete: ranged attacks and spells connect at range while melee needs an adjacent target, and monsters can sit one tile too far away to hit. Learning to count tiles is the closest thing Underkeep has to a positional skill.
Controls and Exploration: What the Demo Shows
A streamed demo playthrough walks through the opening stretch: character creation, a mushroom-gathering errand from the camp cook, a forest ambush, and a first proper dungeon. Everything in the table below comes from that player experience rather than an official manual, so expect the retail build to refine labels and bindings.
| Action | Input observed in the demo | Note |
|---|---|---|
| Move from tile to tile | Arrow keys or WASD | One square per step |
| Rotate the party | Q and E | Quarter turns, snap to the grid |
| Read the dungeon layout | On-screen automap | Updates as you explore |
| Inspect a character | Click a party portrait | Stats, gear, skills, quest log |
| Interact with scenery | Click highlighted objects | Mushrooms, chests, rock holes, barrels |
Moving With Purpose
The single most useful habit in a grid crawler is squaring up before you commit. Turn with Q and E until the corridor runs straight ahead of you, then step. Because every move is one tile, you always know exactly how far you have traveled and how far you still need to go — handy when a quest sends you back through a layout you half remember.
The demo also rewards plain curiosity. Mushrooms for the cook's quest sat in plain sight along a path, and a ring with a bonus against animals came out of a hole in a rock after the party chose to reach inside rather than poke it with a stick.
Interacting With the World
Examine prompts in Underkeep often offer two or three responses instead of a single "yes." Reaching into that rock hole could have gone badly; probing it first would have revealed a sleeping snake. That pattern repeats around chests, suspicious walls, and breakable props — barrels give way when struck, and some obstacles need a tool rather than bare hands.
Resting is the other exploration verb worth learning early. Sleep restores health and mana but consumes food from your supplies, and the game warns you when enemies are close by. Treat rest as a resource decision, not a free reset button.
Why Grid Based Movement Makes Turn-Based Combat Readable
Combat in Underkeep is turn-based, and the tile grid is what keeps it legible. In the demo, every character gets one action per round — either a basic attack or one assigned special skill — while potions can be used from the inventory without spending that action; once the whole party has acted, the round rolls over to the enemy. If you end a round early, anyone who has not acted is simply skipped — a fast way to waste a turn.
Underkeep grid based movement feeds directly into that system. Distance is not abstract: a warrior with a melee skill has to close the gap, an archer can pick off a target across the room, and a spellcaster's options shrink when the enemy is out of range. When an attack fails in Underkeep, it is usually because of squares, not stats.
Health and resource management also push against the movement grid. Mana runs dry quickly in long fights, and the demo's answer is to retreat, rest, and return — which means retracing tiles you have already cleared. Knowing your map is a combat advantage as much as a convenience.
Building a Party for Tile-by-Tile Dungeons
Character creation in the demo let the player assemble four adventurers with distinct roles, drawn from classes that include a warrior, a ranger, a void caller, and a wizard. Each pick came with a choice of starting skill: a skull-rattling strike for the warrior, a double-shot ability for the ranger, a heal for the void caller, and a basic fire spell for the wizard.
Level-ups add more decisions on top. The streamer's party unlocked options such as shield bash and flurry thrust for the warrior, an aim shot that boosts accuracy and evasion for the ranger, and party-wide buffs from the void caller, with a few stronger abilities gated behind character levels (three and six in the demo build). Nothing in the build encouraged dumping everything into damage, either — a healer who can also buff the party was more valuable than a second pure nuker in cramped dungeon rooms.
Practical takeaways for your own run:
- Cover healing and crowd control before raw damage; corridors prevent flanking anyway.
- Keep at least one ranged specialist so distant enemies cannot stall a fight.
- Spend your first level-up choices on accuracy, evasion, and survivability, then branch into flashier spells.
- Read equipment properties carefully — a low-damage dagger with a useful effect can beat a bigger number.
Release Details and Scope (Dated Snapshot)
Per a press release dated November 4, 2026, Underkeep was scheduled to launch on Windows through Steam and GOG on November 5, 2026, with support for mouse-and-keyboard or a controller. RPG Codex's news index for November 5, 2026 lists "Underkeep Released," matching that window. You can check the official Underkeep Steam store page for the live price, platform availability, and system requirements, since those details change over time.
The same announcement pegs the adventure at roughly 15 to 20 hours of exploration, challenging encounters, and hidden secrets, presented with hand-drawn art and a hand-crafted world. For a dungeon crawler built on deliberate, tile-by-tile steps, that is a reasonable promise — Underkeep grid based movement naturally stretches a small map into a lot of small discoveries.
Rake in Grass is one of the longest-running indie studios in the Czech Republic, with more than 20 releases across eight platforms, including Rampage Knights and the Jets'n'Guns series. That track record explains why the demo already feels confident about its old-school fundamentals.
FAQ
Is Underkeep grid based movement similar to Wizardry or Eye of the Beholder?
Yes. The developers explicitly name Wizardry, Eye of the Beholder, Dungeon Master, Lands of Lore, and Ishar as inspirations, and the demo behaves the same way: first-person view, one tile per step, quarter-turn rotation, and a party of four behind the camera.
Can you play Underkeep with a controller?
According to the publisher's November 4, 2026 announcement, the game supports both mouse-and-keyboard and controller input on Windows.
How long does Underkeep take to finish?
The press release dated November 4, 2026 estimates 15 to 20 hours of exploration, combat encounters, and optional secrets, though individual playthroughs will vary with how thoroughly you search each dungeon.
Does Underkeep grid based movement also apply to combat?
Combat is turn-based rather than tile-locked, but the grid still governs it. Ranges, line of approach, and who can reach whom all depend on how many squares separate your party from the enemy — which is why counting tiles before a fight starts pays off.
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