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Ultima Underworld: The stygian abyss

Ultima Underworld: The stygian abyss is an DOS fantasy rpg game set in the Ultima universe, developed by Blue Sky Productions, designed by Paul Neurath and published by Origin Systems in 1992. Ultima Underworld: The stygian abyss is also part of the Ultima series.
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Ultima Underworld: The stygian abyss screenshot
uu1-1.jpg - DOS
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uu1-7.jpg - DOS
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Ultima Underworld: The stygian abyss downloads

Magazine reviews

"But as a game (and not a philosophical issue) I can't find any major faults to Ultima Underworld. It may not look like a Rembrandt when up close (it's more like a Picasso), but you spend so much time moving you hardly care a whit. The size may be daunting, but it's more a challenge than a put-off. The controls are unbelievably easy when you get the hang of them and the whole system is very clever indeed. It's probably not the hardest game you'll ever play and despite the realism, it's easy to live without it, but I can see anyone that does venture into the abyss having a whale of a time. I have heard reports of people already claiming to have completed it, but I suspect these are the kind of people that can play te average arcade game with their feet abd still clock it. For the rest of us mere mortals it's a wonderful game and an experience not to be missed." - PC Review - Issue 8 (1992-06)


Video courtesy of Squakenet.com.

Additional info

Input: keyboard, mouse

Distributed on: 3,5 floppy disk, 5,25 floppy disk, cd-rom

Abandonware DOS views: 10510


  • Christopher Salem - 21/08/2018 22:21
    A masterpiece of an FP RPG. We played this game a lot back in the day, and even made our own strategy guide. We never had the original disc however; we had this game on a compilation disc to showcase the games of that time. With our computer, the slight disconnection between the introduction's video and the audio was akin to watching a dubbed Chinese martial arts film (audio dialog would finish just ahead of the graphics). The rest of the game played great. Despite playing with a lower frame rate, the NPC's in the game had enough fluidity to discern proper movement; a better computer system at the time would have improved the game's frame rate.
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