Underworld Ascendant

[4][5][7] Recognizing that a demanding RPG such as Underworld Ascendant could not capture a mass-market audience, Neurath limited the game's budget, believing that, "if you’re spending 50 million dollars you need to reach as many people as possible.

"[8] With a core team of only six, Neurath describes OtherSide as a mini-studio with an "almost tribal culture", where "everybody knows each other really well, they know their strengths and weaknesses and foibles", allowing for close communication and collaboration.

[2][3] The team at OtherSide included other Looking Glass Studios veterans, such as Tim Stellmach, Steve Pearsall and Robb Waters.

[10] In February 2018, Steve Gaynor of Fullbright announced that two of the company's level designers, Nina Freeman and Tynan Wales—as well as the studio's 3D environment artist, Kate Craig—would be contributing additional work to Underworld Ascendant.

IGN concluded the title was "just broken," [24] Gamespot noted " wherever you go your progress is constantly chafed by an all-pervading lack of refinement.

"[25] Particular criticism was given to its limited and poorly telegraphed save system that, upon loading, would send players back to the start of the current level regardless of progress.

This update brought with it the inclusion of a functional free save system, changes to the level design and game flow, refinements to gameplay mechanics and enemy behaviors, optimized lighting, and numerous bug fixes.