Tired of invading dungeons? It's time you build your own! War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. Carve out your Dungeon and conquer the Overworld!
User reviews:
Recent:
Very Positive (116 reviews) - 88% of the 116 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (2,355 reviews) - 76% of the 2,355 user reviews for this game are positive.
Release Date: Apr 2, 2015

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Underlord Edition includes additional content, see below for more details

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Gold Edition includes all content from the Underlord Edition and the Heart of Gold expansion

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Recent updates View all (175)

June 20

Celebrate Summer with Aloha Worker!



Brightest greetings Underlord!

While you’ve been tunnelling your way through the molten dukedom of Phaestus, summer has arrived (though barely if you live in the UK). Now you step forth onto the northern shores of the world, witnessing golden sands and turquoise seas, flush from the heat of Mount Phaestus!

Your Workers haven’t seen the sun in aeons, and while most skulk away from the light and back away into your dungeon, Aloha Worker is unpacking his suitcase - bucket and spade? Check! Flip-flops? Check! Hawaiian shirt? Most certainly, check!



Though judging by his skin tone, he might have forgotten to pack the sunscreen ... Anyway, you’ll need to be careful, Underlord - if this craze catches on the next thing you know you’ll have an entire dungeon full of flowery-coloured minions, more dazzling even than Kasita’s Home Realm!

https://youtu.be/pgGa0gqsl1g

Unpack your Aloha Worker skin on Steam and receive a special summer discount for a limited time - then bask with him in Skirmish, Sandbox, Scenario, and Multiplayer modes!

Priced at just £0.79 / $0.99 / 0.99€, the Aloha Worker is waiting for you on the Steam store.

You can also pick up all our current Worker Skins as part of a single bundle for a small discount!

In addition, backers of our original Kickstarter campaign using the Steam version of the game will receive this skin for free!

Have a lovely summer, Underlord ... And don’t forget the sunscreen.

Cheers!

– Brightrock Games Team


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June 17

Patch 1.4.1 Now Available



Darkest Greetings Underlord,

Reception to Heart of Gold and patch 1.4 has been absolutely fantastic, we’re pleased to see so many of you enjoying the latest iteration of War for the Overworld. As we promised yesterday we have a new minor but not insubstantial patch for you today, chocked full of features and fixes based off community feedback.

It’s also a good day to be a DRM-Free player as we’re finally updating the build from v1.2.3 to this very patch. That means you can finally put the map editor to use and experience all the improvements we delivered in Patch 1.4.

We’re sure you’re eager to see what’s changed so without further ado read on Underlord!

Major Changes

DRM Free Version Updated
  • The DRM-Free build of War for the Overworld has been updated to v1.4.1, if you own the DRM-Free version you can download it via Humble
  • Achievements & Unlockables have been added to the DRM-Free version
  • Be aware Heart of Gold, Steam Workshop, and several other features are not present in the DRM-Free build as they rely on the Steamworks API (see the DRM-Free FAQ)

Cosmetic Fog of War Improvements
  • Revealed areas that are not actively part of current gameplay (such as the top of neutral terrain) are now darkened
  • Important gameplay elements such as gold and claimed territory remain lit
  • This causes these elements of the game pop more compared to the background and helps to reinforce a darker atmosphere while allowing lighting to shine
  • https://youtu.be/GSFm0pTdf5Y

Normalized Unit Spawning
  • We’ve normalized the unit spawning values so you can more reliably figure out how large a room needs to be to attract a certain number of units.
  • 1 Prop per unit:
    • Sanctuary - Cultist or Priestess
    • Archive - Cultist or Priestess
    • Foundry - Chunder or Warden
    • Barracks - Gnarling or Templar
  • 1.5 Props per unit:
    • Spirit Chamber - Witch Doctor
    • Alchemy Lab - Crackpot or Firebreather
    • Torture Chamber - Succubus or Inquisitor
    • Crypt - Necromancer or Matriarch
  • 2 Props per unit
    • Garrison - Augre or Juggernaut
  • 4 Props per unit
    • Arena - Beastmaster or Huntress (Every flat edge tile counts as a ‘prop’)
  • Room tooltips have been updated to display this information.

UI Changes

In-Game UI
  • Added a glow effect to active rally flags, making it clear which flags are currently active
  • Warbands are now automatically expanded when active, displaying the cancel button
  • Improved look of the ability selection in possession UI and added a little number above each ability to show their associated hotkey
  • Room tooltips now show how many units the room has attracted versus how many units it can possibly attract at its current size
  • It is now possible to switch abilities in Possession with the scrollwheel
  • Improved accuracy of the “Zoom To” function eg. when a unit portrait or any other button is right clicked.

Menus
  • The “Heart of Gold Now Available” and “Access Heart of Gold” arrows can now be dismissed permanently by clicking a small X button
  • Updated the descriptions of several Skirmish maps

Tooltips
  • Construction Ritual will now explain that it cannot construct Outposts on certain maps
  • Upgraded Barracks Tooltip now correctly accounts for training support slots which can be used by Gnarlings to support other minions

Map Editor Changes
  • Unidentified artefacts are now random by default, if no weight is set for any effect (previously these would always identify as gold artefacts)
  • Neutral defences can no longer be placed (they were not fully supported and resulted in various issues)
  • Existing Neutral defences on custom maps will self-destruct upon map start

Campaign Changes
Level 11
  • Removed a sequence in Level 11 where the player was forced to view the introduction of a summoning stone

Level 12
  • Delayed the initial rush by Underlord Draven by an additional 4 minutes. Allowing the player more time to prepare

Heart of Gold Level 3
  • Resolved an issue that prevented roaming parties of heroes from attacking your dungeon and providing a steady source of bodies to turn to gold...

Heart of Gold Level 4
  • Reduced the level and number of units that attack the player as they defeat enemy bosses


Other Changes
Gameplay
  • Sentinels and Stone Knights can now be dismissed by throwing them into a Gateway
  • It is now possible to transform critters (micropiglets and rats) into golden statues with the Blood Money spell

Performance Improvements
  • Improved the memory and processor footprint of critters (micropiglets and rats)

Audio Improvements
  • Added sounds to Lava, Lava Falls and Water

Bug Fixes
  • “You have found a neutral minion” alert now correctly plays only when a unit joints your side rather than when it is just visible to any player
  • Fixed Taverns in Seastead II and Flood
  • Fixed HoG outro narrator line could play too fast if user was had game speed set to 150%
  • HoG2 - Empire forces no longer scream when leaving the combat zone peacefully… how disappointing...
  • Disabled one of the Matriarch’s abilities in the Arena to prevent incorrect behaviour
  • Sappers no longer require sleep, enhancing their performance in several campaign levels. The same cannot be said for coders.
  • Fixed a repeating voice line on level 2
  • Fixed level 13 waves being blocked by the main siege door
  • Fixed an issue with the Glacial door which could occur upon loading a saved game
  • While chatting in multiplayer games the spacebar won’t skip our beloved narrator’s lines
  • Beds are once again correctly removed in multiplayer games
  • Clients in multiplayer games will now see units XP correctly
  • Clients in multiplayer games will now correctly see units training in Barracks
  • Titan Stone spawning VFX will now disappear if the stone is destroyed early
  • All clients in multiplayer are now correctly informed if a titan has been slain
  • Fixed the Spirit Chamber flooring issue under the prop
  • Fixed an issue which caused barracks to produce noise even when concealed by fog of war
  • Fixed an issue where Stone Knights would not use the full range of available attack animations
  • Beds are now correctly only shown if their tile is visible
  • Fixed an odd case where a spirit could survive when dropped onto a Spirit Chamber prop
  • Fixed a visual glitch that occured when viewing allied Sanctuaries
  • Fixed a deserialization process in MightyQuest (Which impacted quite a small portion of campaign players)
  • Fixed Survival not finishing on Core death
  • Fixed a rare case where a Unit could still damage another while in Hand or outside Arena
  • Adjusted win condition on C9 to prevent occurrences where it was not possible to win, despite achieving objectives
  • Fixed and issue where the Bonechiller VFX could remain after the bonechiller is destroyed
  • Fixed an issue where unit shields could get left behind if the unit was teleported away and then revived
  • “Unit lost” alerts no longer play when Blood Money is cast on a minion
  • Fixed an issue where Rituals were greyed out, when new Rituals were started and canceled, while a current Ritual was active
  • Fixed an issue where doors would close automatically while a worker is fortifying an adjacent wall from inside the door, which pushed the worker, causing them to restart the task and thereby trapping them in a never ending circle of fortifying hell
  • Fixed an issue where Constructs placed on higher terrain than ground zero (eg. Volcanic bridge) could never be sold
  • Fixed an issue where the barracks in older saved games only had one training slot and only attracted half the correct amount of Gnarlings
  • Fixed an issue where flying units fruitlessly tried to fly on the top of walls, causing no visible issues but a few background errors which in turn lead to lag
  • The Sin Orb will now correctly flash when Mendechaus reminds the player they have a sin available
  • Clients in multiplayer can now correctly see the units current activity in tooltip, unit panel and warband detail panels
  • Fixed an issue where clients in multiplayer were unable to add units to the peace band/group
  • Fixed an issue which didn’t inform the UI for clients in multiplayer about an active rally flag, preventing the rally flag cancel button from being correctly highlighted
  • Fixed several issues found in user logs which may resolve some unreported bugs or lag issues
  • Fixed an issue where loading an original campaign level while playing heart of gold or vice versa would cause the player to load with an incorrect Underlord colour
  • Fixed an issue where enemies killed in the arena would take an extended period of time (to rot and disappear) before their fight slot was once again made available. Enemies slain in the arena now disappear after 3 seconds (down from 120)
  • Fixed an issue on Heart of Gold level 4 where the work slot of a prop could be moved outside of map bounds, making minions unable to find them
  • Fixed an issue where minions that are immune to lava damage were still taking damage from lava if dropped directly onto it from the Underlord’s hand.

That covers this patch for now. Rest assured we’ll be keeping our eyes on your feedback and there’s plenty more to come in the oncoming weeks and months.

Cheers!

– Brightrock Games Team


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Reviews

“...a deeply strategic and absorbing experience with a pitch-perfect sense of dark humour.”
Wired UK

“It’s evident this game was made with nothing but love for the series it’s so shamelessly inspired by. Subterranean knows exactly what was so thrilling about playing the part of a malicious tyrant.”
7.5/10 – The Jimquisition

“Subterranean look like they’re onto something. This is really a game made by fans for fans, and that passion and knowledge runs throughout.”
The Sixth Axis

Patch 1.4 & More



Heart of Gold will release alongside patch 1.4, which will introduce a huge range of changes and improvements to the base game including:

  • Dynamic tutorial system
  • Revamped Titan system
  • Revamped combat
  • New unit voices, VFX, animations and behaviours
  • Significant performance improvements
  • New systems such as the peace warband to keep specific units out of combat
  • Improved AI which makes use of Titans and Artefacts properly
  • Improved UI including a new payday overlay
  • Many balance improvements including a revamp of the unit leveling system, making high level units more valuable
  • New localisation into French and German

Underlord Edition



Purchase the Underlord Edition to receive these additional features:

Sovereign Dungeon Theme


In War for the Overworld, each and every Underlord is their own unique being. A dungeon is a direct reflection of an Underlord’s presence and individuality.

By purchasing the Underlord Edition, you can don the Sovereign Dungeon Theme in Multiplayer and Skirmish to demonstrate your dedication to evil!

The Sovereign Theme contains unique models and textures for:

  • Dungeon Core including unique VFX and SFX
  • Walls and Tiles
  • Tile and Door Toppers
  • Workers

Soundtrack Download

We’ve assembled the complete collection of all 16 music tracks used in the game. All of which can be yours to listen to in the comfort of your own Underground Lair or Torture Chamber.

The Dungeoneer’s Guide to the Underworld (When Complete)

There’s still more to come for the Underlord Edition, we’re working on compiling a collection of our concept art with some snippets of lore for you in our “Dungeoneer’s Guide to the Underworld”, which will help give you a small insight into the realm of Kairos.

About This Game

Tired of invading dungeons? It's time you build your own!

Do you feel you are in a slump? Monotonously disembowelling evil guys in endless quests for gold and a slightly better pair of boots? You are starting to wonder... are heroics really your calling? Welcome to the War for the Overworld!

War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. You play an all-powerful, malevolent Underlord, long banished to the Aether. With unrivalled dark power and an insatiable desire for bloody conquest, you will arise once more, and reclaim your realm!

In your absence, the Underworld lost its way. It became feeble and afraid of the Empire of the Overworld, which grew strong and boldly comfortable in its quiet retirement from evil-slaying. Carve out your dungeon from the soil and stones of the Underworld, and build dozens of unique rooms to attract a myriad of creatures to your halls to work and fight for you.

In addition to your faithful followers, you have destructive spells and powerful rituals to cast upon any unsuspecting goodly Hero (or rival Underlord) who dares to breach your unhallowed halls. With your unmatched dark powers and mighty army of bloodthirsty minions, you are ready for your War for the Overworld!

Key Features

  • Build Your Dungeon - Excavate and build your dungeon beneath the earth of the Overworld. Design its layout as you see fit, creating an underground fortress filled with a wide variety of rooms, each with a unique use and purpose.

  • Evil Is Back - Play as an Underlord who has awakened from a deep slumber after countless years drifting in the Aether. This realm hosts a variety of enemies — both Heroes and Underlords will stand in your path as you fight for dominance of the Overworld

  • Veins of Evil - Choose from over 60 rooms, spells, potions, rituals, defences and constructs in the Veins of Evil as you progress through the game. There are a plethora of possible Vein combinations you can use to conquer the Overworld. Create your own unique flavour of evil!

  • Fortify Your Domain - Build a wide variety of defences within your walls to defend against — and destroy — those who seek to invade your domain.

  • Cast Wicked Spells - Call down unholy magic to strengthen your dungeon, route enemy forces, flood corridors with Micropiglets, or simply turn a meddlesome Hero into a geyser of giblets.

  • Unleash Devastating Rituals - Punish your foes or empower your own forces with game-changing Rituals that can do anything from raising an undead army, to instantly fortifying your entire dungeon.

  • Command Powerful Minions - Over 20 minions await your call, and will gladly work and fight under your banner... if you provide them with all the creature comforts they demand.

  • Conquer the Overworld - Play through a feature-length campaign, facing off against the Emperor of the Overworld as you fight for complete supremacy in the Realm of Kairos

  • Destroy Your Rivals - Take the fight to your rival Underlords in Skirmish or Multiplayer matches with up to four players.

  • Challenge Ruthless AI - Team up with a friend or fly solo and challenge devastatingly sophisticated AI Opponents in Skirmish or Multiplayer!

  • Shape the Underworld - Create entirely new Skirmish, Scenario, Sandbox and Multiplayer levels in the Map Editor and share them with other Underlords via Steam Workshop!

  • Test Your Mettle - Run the gauntlet of the prototype Survival mode and see if you can top the high score against waves of enemies!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 , Windows 8 , Windows 10
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • Hard Drive: 7 GB available space (may increase in the future)
    • Sound: Speakers or headphones
    Recommended:
    • OS: Windows 7 (64-bit), Windows 8 (64-bit), Windows 10 (64-bit)
    • Processor: Quad Core CPU @ 2.0GHz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • Hard Drive: 10 GB available space (may increase in the future)
    • Sound: Speakers or headphones
    Minimum:
    • OS: OS X 10.6 and higher (64-bit)
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • Hard Drive: 7 GB available space (may increase in the future)
    • Sound: Speakers or headphones
    Recommended:
    • OS: OS X 10.6 and higher (64-bit)
    • Processor: Quad Core CPU @ 2.0GHz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • Hard Drive: 10 GB available space (may increase in the future)
    • Sound: Speakers or headphones
    Minimum:
    • OS: Ubuntu 12.04 or higher (64-bit)
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • Hard Drive: 7 GB available space (may increase in the future)
    • Sound: Speakers or headphones
    Recommended:
    • OS: Ubuntu 12.04 or higher (64-bit)
    • Processor: Quad Core CPU @ 2.0GHz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • Hard Drive: 10 GB available space (may increase in the future)
    • Sound: Speakers or headphones
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (116 reviews)
Overall:
Mostly Positive (2,355 reviews)
Recently Posted
australopithycus
( 55.1 hrs on record )
Posted: July 1
War for the Overworld was a bug-ridden mess when it was first released, but I give enormous credit to the young, inexperienced development team that they stuck with it and did the hard work to fix their game even though the world had already written it off.

Today War for the Overworld is incomparable to what it was immediately after release. As the devs have cleared the bugs out of the way and continued to polish the game underneath, a real gem has emerged with it’s own style.

After giving up on War for the Overworld immediately after release, I went back a few months ago and had a blast, completeing the whole campaign. So far I’ve been loving the additions in this new Hearts of Gold expansion too.

I encourage anyone who was turned off by the initial mess to give War for the Overworld another shot. It’s now a wonderful game in and of itself, but more than that the devs should be congratulated and rewarded for never giving up on their vision.
Helpful? Yes No Funny
N3sTea
( 21.9 hrs on record )
Posted: July 1
Very cool game, one of my favorites. Plz more content ! :D :D :D I totally recommend it !!!!!!!!
Helpful? Yes No Funny
Warriorsage
( 21.8 hrs on record )
Posted: June 30
Unlike most of the reviewers for this game, I am not a frothing Dungeon Keeper fan, so I have reviewed this one simply as fan of RTS games. Because all I have at stake is the game's technical execution and replay value rather than a holdover chubby from 1999, I cannot recommend War for the Overworld unless you get a massive discount.

This isn't to say I didn't have some fun with it. The game is a hodgepodge of things that have been lovingly crafted, mixed with bizarre design choices and bugs that make it hard to believe only one team worked on it.

The story mode is lengthy, and I never finished the expansion because the game has an absolutely **itty ending that left a bad taste in my mouth. You have to understand this game has basically zero chill and loves to throw you at the wolves as soon as possible, and for all that work the ending is garbage. They could have addressed it in the Heart of Gold DLC, but instead they had you play a completely different (though thematically appopriate) underlord.

The UI was alright in a functional sense, though if it was possible to switch tabs using hotkeys, the game gave no indication of it. However, I feel inclined to point out that it lags terribly as a result of some past "upgrade."

AI pathing is functional, at best. Your minions have no problems roaming to different areas of your base to meet their needs, but they also have a wide aggro. Frequently I found the odd minion engaging in battle in some other part of the map (not the roaming fliers) when they were supposed to be at home. They also didn't seem to have problems walking through lava in later levels, damaging their own health in the process when there was a perfectly good bridge nearby. Sloppy.

Workers deserve a special shoutout. When not digging out areas you designate or mining gold deposits, there's an array of automated tasks they will engage. The problem is this process is not bug free. They typically claim every tile they can, including enemy tiles much to their own detriment, but sometimes they also get "hung up" on certain tasks. I once found all my workers dancing back and forth over a single tile like a bunch of idiots because they couldn't figure out how to claim it. Other times my crypts were full of dead bodies, and my workers got caught up in picking up dead enemies - and setting them back down again, repeating ad infinitum. The worker rally flags also do NOTHING when they're stuck like this. For a game that tried to automate a lot of basic tasks, there's a painful amount of babysitting these little ♥♥♥♥♥.

"Controlling" your units is done via rally flags. There's a special peace flag to keep certain units from responding to the rally flag calls, and later on when you'll want somebody at home to keep torturing prisoners or making trap parts, you'll have to manually place them under this flag. Certain other groups get their own flags, like Titans, beasts, or summoned undead. You can make more warbands if you like with their own flags, but truthfully the game just doesn't need that much micromanagment. While you can place the flag on specific enemies to prioritize targets, your troops will generally ignore all enemies on the way TO the flag, which means if you want to be smart you have to obsessively place and re-place the damned things for optimal combat.

Population control is a mystery. No, really. Building your base is essentially setting up work areas for specific types of units, who will show up using an algorithm that is never explained to you. In theory, the capacity for each work area should determine how many of that unit you get, but it never works out that way.

One bug that really stood out to me was technically the last story mission. The enemy sits inside a magical barrier, which you can do a ritual to remove for thirty seconds. The enemy is supposed to send waves at you, but he can't pass through the barrier either. I played for thirty or forty minutes, wiping out side objectives, wondering why everything was so quiet. When I finally dropped the barrier to attack the main base, a flood of enemy troops ignored ALL of mine, who had been instructed to go into the base and were thus trapped inside when the barrier went back up, and they marched straight to my dungeon core and destroyed it. I eventually solved the problem by overbuilding, but I really shouldn't have had to do that.

I found the banter of the units (and prisoners) entertaining. The narrator, Richard Ridings, has a voice you never get tired of. The units and environment had lots of visual details - though the whole game hogs resources so badly your computer will lag for a few minutes even after the game is closed.

I did have some fun - really. But the broad and sweeping nature of the flag system for unit control, along with the bugs and various imbalances (I cleared the toughest map by throwing down disposable and temporary Frost Weavers and having my workers simply take all the enemy's stuff) really minimize the replay and and strategic value, and those are two cardinal sins for an RTS game. Unless you're a Dungeon Keeper fan, pay 15 dollars for the lot of it and not a penny more.
Helpful? Yes No Funny
 
A developer has responded on Jul 1 @ 8:04am
(view response)
Brian Topp
( 44.2 hrs on record )
Posted: June 30
I am a fan for Dungeon Keeper and hearing this game coming out had made me both excited and also very cautious. There were things that made me very interested like they got richard ridings to do the voice of the narrator/guide, the game was made by fans of the original dungeon keeper and i hoped it would not be a cash-cow like the Dungeon Keeper App. Even though i was excited about this game, I had decided on waiting until the summer sale and they had fixed all the bugs in the game.

So installing the game, it started out fun.
-Your army all have funny sayings.
-Richard Ridings is pure gold.
-Graphics are pretty good.
-It has the basic feel of Dungeon keeper.
-The story is simple.
-Similar monsters like Dungeon Keeper.
-Controls are good and i like i can change the keyboard layout.

I did have issues with this game.
1. The content was WAY to short. In dungeon Keeper it was twenty one levels and DK2 had twenty levels (excluding the bonus levels). In this game it was only 13 levels and it was way too short. They seemed to substitute content this by putting in ingame achivements. I really don't care to replay the same level just to get them.
2. The ending was... pathetic. They made a twist that made you at first wonder if it was a bug or you did not do something to get a better alternative but you look around find out that it is the ONLY ending. The story was simple, build your army and seek revenge but it fell apart and the end felt the people who made this game raised their hands in the air and said "well, we tried. Hey check out our DLC".
3. You get lots of features but i had rarely used them. They gave me to the ability potions, or rituals, and training arena etc but i never bothered using them unless the mission needed it. I stuck to one stratagy was make tons of minions and expand as fast as possible while making my army strong and the tactic worked on all levels except the necromancer level. I never had a handicap levels where i learned to see the tactical value of using them so it made them pointless.
4. They added expansions but does not enhance they game play. They added DLC but it really doesn't move the story one.

If you are craving a quick Dungeon Keeper fix type game then this may help you.
Helpful? Yes No Funny
 
A developer has responded on Jul 1 @ 6:38am
(view response)
PF
( 12.8 hrs on record )
Posted: June 30
This is Dungeon Keeper 3 with a different name. Seriously.
Helpful? Yes No Funny
Faraam
( 20.5 hrs on record )
Posted: June 30
A good game by, and for, dungeon keeper fans! They gave their own twist to it and added some new mechanics. Pretty good!
Helpful? Yes No Funny
Brutal Hamster
( 2.2 hrs on record )
Posted: June 29
A spiritual successor to dungeon keeper done brilliantly!
Helpful? Yes No Funny
..
( 13.4 hrs on record )
Posted: June 29
This IS Dungeon Keeper 3, no more to be said! I paid a tenner, easily worth double. Well done guys and thank you for giving me the game I have wanted for years.
Helpful? Yes No Funny
Lilin
( 23.7 hrs on record )
Posted: June 29
The most annoying Dungeon Keeper-like game to date.
This review/opinion is based on the two campaigns which are included.
Both of them are a complete mess and almost every single mission will annoy you to no end.
The game takes away from the room building and focuses on just pushing armies around while leaving you as little square space to build on as possible. There is no room wall bonus or keeping things tidy, drop all OCD and enjoyment because this game will force you to rush through every single god damn mission.

There is a level editor and you could make some non-annoying maps, but that part is not for everyone.
It does not make up for the really REALLY bad campaigns.


Skip this one and get one of the other dungeon keeper games here on steam.
Helpful? Yes No Funny
Shadix
( 6.0 hrs on record )
Posted: June 29
The wait is over. Its here. Finally...
Dungeon Keeper 3....
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
40 of 59 people (68%) found this review helpful
Not Recommended
5.9 hrs on record
Posted: June 12
This game succeeds in replicating all of the fun we once had in the dungeon keeper titles. Unfortunately that is where the problem with this title is as well. I would not so much say that this game isn't recommended. It just is not worth the price that it currently goes for. When this goes on special (75% off at least)- take it.
It does have replayability in exactly the same sence as the old dungeon keeper games had - that is to say, doing exactly the same over and over again (because it was fun). For me, this doesn't translate so much in modern gaming.
Further more, it was a massive surprise to learn that coop wasn't available for the campaign. The campaign itself is rather easy and very short. Skirmish and sandbox modes are pretty much just free for all bash - ups being made moderately fun by the swathe of different map designs out there.

Does this game succeed in what it sets out to do? Absolutely. It brings an old, nostalgic experience into modern times. That in itself begs the question - do you buy this game or get Dungeon Keeper 2 to work on your current os? The latter wont cost you any money and all you sacrefice is the graphics.

Technically this game is a disaster. It chews up pc resources equal to something double its size and depth. The graphics are pretty, particles are sweet and animations are "okay" - yet this beast eats up more resources on both my pc's than just about anything I have. I'd go so far as to suspect that there may be some serious memory leakage going on or just not very clever design.

Again, this game isn't all that bad but I can find very few reasons to recommend it based on its current price. As someone who played dungeon keeper for years, this game could hardly provide me with any reason to do so beyond 5 hours (that is how long it took me to complete the campaign). Mind you, it appears the average playtime for the campaign varies between 6 to 12 hours, so do not use my time as the average. Some of us grind harder than others :)

Coupled with the lack of any kind of intelligable innovation, the technical presentation of this title is atrocious. Something "appearing" of this quality should at least be half way better designed. I'm not sure if it is bad resource management or perhaps bias towards more mainstream hardware combinations. What I can say is that between the group of friends I play with, all of us experience this kind of issue where the game is just hogging an inordinate amount of resources. Things like this can be polished out with further tweaks from the developers whom appear to be quite active in community engagement (although, i would note in a very quetionable manner not befitting PR).

Multiplayer:
Coop campaigns are not existing yet. It doesn't look like they will either.
Multiplayer is stock standard player vs player or player & player vs AI (this is what they deem coop - beware those steam tags).
The game devours resources so you can imagine what a horrible experience multiplayer becomes with 4 players on a large map. That is, IF you can get the game to work on multiplayer.
Multiplayer requires you to download their little guide (or just go read the resources) so as to unblock the required ports and the likes. Yes folks, we are talking peer to peer multiplayer. Not only is this problematic for a whole swathe of players to set up, but (do i need to say this really?) it is NOT SECURE. Not recommended (dont take my word for it - use google).

In closing,

The game is one of those "could have beens". It could have been great, it could have been really fun. And, hey, it still is for a few hours. But not at that price. You can buy 4 good indie games for the same price that would each provide you four to five times the play time.
Thus this is purely a title you'll invest in out of nostaliga and nothing else. Guaranteed.

My recommendation:
Buy it on special!
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8 of 8 people (100%) found this review helpful
1 person found this review funny
Recommended
22.4 hrs on record
Posted: June 1
Good game, no gamebreaking bugs. Wish you can have like 10 gates though so you can have like 100+ creatures under your control, although I don't think my computer will last :P

Back to the topic, the devs are very open and very sincere, and quick to help out with any bugs/problems. You can see from all the negative reviews having the devs wanting to know more about the bugs so they can fix them, and this is CONSISTENT and QUICK. So an extremely good customer support well done!
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8 of 8 people (100%) found this review helpful
Recommended
136.1 hrs on record
Posted: June 8
I must apologize; I wrote a review last year declaring how awful it was. YWar for the Overworld has come a very long way from it's humble beginnings. It's now fantastic. The development team has been actively improving it.

Heart of Gold made it even more fun to play. Being able to steal gold from your enemies, turning them into statues, and the sentinels are amazing.

The voice actors are hilarious. Richard Ridings has the voice of the God, or rather the Devil. Fantastic job well done Brightrock! You turned a hater into a lover.
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7 of 7 people (100%) found this review helpful
Recommended
6.1 hrs on record
Posted: June 21
Standout Features: It's Dungeon Keeper. Branching tech tree allows for interesting decisions over the course of a match. It's Dungeon Keeper. Lengthy and varied campaign mode for single player experience. It's Dungeon Keeper.

Pros: It's Dungeon Keeper. Also, no microtransactions.

Cons: Emulates its source material a bit too well. Units are still guided more than controlled directly. Targetting specific units in a horde can get tricky.

Recommended to: Fans of Dungeon Keeper. RTS fans who enjoy the base building more than the combat. Gamers who enjoy city/town development games looking for something a bit darker and more dangerous.
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6 of 6 people (100%) found this review helpful
Recommended
20.3 hrs on record
Posted: June 27
As a major fan of the old Dungeon Keeper games, all I can say is that...
THIS IS SO FREAKING AWESOME!

I was alittle unsure after reading some reviews but then decided to give it a try and truly see if it's what I was expecting.
It was much more. So many memories this game brought back and so many fun moments while playing.
There are a few different things, obviously, but they make the game more enjoyable in my opinion.
I've only tried the campaign so far and it doesn't disappoint at all. Some levels are fast paces others are chill and you can enjoy your stay.

I would fully recommend this game!
It's Good to be Bad ;D
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5 of 5 people (100%) found this review helpful
Recommended
16.2 hrs on record
Posted: June 1
1.4 patch makes it finally playable for me and I enjoy every bit of it! Dungeon Keeper is back!! Better than ever!
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5 of 5 people (100%) found this review helpful
Recommended
11.8 hrs on record
Posted: June 20
It's come a long way since the initial release. If you're a fan of the Dungeon Keeper formula, you owe it to yourself to give this game a shot.
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5 of 6 people (83%) found this review helpful
Recommended
23.0 hrs on record
Posted: June 5
Haveing played Dungeon keeper 2 for years since it first came out even., quite enjoying this game esentualy dungeon keeper 3. however there are certin things i dont like.
the main one being steam itself causeing lag on the game.
(none steam version on identical machine runs far better)

in regards to if i would recomend it.
Entirely depends on if you played dk1 and 2, if you did then you will like this.
if you didnt then you better love long god management games.
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3 of 3 people (100%) found this review helpful
Recommended
193.7 hrs on record
Posted: May 31
The base game had a rocky start but has grabbed its rocks together and build a sturdy fort. Sure there are some things that do not go 100% from time to time as with every game. But this game seems to listen to its community and balance, patch issues out.

Having spend a fair load of time into the base game, i\'d rate it a 8/10 worthy of what it tried to achieve. And commendable concidering it was made by a ragtag of dungeonkeeper fans bundling their forces.
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3 of 3 people (100%) found this review helpful
Recommended
11.0 hrs on record
Posted: June 3
A true successor for Dungeon Keeper 2 :

Cons :

No more romance between Mr. Skeleton on the electric chair and SM Mistress :(

Pros :

Everything is here (exept for the cons) and more.

You can even work in your workshop when you possess a monster of that workshop which is a nice feature for me because it increases the sense of being a real creature in your own dungeon (compared to DK2).
You can also use all skills of the workers, even teleports.

Others nice "new" features :

- Full detail about workshops/workshop props/creatures to know how they are, what they are currently doing, how well they are working and why (nicely done)
- Huge tech trees ( a lot to unlock and discover )
- A lot of units with no overlap in term of character design and type
- Titans
- peace groups
- Potions
- Sanctuary for potent spells
- Restricted areas for workers
- workshops build boxes for the traps and you can take them yourself to finish the traps
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