Tired of invading dungeons? It's time you built 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:
Mostly Positive (26 reviews) - 73% of the 26 user reviews in the last 30 days are positive.
Mostly Positive (2,438 reviews) - 77% of the 2,438 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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Buy War for the Overworld Gold Edition

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

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Recent updates View all (183)

October 28

Patch 1.4.3 Release Notes

Darkest greetings Underlord,

The season of dark revelry is nearly upon us and to celebrate the occasion we’re unleashing another patch to hold you over on the road to patch 1.5. With this patch we’ve seen a huge number of bugs squashed under our heels and indeed in terms of pure bug fixes this is the second largest patch ever.

Dozens of bugs were reported via our public bug tracker, while many more were uncovered through the stalwart efforts of our QA volunteers and code team.

We hope you enjoy Halloween loyal Underlords and rest assured that we’re hard at work on major new features for the coming months. Stay tuned!

V1.4.3 Release Notes

Gameplay Changes
    • In Multiplayer will now depossess a unit if it is possessed

    Aureate Monolith
    • Reworked a few intricacies behind the function of the “steal gold” active ability
      • Will now only absorb player-owned gold statues if they are not tagged as decorative
      • Will only absorb gold piles on own ground if they are not stored in a Vault (enemy-owned statues and gold will absorb regardless of these limitations)
      • Statues or gold on the territory of allies will not be absorbed under any circumstance

    • Applied the same rules from the Aureate Monolith’s “steal gold” changes

Level Changes
    War for the Overworld
      Level 8
      • Level 8 Necromancers can now be assigned to individual rally groups

    Heart of Gold
      Level 2
      • Time till first wave spawn increased by 30 seconds
      • Time between each wave spawn increased by 15 seconds
      Level 4
      • Improved the reliability of the event that occurs when all members of the Phaestian family have been killed
      • Destroying the Dungeon Core will no longer cause bosses to enter a KO state

Visual Changes
  • Changed the Heal spell VFX so that it correctly represents which units in the area are being healed (most damaged first, remaining heal applied to next most damaged, etc.)
  • Removed the smoke VFX from Ember Demons because it’s bad for their health, your FPS and being able to see what the hell is happening

Audio Changes
  • Dampening of other sound levels during narration will transition more smoothly

Multiplayer Changes
  • In the event of a client disconnecting they will now be replaced by a medium difficulty AI with the “Oberon” personality
  • When clients need to download a new map from the host, the download process will be added to the load bar before the match begins

Performance Improvements
  • Made some improvements to try and resolve a few minor memory leaks

Miscellaneous Changes
  • Added help lines for the Warbands interface

Bug Fixes
    • Fixed a rare stack-overflow crash caused by the Shadow’s Shadow Strike ability
    • Fixed an issue where Glacial Doors would continue to regen health after being destroyed potentially leading to a crash in Multiplayer games

    • AoE attacks from units will now correctly hit doors and Dungeon Cores once again

    • Fixed a longstanding but unnoticed issue where units would have two copies of every ability, doubling the effectiveness of some passive abilities
    • Fixed a visual issue with the movement and behaviour of Slaughterpen piglets and Prison rats
    • Fixed a rare scenario where Campaign units could become “brain-dead” after being attacked, persisting until they were attacked again
    • Stone Knights and Sentinels will no longer reduce the attraction rate of Gnarlings and Templars
    • Units affected by the Recall spell will now correctly flee from units that are attacking them, even if they are attacked again
    • Fixed an issue where Revenants spawned by Vampires outside of the Arena could spawn inside the Arena and attack units within
    • Ghouls that are spawned by a Necromancer who is Level 5 or above will no longer count as Wraiths for the purposes of the Wraith rally flag
    • The Witch Doctor should once again use all his abilities correctly
    • Enemy Shadows no longer produce VFX while invisible
    • Fixed an issue where the AI on Spirits would seize up after a brief period of scouting
    • Fixed an issue where a unit that was picked up from a fight could still be attacked by other units and die in the Hand of Evil
    • Ghouls should no longer spawn inside the Arena as a result of an interaction between the Necromancer and his rally flag being placed in the Arena
    • Empire units should only enter via Overworld Gateways and Underlord units only via Underworld Gateways

    • Rampart blueprints should no longer persist after the defence they are built upon is destroyed
    • Blade Lotuses should now correctly hide their defence shields from enemies when hidden
    • Fixed a visual issue where the Aureate Monolith’s active ability could leave behind “fake” gold tiles if the gold was obscured by Fog of War when activated
    • Defence blueprints will no longer become invulnerable after loading a save game
    • Bone Chiller blueprints no longer play their passive sound
    • Fixed an issue where the Bone Chiller’s active ability would not have an effect if triggered shortly after the defence was completed

    • Units that are leaving the Arena to respond to a rally flag will no longer generate a “Units under attack” alert at the Arena
    • Fixed an issue where Foundry trays would not be filled correctly after loading a save game if the trays were full at time of saving
    • Spirit Chamber props no longer start in a raised position and instantly move downwards in a jarring manner
    • Fixed a visual glitch where part of the Spirit Chamber prop would not be visible until it was used

    Spells & Rituals
    • Using the Unclaim spell on a shrine you own will no longer generate a “Shrine is under attack” alert from Mendechaus
    • Fixed an issue where spells with low mana cost would stop working if the player had too many Mana Shrines
    • Statues created by the Blood Money spell will no longer default to a T-pose after being dropped
    • Rats no longer viciously start breaking the game if you turn them into golden statues
    • Gold statues created by Blood Money from units that were rebelling at the time they were converted can now be picked up
    • Prospector ritual now correctly displays Artefacts and unclaimed Overworld Gateways
    • Bloodmonied Vampires will no longer default to their sleep pose when picked up

    • Units that become stuck between a rock and a hard place should be less likely to break the laws of physics and phase through the floor to continue their relentless attack on unsuspecting surface dwellers
    • Brimstone will now continue to explode after loading a save game that was created while it was exploding
    • Fixed an issue where corner walls would not be fortified if fortifying a convex corner.

    Map Editor
    • Fixed an issue where Brimstone would explode when replaced after importing a map
    • Rooms built as 6x5 will no longer continue to have all props if multiple rows are removed at once as a result of a bypassed check

    • Default walls in Oberon’s Home Realm will no longer be treated as normal Earth Walls upon resetting the Home Realm
    • Rescued several Workers from their stony prison within the Impenetrable Rock on Level 7
    • Fixed a visual issue where the tutorial highlight in Level 1 would appear to move in a jarring manner
    • Fixed an issue in the Heart of Gold Level 4 ending sequence where the Colossus could be assigned to a different group than normal
    • Several Artefacts on Skirmish level Golden River should no longer be trapped in walls
    • Bridges on Level 8 now use the correct theme
    • The Defiled Priestess hero from Level 8 now uses the correct shader
    • Fixed an issue where the Colossus on Heart of Gold Level 4 would be unable to attack after loading a save game
    • Fixed an issue in the Campaign outro where Lucius could destroy Oberon’s core with a shockwave
    • The Emperor should now always remain visible when addressing the player during the Level 13 opening
    • Fixed an issue where Workers could become stuck on Level 9 if dropped into combat beside the first Garrison
    • Missing props from Marcus’ barracks on Level 4 reintroduced
    • Fixed Mendechaus VO being out of order during the opening parts of Level 2
    • Mandalf should no longer have a chance to technically occupy a Prison even after escaping it

    • Fixed a scaling issue that would cause the unit bar to disappear when it runs off the screen due to being scaled up in the options menu
    • Fixed an issue where the Garrison tooltip would display its attraction rate at one less Augre per prop than the actual attraction rate, causing a number of issues with the tooltip
    • Fixed an issue where the introduction arrow could obnoxiously remain on screen during cutscenes
    • Renamed introduction arrow to “Obnoxiously large but extremely important arrow that is all too often ignored by players”
    • Fixed it being possible to keep a tooltip from the options menu on screen during cutscenes

    • Clients can no longer trigger rituals during the cooldown period of their Sanctuary, preventing an issue where they would not be able to trigger rituals after the cooldown ended
    • Fixed an issue where a client’s Alchemy Lab cauldrons could become locked if they started a potion of a new type very quickly after picking up an existing potion
    • Clients in Multiplayer should now correctly receive a notification when one of their opponents begins to spawn a Titan
    • The alert for toggling the Arena and Crypt mechanics will no longer be played for all players in a game
    • Clients should no longer see Veins of Evil Aspects for Titans as available while their Titan is alive
    • Clients should now properly see minion attraction rates on their tooltips
    • Clients should now no longer receive a warning on their Tavern tooltips telling them that there is no Spit Roast
    • Fixed an issue where flying units belonging to client players could attack units inside the Arena from outside the Arena, provided that the host was not looking at the time, like some cruel schoolyard bullies
    • Clients in lobby should now be able to see AI Personality settings
    • Fixed an issue where custom maps containing a “.” character could not be shared across via the lobby
    • Minions possessed by clients will no longer be immune to Bone Chiller,
    • Frost Weaver and Quick Freeze potions, and the minion will be depossessed
    • If the host ends the game while in Possession the client’s cursor will no longer disappear
    • Clients killed while in Possession will no longer lose their cursor
    • New Spirit Chamber props for the client will no longer appear half raised
    • When viewing units via Prophecy the client should no longer see them stuttering
    • Shockwave should no longer be able to knock units out of the Arena in Multiplayer games
    • Clients should now correctly receive an alert when their enemy casts a ritual that could affect them
    • Clients should now correctly see updates to a game lobby’s map while on the lobby selection screen
    • Using Wormhole on the host in Multiplayer will no longer cause a desync in data between host and client
    • Fixed an issue where clients would not download custom maps if the custom map was already selected when they joined the lobby
    • Fixed an issue where the client’s menu background would go black if the host ended the game while the client was in Possession
    • Fixed an issue where dying in Possession when fighting a Colossus or in the radius of an Aureate Monolith would cause the cursor to disappear

    • Gold piles which are generated from units dying will now correctly adjust to the correct height of the floor, preventing scenarios where gold piles were flying above ground or stuck below ground
    • Multiple translation issues corrected
    • Multiple typos corrected
    • Multiple fixes to the highlighting system to reduce the occurrence of highlighting of VFX planes
    • Fixed an issue where Kasita’s colour in the Campaign could change to green after various save and loading shenanigans
    • Eternal Shield will now appear correctly on versions of the Kasita Core
    • Corrected an issue that would cause V-Sync to be on and fixed to 60fps even if disabled
    • Users with a refresh rate above 60hz will now see V-Sync set to their refresh rate
    • Camera rotation and zoom speed are no longer directly linked to FPS; as such at 60fps+ the camera will no longer move faster than the speed of sound
    • Objects dropped by the hand (i.e. gold piles, defence parts) can no longer apply to enemy units

In November you can expect to start hearing more news on upcoming content as well as some really cool and long-awaited things becoming available.


– Brightrock Games Team

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2 comments Read more

September 24

Hotfix Patch 1.4.2f9 Now Live

Darkest greetings Underlord,

We’ve just launched a quick hotfix for a number of serious gameplay bugs that appeared in a recent patch. You might not have witnessed these issues if your games did not run over a certain time span but they could prove derailing if you did.

Please read below for the full patch notes. If you encounter any further issues please log bug reports to us directly via user echo. All the issues fixed today are a result of public reports, so please don’t underestimate the value of your report! :)

V1.4.2f9 Release Notes

Bug Fixes
  • Corrected a few typos in various tooltips
  • Some corrections to pathfinding AI particularly for units becoming unable to find their way back to locations in a players dungeon. Leading to an AI loop where they proceed to ignore any further needs.
  • Fixed an issue on Level 6 where units rescued from prisons would not “wake up” and behave normally
  • Slaughterpen Pigs should no longer become uneatable over the course of a long game session, causing mass hunger through your dungeon
  • Energy injectors have been fitted to unit beds, preventing them from falling asleep forever in certain conditions
  • Fixed the tavern tooltip occasionally displaying 101% filled

We’re now progressing full speed into upcoming WFTO content, so keep your eyes peeled for more news, or better yet, sign up to our newsletter to make sure you don’t miss it!


– Brightrock Games Team

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Click here to chat about this update on our Discord

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7 comments Read more


“...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

A 48-Page PDF that serves as a love letter to the old-style manuals that you used to get with games. Filled to the brim with awesome art and lore about the world of Kairos and it's Denizens, there's no better way to discover the world you're going to conquer!

All that is Gold - Short Story Compilation

A PDF collection of three short stories that follow the adventures of a heroic dwarf during the events of the "Heart of Gold" expansion.

About This Game

Tired of invading dungeons? It's time you built 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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 Sept. 2016! Learn more
Mostly Positive (26 reviews)
Mostly Positive (2,438 reviews)
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1,736 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
3 of 4 people (75%) found this review helpful
12.9 hrs on record
Posted: October 2
Product received for free
It definitely has load of nostalgia for Dungeon Keeper seeing as it is the spiritual successor. You're back to lord over your evil domain with the wonderful Richard Ridings at your side. He'll guide you in the conquest of the titular Overworld as you face the forces of the empire and traitorous other Underlords that get in the way of your evil schemes.

The Good: You'll carve out your dungeon from the cavernous earth and build various rooms to attract minions through gateways to do nefarious functions. Libraries attract warlocks, barracks attract gnarlings and so on. Some extra features for better micromanagement of your dungeon have been added like flagging certain important minions to ignore war banner calls as well as control groups to better focus your evil armies. Still, a well stocked dungeon will mostly take care of itself, the imps marvelous in their task of stomping out any lumps. New tabs and functions have also been added allowing you to gain alternate functions from dungeon keeper utility (i.e. restore earth to pretty up your dungeon or plug holes), various potions you can brew to various affects, and sanctuaries to charge diabolical rituals. There are also Titans, super units to help defend or destroy encroaching enemies, allowing to spearhead bastions your rabble cannot otherwise reliably take on.

The Bad: There is a sort of tech tree (The Veins of Evil) added and while I can see its function in multiplayer, its placement in singleplayer was rather odd. You unlock points (Sins) at your library, but often I'd have more points than I could spend and the new things I'd unlock could feel haphazard at times. While the dungeon takes care of itself, it still has the same problems as previous Dungeon Keeper games that things might actually be screwed up and you'll have no notion till it's far too late. Or conflicted AI--though usually behaved when a war banner was down. Minions are back to being instantly dropped without worry about fall recovery (ala DK1) but when fighting enemy Underlords could exhibit the problem of a fleshy combatant vs an AI on how well they can micro. Still, I only needed to retry a few missions a second time and the overall campaign clocks in at around 13 hours. Unfortunately it seems a bit short and that they should have spaced it out more or had more interesting side missions. Also the ending is kind of lackluster.

Overall I'd give it an 8/10. A must have for fans of the old Dungeon Keeper but still a number of flaws remain.
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1 of 1 people (100%) found this review helpful
115.1 hrs on record
Posted: October 25
A unique RTS that focuses on you building your dungeon and making sure its balanced, provides food, bed and other needs *cough*VAMPIRES*cough* for your army of minions. Sounds easy but as the difficulty ramps up and more is added to the mix you may end up with somthing like three of your own animated gold statues that you built and trained turning on you because you cant afford the gold to keep them running, oh yeah there are enemies too.

Its an RTS game with a twist. Your minions act however they see fit. You may influence their decision, but outside of the posession spell and the banner that says "Attack Here" you and your opponent have little to no direct control of any outcome in this game.

For everyone who was a fan of the 2 dungeon keeper games this game is not only inspired by it but pays tribute to it many times, and thats just within the passive dialogue.

Great game, Every bit as good as its predecessors but with more stuff.

By the way. In this game. You are the bad guy. :)
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1 of 1 people (100%) found this review helpful
26.7 hrs on record
Posted: October 21
This game is a very good remake of Dungeon Keeper...nothing more, nothng less.
Maybe it's a little easy...and there are many spells and potions that are definitely not necessary.
Anyway I had a lot of fun playing it, considering the cost it was worth to get it.

I'm downloading the DLC , hoping to have some more hours of fun.
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1 of 1 people (100%) found this review helpful
11.4 hrs on record
Posted: October 21
This, this game is Dungeon Keeper 3 that never was, everything in this reminds me of old Dungeon Keeper 1 and 2, I can only recommend this game for fans of Dungeon Keepers!
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1 of 2 people (50%) found this review helpful
13.7 hrs on record
Posted: October 5
Right so, 13h into the game and this is included in a small follow up of the game since it was beta. Now the game is fully released and is still getting updates with content and all. +1 for the devs. Must be one of 5 games that I decided to preorder in last 5 years and only one I havent missed by preordering, and now to explain why:

I am (was) and avid Dungeon Keeper 2 player. It was a game that I was returing to years after years even after I've tried a lot of games that tried (Dungeons which were, Overlord which was fun after all). Humor of DK2, animations all played into the game including the masterfully done voice acting of dungeon advisor. THESE GUYS MANAGED TO GET THE SAME GUY TO VOICE DUNGEON ADVISOR IN WftO!!!! When I bought (preordered) the game there was no advisor to begin with, you can imagine my inner schoolgirl screams when I heard his voice along with all the comments that gave the game that "extra" I wanted in it.

Unfortunatelly my job (where I travel a lot) prevents me of playing what I want when I want, but this will be the game I will return to for singleplayer if not multi. Game has a lot features, it's easy to learn if you ever played DK or DK2, some mechanics are different but all the new mechanics (like Aspects of Evil) are a positive and nice tactical change in the game that affects MP games (think of C&C Generals by picking general, but you can unlock all in due time, but that takes, well, time). Characters look great, visuals are superb, traps, imps, slaps, this game has all!

it gets solid 9.5/10. For 10/10 it misses casino and Disco Inferno when monster wins jackpot!
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1 of 2 people (50%) found this review helpful
30.9 hrs on record
Posted: October 13
When i first played through it in late early access (Yeah, it's a conundrum) - I found it to be a bit messy, you basically spammed the healing button and "won". But now that i played "Heart Of Gold" it is even BETTER than the original Dungeon keeper games and i can't wait for more expansions so i can throw well earned cash on these guys!
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1 of 2 people (50%) found this review helpful
1 person found this review funny
14.1 hrs on record
Posted: October 18
Throwback to dungeon keeper! Modern update to the original masterpiece! The base game feels much like dk2, I hope much more will be added with expansions and workshop content!
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1 of 2 people (50%) found this review helpful
0.7 hrs on record
Posted: October 22
Very nice Dungeon Keeper clone, cool narrator, graphics are okay, the sounds are decent and the complexity of the game is not overwhealming. Better than Dungeons 2 !

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5 of 10 people (50%) found this review helpful
Not Recommended
6.4 hrs on record
Posted: October 15
This game is cute, charming, and polished.

Why the thumbs down, then, you ask?

The answer is that the game, while cute, lacks strategic depth and is not worth the $30 price point. The rooms are unbalanced and there is a clear setup to spam in order to win every game. The maps and scenarios are not varied enough to feel like a new game each time. It leverages upon nostalgia for dungeon builders past and does not substantially innovate. There are some QoL issues: for example, feedback loops are tenuous and it is not always clear why a dungeon inhabitant is unhappy.

I think that this game may become worth it at the $15-20 price point, since it was quirky and kept me entertained for a little while. If you're into this sort of game, I would recommend waiting for a sale.
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A developer has responded on Oct 16 @ 6:44pm
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1 of 3 people (33%) found this review helpful
Not Recommended
2.7 hrs on record
Posted: October 20
One of those games I regret buying at full price...

Its a clean, polished game that requires some thinking and strategy but why the hate you ask well I played Dwelvers (Incomplete game, Dev can no longer support)

Its very much the same game but has so much more depth to it. War for the Overworld seems like such a simplified version of it but very polished up.

War for the Overworld is more of a strategic layout then step 2, throw your entire army at the enemy with no control at all.... The battling part is what I hate most, its just a numbers game... the type of units you have really don't matter other than having melee and ranged units for the most effective DPS.

There's just not enough depth to this game, sorry.
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A developer has responded on Oct 21 @ 9:04pm
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Recently Posted
1.3 hrs
Posted: October 27
This'll probably look ridiculous since steam doesn't track time played offline, but I've actually gotten every achievement except one and played through the original and the DLC campaign multiple times.

If you're a fan of Dungeon Keeper this will probably be right up your alley.

Devs are very good about supporting and updating the game, it's beautiful looking, has some cool callbacks to DK while also being its own thing with plenty of fun and devious traps, potions and magic spells to play around with.

The only negative thing I can say is that it has performance issues, fwiw the devs are working on that and it has gotten a lot better over time.

TL;DR Game is good
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9.5 hrs
Posted: October 25
hmm i have the recommended rig running this game yet get a fps drop stutter every 10 seconds or so from roughly mission 3 onwards, making it unplayable.

True pity it seemed good from what i saw.
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A developer has responded on Oct 27 @ 8:46am
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25.8 hrs
Posted: October 18
This is a great game the multiplayer is by far better that that of dungeon keeper ever was, but i think if they focused a little more on the micro managment a little more this game would be perfict
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11.7 hrs
Posted: October 16
Pretty impressive effort from such a small studio. Works well and offers a fairly humourous and robust experience. Really enjoying it so far, though a couple of usability elements are missing, such as coming out of a menu with Esc.

Thank you Devs for your hard work.
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