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: Mostly Positive (1,698 reviews)
Release Date: Apr 2, 2015

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Recommended By Curators

"A game that continues the legacy of the Dungeon Keeper series spectacularly. A superb campaign and multiplayer makes this game great."

Recent updates View all (128)

July 23

Patch 1.1.22 Release Notes



Hey Folks,

Patch 1.1.22 is now available and with it come a bunch of new optimisations, fixes and a couple of small quality of life improvements.

Development of Patch 1.2 is now underway and you'll be able to find more about that in the coming weeks via our Newsletter!

Now without further a do here are the patch notes!

Gameplay & Balance Changes

General

  • It is now possible to claim the territory that belongs to a defeated ally player
  • Workers sacrificed on the Dungeon Core will immediately drop their gold on the vault, if no space is available the gold will be piled to the side.

Alchemy Lab (Room)
We’ve added the ability to sell your potions while they’re still brewing or sitting in your cauldron. We didn’t want players to feel punished for mistakenly selecting the wrong potion, in the same way that you can sell defences or constructs both as blueprints and once complete.

  • Sellback added for Potions in Cauldrons
  • Cancelling a potion that hasn’t started brewing will provide you with a 100% refund
  • Cancelling a potion in the first 5 seconds of brewing will provide you with a 100% refund
  • Cancelling a potion after 5 seconds of brewing will provide a 50% refund

Posession (Spell)

  • Fixed an exploit where it was possible to progress work significantly faster as a worker in possession

Obey (Spell) & Work-a-lot (Potion)

  • The Obey spell and Work-a-lot potion are now mutually exclusive and cannot be stacked on one and other


Performance Optimisations

  • Units are now appropriately culled when grabbed and dropped by remote players (AI or Human) this should herald some performance improvements where other Underlords are present on levels.
    • Previously units that were grabbed and dropped by other players were rendered for the local player regardless of their location.
  • Tiles will now cull properly even when their mesh changes off camera.
  • Small optimisation to Gateway colliders which should save a small amount of CPU time
  • Overhauled unit animations to reduce animation overhead at no visual loss
  • Small performance improvements when knocking out and claiming enemy Dungeons
  • Fixed a bug which caused duplicate wall connectors to be created on levels during editing
    • ~57,800 needless connectors removed from level 10 reducing file size from 1.2GB to 350MB this should decrease loading times (Down to 9.5 seconds from 15.5 seconds)


Visual Changes

  • Implemented Door toppers for Mira’s Doors
  • New Priestess and priestess boss visuals


Audio Changes

  • Win / Loss Advisor VO Added
  • New VO Alerts added
    • Alerts for Individual units becoming hungry, tired etc.
    • Other cases e.g. Vault full, Allied core under attack, enemy converting your minions
    • Alerts for Artefacts, each artefact now has VO associated for discovering identifying and using those artefacts


UI Changes

  • Summoned units no longer display a level on their unit shields
  • Introduced a tooltip on the payday indicator showing time until next payday and cost
  • 0.1 Second delay added to the info panel appearing, this functionality will be expanded upon in the future

AI Improvements

  • Workers should now be better at recovering corpses or unconscious units, especially when the fallen units are near to props


Level Changes

  • Fixed ritual availability being inconsistent between levels 7,9 and 10
  • Volcanic Bridge can now be unlocked on level 12
  • Ghoul number cap increased in Level 8 to ensure there are always Ghoul slots available
  • Minor layout changes on Level 11 to make finding the first gateway easier
  • Bridges on Level 11 are now floating above chasm and not on water
  • Small changes to “Eye of the Beholder” to ensure all players start on equal footing


Misc Changes

  • Updated UI Middleware, may yield some improvements and bug fixes for some users.
  • Units in the Arena now use a special mood not related to madness, this should prevent potential conflicts between the two states
  • Doubled the default speed of camera rotation
  • “Vault Full” Alert has been disabled in cases where the player has infinite gold


Bug Fixes

  • Blade Lotus, Gargoyle and Well of souls are once again buildable on stone bridges
  • Fixed a bug in C8 where reloading the level would cause all enemies to respawn
  • Fixed a bug where slave units (Ghouls etc.) would lose their masters on a reload
  • Various backend improvements to how the game unloads from Multiplayer matches
  • Enemy Blade Loti no longer show their shields or info panel tips while hidden
  • Well of Souls will now correctly work for clients
  • Fixed a bug where unit shields would not correctly hide on pickup
  • Fixed a potential delay that could cause problems in Multiplayer and Possession
  • Possession now works correctly on clients in Multiplayer
  • Fixed a bug with the Mana Shrine on Level 6 that was preventing it from working properly
  • The Emperor will no longer leave his chambers to attempt to sleep
  • Fixed an issue in Level 13 where loading a saved game that was saved after the drawbridge was brought down would cause the bridge to raise again
  • The “Leeeeroooy” achievement will no longer count the drawbridge Winches as optional objectives
  • The “My Pet Dungeon” achievement is now correctly awarded after spending 5 hours total in the Home Realm
  • Removed some duplicate props on Level 10
  • Minions will no longer get stuck on Ramparts that are placed on Stone Bridges
  • Fixed a bug where units could escape from the Arena
  • Cultists will no longer keep researching after all available aspects have been unlocked on a level that does not have all aspects available
  • Fixed units who have a focussed rally target attempting to attack that target while unconscious
  • Fixed a bug where cultists would not research artefacts when the sin cap is reached
  • Fixed an issue where the wrong progress would show in the info panel
  • Fixed the highguard spamming his snoring noise while asleep
  • Fixed the gold value of a blood money statue not decreasing as workers dig at the statue
  • Fixed native British members of the team complaining about the heat
  • Fixed an exploit where a player in spectator mode can move objects such as Artefacts and Gold Piles
  • Fixed an issue where Titans would not respond to their rally flag in Multiplayer
  • Shadows will now correctly fight one and other in the arena
  • Shadows can no longer leap out of the arena using their blink
  • Clients in multiplayer lobbies should now be able to see AI Difficulty levels
  • Archons will no longer raise wraiths from golden statues
  • Fixed a long standing bug where prisoners would continuously die when placed in prison causing them to be dropped from prison and returned to prison.
  • Fixed a bug where the player could not sacrifice prisoners for the vampire ritual
  • Fixed an issue where some attacks would push units into walls from the momentum of the attack
  • Fixed several issues with the Spirit Worker

21 comments Read more

July 3

Patch 1.1.15 Release Notes



Hey folks,

Patch 1.1.15 is now available and with it a huge sigh of relief is uttered by those on systems with less memory. We've made huge optimisations to how memory is managed in WFTO thanks in no small part to Unity 5.1. With up to 86% Decreases in the amount of memory used by the game.

But that's not all we've got plenty of balance changes to the Frostweaver, Ember Demon, Midas door and more in this patch alongside a huge number of fixes and other changes!

Sadly the notes are far too large to post here so head on over to our website to view the full notes!

Let us know how you get on with the latest patch and if there are any issues be sure to bring them to our attention as soon as possible. We fixed a long standing bug this patch thanks to the information provided by our community members!

Unitl next time Underlord!

-WFTO Team

14 comments Read more

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

Latest Major Update (1.1), Future Updates & Underlord Edition (Click for More)


We're pleased to announce that patch 1.1, our first major update since release is now available to download and play! Patch 1.1 represents a significant overhaul to the game with new features, system overhauls and improvements as well as plenty of bug fixes!

Key Update Features

  • 4-Player Skirmish & Multiplayer
  • Improved Information Display
  • OVerhauled Possession Mode
  • 87% Decreased initial load times compared to 1.0.25
  • Tonnes of Fixes (10 Pages of release notes!)

Click here to read the full list of patch notes!

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.

Future Updates


War for the Overworld is in a state of constant evolution. For the team here at Subterranean Games, this project is a labour of love, and we still feel there is plenty of room to expand the game. With this in mind, we’ll be continuing to patch War for the Overworld for many months to come.

Alongside regular bug fixes and feature improvements, you can also expect to see new content introduced to the game, in the form of both Free Updates and Paid DLC. The world of Kairos has plenty of room for expansion and we can’t wait to explore more of the story.

Planned features include:

  • Survival Mode
  • Basic Map Editor (Which we can improve later!)
  • Spin-off campaign stories
  • And more!

The first Paid DLC will be a short campaign that supplements the story of the original campaign. This DLC will be released later this year and will be free to everyone who purchased the game before the 2nd of May 2015.

Survival Mode



Survival mode will be receiving some improvements with some truly fleshed out features. This DLC will be completely free to everyone, regardless of when you purchase the game and will be released later this year.

Survival Mode will feature:

  • Survival Challenges - Compete against pre-set challenges, or create your own and share them with your friends!
  • Leaderboards - Prove you are the greatest Underlord of our time and climb to the top of the Leaderboards!
  • More Levels - More Survival Levels for you to try your evil hand at!
  • Mutators - Change up the game to make it harder, easier, to just plain weirder through a number of pre-set mutators and even design your own!

About This Game

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

Do you feel you are in a slump? Monotonously disemboweling 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 unrivaled 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 it’s 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, defenses 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 defenses 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 inthe Realm of Kairos

  • Destroy your Rivals - Take the fight to your rival Underlords in Skirmish or Multiplayer matches in 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!

  • 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 (64-bit), Windows 8 (64-bit)
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 6 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • Hard Drive: 4 GB available space (may increase in the future)
    • Sound: Speakers or headphones
    Recommended:
    • OS: Windows 7 (64-bit), Windows 8 (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: 8 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: 6 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • Hard Drive: 4 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: 8 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: 6 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • Hard Drive: 4 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: 8 GB available space (may increase in the future)
    • Sound: Speakers or headphones
Helpful customer reviews
169 of 188 people (90%) found this review helpful
1 person found this review funny
18.8 hrs on record
Posted: June 10
TL;DR - One of your minions wants to get off Mr. Bones Wild Ride.

10/10 would not get on.


I could not recommend this game in its' previous release state. However, now I actually can. After its' 1.1 patch, the majority of what this game was missing in its release verison has finally been added.

War for the Overworld, as a game, is...dungeon keeper 3. There really isn't another way to describe it. If Peter Molyneaux and the Bullfrog team were still around today, I feel the game we would have gotten would not be too far off from this. Are there flaws in this game? Obviously. Every game has flaws. But as far as managing to capture the feel of dungeon keeper and make an all-round fun game, this kickstarter title succeeds where higher-budget games such as the Dungeons series failed. With EA making no attempt to actually capitalize on a once great series, and in fact ruining it for a new generation by slamming a free to play business model that shames the series GREATLY (even paying off reviewers EA style couldn't keep dungeon keeper mobile's critic rating up high enough to appear worthwhile), it's nice to see we still have fans of the old game out there who want to see it made new.

Am I rambling a lot on what Dungeon Keeper was? Yep. For those of you unfamiliar with what I'm talking about, this is a game where you manage a...well, dungeon, from the perspective of an evil overlord. Throughout the campaign, rather than being the hero who explores and brings death to dungeons, you build the dungeon and fight back against the good. You can accomplish this through the use of powerful minions as well as various traps and such that your enemy won't (hopefully) see coming, and of course a little bit of god power for good measure (*zap*). You have minimal control over your minions, so this isn't exactly an RTS and it sure as all hell is NOT an actions per minute game - in fact, trying to go all MLG clicky-clicky on this game would likely just hinder you more than anything else. Your control consists of picking minions or imps up and throwing them where you want them to be and...well, hoping they do what you want. You can lay down rally flags to get everyone's attention to a specific spot, but if you try to keep them out for too long you'll end up with a bunch of unhappy minions telling the flag to ♥♥♥♥ off and going to bed. You also have to keep them regularly paid with gold, which handily is also the resource you use for literally everything else. Fail in this aspect, and minions will just pack up shop and leave to go elsewhere.

Map design is what made Dungeon Keeper and, as a result, War for the Overworld, extremely unique. There is not a lot of map when you actually get in - it's just a bunch of dirt, some impenetrable rocks, water, lava, maybe a chasm, and gold in the dirt. Oh, and your central dungeon core. Don't lose that...seriously. You have to dig out your own map, tile by tile, and lay down rooms in areas to correspond with what you want and your minions' needs - a lair to sleep, a slaughterpen to eat, a tavern to provide money for you and make people happy, a barracks to train, etc...and of course the arena where you can have minions fight to the death for no reason outside of entertainment. It appears to entertain the other minions to watch their brethren get slaughtered too...and of course, the other benefit to building your own map is deciding when and where to dig to place down traps and such, and if you happen to sight enemy traps...you can dig around them.

By now you may think this is a twisted, evil game where everything is gruesome and terrible. And you'd be right and wrong. While you do play as evil, this is a very lighthearted game as the original dungeon keeper games were. Featuring awesome voice narration from the original DK's narrator, you'll find yourself often having a lot of fun just from hearing some of the things minions have to say, or the random (but amusing) pop culture references made by the narrator.

And when you're done with the campaign, you'll find it is still very fun to play in skirmish or multiplayer modes. In these modes, you and up to 3 other AI or players will duke it out, each building their own dungeons and attacking one another for no reason other than ♥♥♥♥ you, my ground. Unlike the original dungeon keeper, War for the Overworld actually does a decent job of working properly in skirmish and multiplayer. While it was possible in Dungeon Keeper 2 to do the same, the game just didn't quite feel the same as it was very campaign-oriented. WFTO implements some new systems that help the game to work properly in either situation. There is also sandbox mode where you just build in a big, empty map free of gold or mana issues, and survival mode which is...honestly still being worked on and I have very little experience in it, but it's self explanatory.

Overall, this game is easily worth your $30. Hell, go the extra $10 and get the $40 version just for the soundtrack if nothing else - the soundtrack is pure evil and outstanding and it fits PERFECTLY with a game of this theme. This kickstarted game more than deserves your money (after a rocky launch).

GET DIS GAME
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A developer has responded on Jun 11 @ 3:38am
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563 of 722 people (78%) found this review helpful
1 person found this review funny
1.3 hrs on record
Posted: April 2
Wait, for the love of god, wait with picking this game up.

I have had my eyes on this game for a long time, since I loved the original DK games, and this one seems like it was going to stay true to the formula. I did, however, want to wait until it was finished, as to not get my view on it damaged by playing an unfinished product. I was glad when I saw it on the recently released list, because I had been waiting for it for a while.

However, this game is very clearly not finished. There are placeholder texts everywhere, there's missing animations, and the UI feels clunky, sluggish, and at times unresponsive.
The foundations for a good game are clearly here, but it should not have been pushed out of the door this early. It's very much still an Early Access game.

So please, if you want to have a good experience with this game, wait until the game is actually, properly, finished. I cannot recommend it in its current state.
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A developer has responded on Jun 24 @ 6:19am
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188 of 230 people (82%) found this review helpful
2 people found this review funny
8.0 hrs on record
Posted: April 3
Game itself is VERY fun. Dungeon Keeper 2.0(less of a dark theme though, voice overs are good but a bit goofball humor)

Initially there were alot of bugs/glitches but the developers have been releasing patches EVERY 2-3 hours, amazing, 7-8 patches so far

+++++++++++++ support these guys, bug fixing at midnight on a saturday and releasing a patch. This is how game companies should behave (SUPPORT YOUR PRODUCTS!!!!!)
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137 of 174 people (79%) found this review helpful
1 person found this review funny
22.1 hrs on record
Posted: April 4
the dev are dishing out patch like there's no tomorrow, if they keep on the pace pretty sure all the bugs will be iron out in a day or two. kudos to them, and for those who loves dungeon keeper there's no question, BUY IT.
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244 of 343 people (71%) found this review helpful
2 people found this review funny
2.1 hrs on record
Posted: April 2
I loved Dungeon Keeper and this game has high potential. However despite being "released" it's far from that state and until it is finished I can not really recommend it. Full of bugs, useless Mini map, just feels very unfinished overall. Once those things are fixed it's definitely a recomendation, but releasing unfinished games just has to stop.
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A developer has responded on Apr 3 @ 3:45pm
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