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:
Very Positive (63 reviews) - 82% of the 63 user reviews in the last 30 days are positive.
Mostly Positive (2,482 reviews) - 77% of the 2,482 user reviews for this game are positive.
Release Date: Apr 2, 2015

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Buy War for the Overworld

Buy War for the Overworld Underlord Edition

Underlord Edition includes additional content, see below for more details

Buy War for the Overworld Gold Edition

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


Recent updates View all (178)

August 8

Patch 1.4.2 Now Available

Darkest greetings Underlord,

In our last update we mentioned that patch 1.4.2 was just around the corner and that it’ll include a whole bunch of changes and fixes for you.

Well the time is finally upon us and we’ve made quite a few changes that should bring greater balance to multiplayer games, as well as fix a few of the issues you’ve reported directly to us via our User Echo service. Please be sure to get in touch if you have further issues and we’ll have them fixed soon. Now without further ado, read on for the notes!

Balance Changes
General Gameplay
  • Mana regen in Skirmish and Multiplayer decreased by 25%

Research has been going too fast, combined with high level units increasing the efficiency of research, we're addressing this by increasing the cost of individuals sins.
  • The cost of researching Sins has increased by a flat 35%

Unit Spawning
Due to changes to the research rate we felt that units were spawning in too quickly during the early game. To bring these in line we’ve changed unit spawning so that the spawn rate gradually increases to current levels over time.

This should also alleviate some of the early game rushes which have been dominating multiplayer recently.

  • Unit spawn rates during the early game have been reduced - this spawn rate will gradually increase over time to normal levels


We felt that the Vampire was far too easy to shut down with a simple Prison. With this change it will require additional micromanagement to keep your rival’s vampire out of his hands.
  • The Vampire now loses 3.3% health every second while in Prison - as such he will die (and respawn in his owner’s possession) after 30 seconds unless regularly healed

Witch Doctor
  • Heal no longer takes priority above all other abilities
  • Basic attack cooldown increased from 2s to 5s
  • Basic attack damage increased from 50 to 75

Ember Demon
  • Health down from 3,000 to 2,250
  • Respawn time increased from 30s to 45s
  • Gold cost increased from 7,500 to 10,000

  • Base bonus XP when dropped in the Spirit Chamber increased from 500 to 750
  • Bonus XP multiplier when dropped in the Spirit Chamber decreased from x3 to x1.5

  • Movement increased from 5 (average) to 5.5
  • Basic attack range increased from melee to melee + 2.5m
  • Basic attack damage increased from 800 to 1,200

  • Now applies a flat happiness boost to the Sentinel when cast upon one - this should help manage the unhappiness spiral that can occur

Work-A-Lot was a huge boon to your working minions and its effects far outweighed the costs of deploying it. As such we’ve increased the cost while simultaneously reducing its effects to make the reward more proportionate to the cost.

  • Cost increased from 750 gold to 1,500 gold
  • Work-A-Lot efficiency boost decreased from x5 to x3

Wisdom Juice
With the changes to levelling in patch 1.4 the value of the Wisdom Juice potion has risen considerably. However the cost has not increased in line with that. By reducing the XP granted by the potion we bring these factors back into balance without inadvertently affecting other parts of the game.

  • XP decreased from 2,500 to 1,250

Wormhole has proven rather powerful in recent matches where players walled off their Core and surrounded it with defences to pick off enemy units teleported in by the Wormhole. Now using the potion has a cost to offset its benefits and allows affected units an avenue of escape.

  • Wormhole now causes walls surrounding the user’s Dungeon Core to explode

Well of Souls
  • Base damage increased from 35 to 45
  • Damage required to spawn each Wraith doubled

Campaign Changes
Level 4
  • The player can no longer place a Beast Den until they have claimed the one near their Core

Heart of Gold Level 2
  • Players will now be alerted that they cannot use the Construction ritual to construct Outposts in this level

Graphics Changes
  • The Silver Kasita theme has a new ceiling
  • Wisdom Juice potion VFX will now show the correct impact size
  • Minor tweaks to the appearance of cosmetic Fog of War

Performance Improvements
  • Improved load balancing of game updates, ensuring the game works accurately under high load, while still running smoothly
  • Simplified cosmetic Fog of War rendering now updates more efficiently
  • Refactored Water and Lava ambient sounds and clarified culling - this will reduce the number of sounds attached to Water and Lava tiles and aid performance slightly

Audio Improvements
  • Added over sixty new narrator lines for the following:
    • Dungeon Cores being destroyed
    • Minions being rallied for too long
    • Miscellaneous Dynamic Tutorial System lines
    • Artefact of Mana usage

UI Improvements
  • When attempting to join a multiplayer game a new dialog will appear displaying “Connecting” until the game successfully connects or encounters a connection error

AI Improvements
Units in combat would previously switch their target regularly in order to use their abilities against the most effective target, however this could cause confusion in the swirling melee.
  • Units will now switch their combat targets less often, preferring to prioritise their current target over others except in exceptional circumstances

Map Editor Improvements
  • It is now possible to change the faction of Shrines and Gateways using the Paint Faction tool

  • Death alerts will no longer play when disposable units perish (Wraiths, Ghouls, Frost Weavers, etc.) (Public Ticket: 1060)
  • Several small fixes to in-game text
  • Updated several Skirmish and Sandbox map descriptions
  • It is now possible to manually specify an IP address to join via Multiplayer (in the event of games not showing up due to adapter settings or if you wish to connect via tunnel you can now use this feature)

Bug Fixes
  • Fixed a number of issues which could cause crashes in Multiplayer
  • Fixed a rare issue which would cause some custom maps to be unloadable
  • Fixed a bug in the Prison tooltip which would cause it to incorrectly display the number of prisoners held (Public Ticket: 1062)
  • Fixed an issue where Titans would not be available in the Heart of Gold Home Realm
  • Sappers will no longer dramatically pause before playing their death animation, since Underlords don’t appreciate amateur dramatics
  • Fixed an issue where the Oculus would not take damage from the Lightning spell (Public Ticket: 1091)
  • Fixed an issue where Glacial Doors which were pre-placed and locked in the Map Editor would incorrectly appear to be open, even though they were logically closed (Public Ticket: 943)
  • The Stairway to Heaven Achievement in Heart of Gold level 1 is now correctly achievable (Public Ticket: 1042)
  • Fixed an issue where locked doors on maps created in the Map Editor would would render only the lock if viewed through the initial Fog of War
  • Fixed an issue where a Stone Bridge on the Skirmish map “Triad” had incorrect health values and under which the ground would be black
  • Sappers which are turned into golden statues will no longer lock mana for the owning player (Public Ticket: 1138)
  • Fixed an issue where units which were classed as “hover” units could become stuck in Chasms
  • Fixed an issue in Multiplayer where the client would no longer be able to produce potions in an Alchemy Lab cauldron if they had previously cancelled a potion in that cauldron
  • Fixed an issue where using the Pivot mirror tool in the Map Editor could cause unusual behaviours (Public Ticket: 1039)
  • Fixed several issues with the Siege Doors on main campaign level 13, such as units becoming stuck behind them and the incorrect display of whether the door was open (Public Ticket: 1101)
  • Titan Summoning Stones will now create the correct alert when attacked
  • Fixed a bug where Haste potions would increase the work speed of affected units (should only affect movement speed)
  • Clicking the back button in a Multiplayer lobby now correctly takes you back to the game list rather than the main menu
  • Fixed a bug where the Blood Money spell did not work on Heart of Gold bosses in the Home Realm
  • Fixed a bug where the player could not dismiss a Titan in any campaign level with three slaps (Heart of Gold Level 4 still does not allow it as doing so would result in mission failure)
  • The Aloha Worker will now correctly make sounds for digging, walking and running
  • Fixed an issue with the display of the Kickstarter death animation
  • Dungeon Cores will now cull at the correct point off the edge of the screen
  • Mandalf can no longer be converted if the Torture Rack is in Execution mode (Heart of Gold level 1)
  • Fixed an issue where minions could die in the Arena in the Home Realm or from loaded save games
  • Fixed an issue where slider values in the options menu were not updated when dragged - now values will update in real time
  • Doors will no longer be destroyed if new “wall” blocks are placed in the opposite orientation locations
  • Fixed an issue where players could hear VO regarding other players’ Spirit Chambers in multiplayer games
  • Fixed an issue for clients in multiplayer which prevented them from managing the unit pool for the Beast Den
  • Fixed an issue where clients in multiplayer were unable to continue researching artefacts if an artefact had previously been used on that particular prop
  • Fixed an issue where Workers would become trapped while mining gold if they were assigned the “Unfortify” action as a priority. This was due to their inventory being full, preventing further gold from being added, but they were still treating the “Unfortify” action as a priority.
  • The Silver Kasita Dungeon Theme can now be correctly selected as an Empire theme in the Map Editor
  • Fixed an issue where parties of Empire units could spawn on main campaign level 13 but would never act
  • Workers should no longer be able to blink into an Arena or Prison
  • The Ember Demon’s passive AOE should no longer damage enemies in Prison
  • Fixed an issue on main campaign level 13 where the player was not correctly benefitting from all Kenos effects
  • Fixed an issue on main campaign level 13 where the dwarven Ironworks was not producing defences
  • Fixed an issue on main campaign level 13 where the announced “Disciple attack” would never arrive
  • Workers will no longer drop any gold they’re carrying into the Tavern Spit Roast whenever they also drop pigs in
  • The Skirmish map “Flood” now loads again
  • Fixed an issue with main campaign level 7 where units would not die when reaching the Aum
  • Fixed an issue where unit beds would visually disappear after saving and loading
  • Fixed an issue where the final cutscene in Heart of Gold Level 4 could stutter
  • Fixed an issue where Mandalf the Gold would not spawn under the intended conditions in Heart of Gold Level 4
  • Bombards should now once again be able to hit units which are over or on the other side of a Chasm
  • Fixed an issue where the Blade Lotus would no longer attack after being toggled from a disabled state to an enabled state
  • Units should now always be able to engage enemy units that are extremely close to a player’s Dungeon Core
  • Empire forces now receive basic training on the use of walls, fixing a longstanding issue where Templars could ignore the presence of a Rampart and attempt to path through it, even if no appropriate path existed, causing their demise

    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 coming weeks and months!


    – Brightrock Games Team

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22 comments Read more

July 21

Heart of Gold: Recap and Short Story Compilation

Darkest greetings Underlord,

Nearly two months have passed since we unleashed the very first expansion to War for the Overworld, Heart of Gold, alongside the staggeringly massive patch 1.4. But there was no rest for the evil, as we released hotfixes around the clock to ensure the biggest issues that cropped up were fixed as quickly as possible. We topped that off with patch 1.4.1!

Overall the reception to Heart of Gold and patch 1.4 has been overwhelmingly positive, and we’re pleased that our hard work has resulted in the latest version of the game being something we can all be incredibly proud of. In this recap we’re going to take a quick look into the reception so far.

We’ve also got a nice downloadable extra for you, as well as a link to the opening cinematic of Heart of Gold, so you can easily watch it again. Read on, Underlord!

What You’re Saying About Heart of Gold and Patch 1.4

We’ve seen an incredible response to Heart of Gold, but perhaps that’s a little too underwhelming. To truly understand how staggeringly positive the feedback we’re receiving is, here are a few numbers from our Steam user review scores:

  • Overall score: 77.02% (Compared to 72.95% during the release of Patch 1.0, showing continued improvement)
  • Score since patch 1.4: 89.18% (up from 79.05% during patch 1.3)
  • Heart of Gold overall score: 92%

These numbers show a massive increase in how many positive reviews we’ve received, and this reflects just how much effort we’ve poured into WFTO since release last year.

But numbers are only half the story. Here are some choice extracts from a few of your reviews:

    “Took a while but this is like the only Kickstarter game I backed that is actually worth playing now.” “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.” “[…] thanks to dedicated work by the developers (which continues to this day, I might add) this one has blossomed into a wonderful strategy title.” “The team at Brightrock Games further improve their craft with this carefully designed DLC, which I might add was free for backers and early adopters, though I would have paid money on day one for it anyway.”

We’re pleased to see that our efforts have driven such a positive response from our community, and we can’t wait to see how our upcoming content performs.

All That is Gold – Short Story Compilation

During the run-up to Heart of Gold’s release we teased you with a series of short stories that revolved around a particularly stalwart dwarf and the heroes of Phaestus, during the events of the new campaign. We enjoyed having the opportunity to expand the lore of War for the Overworld, and tell a portion of the story from a different perspective.

If you missed out on these the first time around then we have a treat for you: we’ve compiled them into a single, collected volume, gussied them up in the style of the upcoming Dungeoneer’s Guide, and uploaded them for your reading pleasure!

As you can see they’ve turned out rather well! You can view and download the collected volume here.

In addition we will be adding this compilation to the Underlord Edition of the game at the same time we add the Dungeoneer’s Guide. We hope you’re looking forward to that!

Reminder: Patch 1.4.1 is Out Now

In case you missed the announcement a few weeks ago, we recently released the first minor patch for War for the Overworld. This included a number of changes to both the visual stylings of the game, and mechanics such as unit spawning.

We also rolled out dozens of bug fixes and made some improvements to other areas. You can read the full release notes for patch 1.4.1 here.

This isn’t it for support in the wake of patch 1.4. Patch 1.4.2 is due out in the coming days so please keep your eyes open for it!

Watch the Heart of Gold Cinematic Opening

For Heart of Gold we looked to deliver a more solid and compelling story, and part of that was setting the scene for the war spilling over into the dukedom of Phaestus. We developed the opening cinematic to set the scene, and we’ve had a great response from it. As such we’ve opted to upload the full video to YouTube for your enjoyment!



– Brightrock Games Team

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1 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 (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

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! Learn more
Very Positive (63 reviews)
Mostly Positive (2,482 reviews)
Recently Posted
5.3 hrs
Posted: August 29
Product received for free
says my head is as empty as my vualt :(
Helpful? Yes No Funny
1.0 hrs
Posted: August 29
the UI interface on the main screen and campain screen would not show so i couldnt even play the tutorial
Helpful? Yes No Funny
A developer has responded on Aug 30 @ 3:03am
(view response)
19.8 hrs
Posted: August 28
A better sequel to Dungeon Keeper than Dungeon Keeper 2. Though the campaign can be way too easy sometimes
Helpful? Yes No Funny
13.9 hrs
Posted: August 26
the game is superb but the fps drops are just to consitent

and i have a top end pc
Helpful? Yes No Funny
463.4 hrs
Posted: August 26
Fun game with some humorous comments by your minions.
Helpful? Yes No Funny
12.5 hrs
Posted: August 25
A true remake of dungeon keeper.
If you liked that game this is a must buy.Devs did a good job with the story and everything.
Only 2 things i dont like,and that is lack of cinematics and that u cant spawn the devil or what was it before i dont even remember the name,now u have these behemots which are also cool but not as cool as that red dude :D

Anyways fun game.
Helpful? Yes No Funny
17.3 hrs
Posted: August 22
Greetings, dungeon keep...err, I mean Underlord,

I had been playing Dungeon Keeper II for a couple of decades when I heard about this game by chance, back when it was still bare-bones early access.

At the time I bought it mainly to get some money to the devs in the hopes that they would actually produce a worthy sequel to the aforementioned Dungeon Keeper II and not just take me and the other early accessers money and run laughing into the hills. So I played the bare-bone version when I bought it, felt a bit ambivalant about it and then as the months passed I forgot completely that I even had it. Until now that is!

So, coming back to the game now that it is more fleshed out, has a couple of campaigns and is generally a lot stabler I must say that I'm really enjoying it. It still has its issues but I cant tell if thats my now somewhat decrepid computer or the game itself; Units occasionally just freezeing in place and not doing anything being the most common and annoying problem. Other than that, it looks good, feels good. The narrator is spot on. The art direction pretty interesting and yeah, I suppose over all it just feels like I'm playing Dungeon Keeper III.

Now this last part is both high praise and a bit of a negative critique in one; DKII set the gold standard for dungeon management sims so the fact that this delivers the same albeit somewhat updated experience is awesome. To an extent.

Yes there are more mechanics to enjoy such as in game research, alchemy and rituals but it still feels almost like a reskinned carbon copy of DKII. Almost. Although maybe that's what they were intentionally going for. I havent read the dev blogs or anythign but if that is the case, kudos to them. They really nailed it. It would have been nice to see a tad more ambition but ho hum... Still, this is by no means a damning indictment of the game, just an observation. I wanted a spiritual successor to DKII and I got one. I haven't tried any of the other Dungeon Sims that has been cropping up recently so I can't compare.

All in all, an enjoyable game to sate my inner dungeon architect. Because that's the most fun part right? Designing the actual dungeon and making it look all nice? Building up ingenious defences and watching the good guys crash and break against the bulwarks only to be dragged unconcious into the dark echoing interior to never see the light of day again, yeah?

Well, it is for me in any case; in game as well as in real life...


I may have said too much.

Dungeon? I know of no dungeons, officer...


Helpful? Yes No Funny
Böhser Onkel [AUT]
860.1 hrs
Posted: August 22
It's mkey I guess,
But the Dev's are nice guys.
Helpful? Yes No Funny
51.1 hrs
Posted: August 22
Nice game. After a rough start the devs have turned the tides and made it into an enjoyable game. If you love DK this is the closest it get. The campaign is fun and the real DK fan wil recgnize the voiceover 😁
Helpful? Yes No Funny
8.7 hrs
Posted: August 19
Very well made new version of dungeon keeper.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 7 people (86%) found this review helpful
79.5 hrs on record
Posted: August 17
So to start, I am a HUGE fan of the original Dungeon Keeper's and still play them today, yes nearly 20 years later I still play DK. You could even go as far as calling me a fanboy of DK, as I LOVE it. I miss Bullfrog, Damn you EA.
So with slight trepidation I purchased War For The Overworld. And all I can say is WOW. This game could easily be a successor to DK2. It stays true to the Dungeon Keeper theme, Minions, Heroes, Traps and Doors, Spell's and all the rest of it too. Literally. It also has some nice additions.
The Music feels just like it should, the atmosphere of the dungeons feel like it should, its just awesome, awesome and, did I say AWESOME.
War for the Overworld in my opinion is a superb game and easily qualifies as DK3. I simply can not recommend this game enough.
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
1 person found this review funny
5.8 hrs on record
Posted: August 14
I am so happy.

Back in 1997 when Dungeon Keeper was released it changed the gaming landscape. I played it so much and even more its sequels. It was so powerful, immersing and eerie that even a decade later my kids loved playing it and feeling the addiction flowing.

Sadly, even the best of things get abandoned and hardware obsoletes. How hard I tried, at some point the game would no longer start. Life continues and legendary play transform into good memories.

And now -- without even knowing any suggestion of existence -- I found this... Effectively "Dungeon Keeper - Remastered".

I played it and I feel the continuation of where I was left in my memory. And it has so much more. Even the atmosphere has become better. I showed it to the kids and they raided my system not willing to surrender it under any circumstance.

Devs, thank you so very, very much!
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A developer has responded on Aug 15 @ 4:17am
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3 of 3 people (100%) found this review helpful
26.9 hrs on record
Posted: August 6
Core game is a pretty good attempt at a "Dungeon Keeper 3".

Closer to DK2 than to DK1 in atmosphere, graphical style and gameplay.

Core campaign is lackluster, level design is mediocre and it's very easy. Expansion campaign, however, is enjoyable and well thought out. It's short though, just 4 levels and still too easy.

Monster abilities are not well presented and monsters have a lot less character than DK1/2.

Balance wise vampires are too strong and leveling is too easy.

Multiplayer is completely broken as clients crash after 20-60 minutes into the game. Defenses are too weak, you're usually dead if you lose a fight in multiplayer.

Summary: This game is like DK2 for me, it's a good game but doesn't capture the same feeling as DK1. I recommend it but if you're buying it to play with friends then make sure they patched the multiplayer bug first.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
3.4 hrs on record
Posted: August 17
So I've never played Dungeon Keeper before but have been hearing how great the game is. So I've played Dungeons 2 and have enjoyed it a lot and found the idea and gameplay intriguing. But reviews from Dungeons 2 also point to War for the Overworld, so I check this game out as well, since a recent Steam friend made a review of this game. Both Dungeons 2 and War for the Overworld are two entirely different beasts. Sure, they both try to follow one theme, that is, managing a dungeon, but the way both games play is completely different and is a matter of preference. I really recommend both games, but Wars for the Overworld is heavily focused on the dungeon aspect of the genre, very gritty, dark, but abnormally delightful. Wars for the Overworld is a little more serious than Dungeons 2 which is not a bad thing. The game is VERY polished in my honest opinion. AGAIN, Steam reviews are lying to me, I see all these little nit-picking and negative claims yet when I play the game it feels fantastic. You can tell there was a lot of work put into this game, and being a player who has no experience with Dungeon Keeper, I can safely say I like what this game has to offer. I've always glossed over all sorts of dungeon builders because 1) they usually aren't my thing, and 2) they are usually old and outdated games that will have too many technical problems to run. That is not the case with War for the Overworld, this is a very much a polished and stable game. Again, I have a decent rig, but this game surprsiingly runs well on my computer, so all those announcements and news of optimization by the developers is beliveable as the game is very stable. When I first viewed the screenshots I was worried that I would not be able to run this game because it looked gorgeous. In-game they are even better, and feel that this is a very good product. Something I held off for a long time because of all the bad games I've run into that have been released in 2015-2016, and marked this off something that was bland or uninterseting. Turns out I've been missing out all this time, and if you are reading this review, then yes, you are missing out on something good. This is a great game, I highly recommend you give this game a try.
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2 of 2 people (100%) found this review helpful
29.6 hrs on record
Posted: August 14
Love this game, feels like the next "Dungeon Keeper" which players of the originals will notice the little nods to its roots.

+Plenty of content
+Home Realm (Build at your leisure and unleash waves of enemies)
+Variant Underlords (Each once has a different look to it and the workers)

-Fast paced
-Skirmish maps included are small
-Short Campaign

This is a great game, but I spent alot of time playing DK1 and DK2, and the way WrtO differs seems to be in its pace, more so in skirmish against AI, the thing I enjoyed about DK was the slower pace, once you got past the tutorial levels you would normally start on one huge map which you had to spend time gathering gold and leveling up your minions, where as this one kinda forces you to play fast and with limited space, so theres no extravagant massive rooms you can build since you really need to use the space you have effectively.

The units themselves are very nicely done, but once again it lacks the content DK had, so if you dont know, on DK you had to manage your minions, and by this I mean there wasnt just a single minion per room so for instance in DK if you got a Fly and a Spider, you would normally have to try and keep them in seperate lairs because if they bump into once other when they arent training or using rooms they would attack and try to kill one another, this presenting a challenge if you wanted to keep both but served as something you really needed to keep an eye on, whereas in WftO there is just one type of minion per room and a empire version, none of your minions conflict everyone gets along very nicely.

Now the "Vampire" unit I do like very much, having to keep a steady supply to keep them appeased and in return you get a very powerful unit, so here im going to refer to DK1 and you can proberly guess I mean the "Horned Reaper" which was the games icon, which the Vampire unit itself is a nod to, both units need 3 units sacrificed to get one in return, whereas the vampire just needs food to stay happy, the Horned Reaper, well he was undeniably the strongest unit in the game but came with the biggest price, if you held him for to long he got ♥♥♥♥♥♥, if you slapped him he got ♥♥♥♥♥♥, if he was bored he got ♥♥♥♥♥♥, and he would begin slaughtering your own minions for the damn well fun of it, and a level 10 version of him would wipe out most of your minons, which would make you either decide on building a seperate mini-dungeon and lock him in it til you was ready to fight or having to get rid.

Refering to the pervious point there was the "Temple" room, which you sacrificed units to make ones you needed or the Horned Reaper, but it served a second function, any creatures rebelling or Horned Reaper going on a rampage you could drop them on the outskirts of this room and they would pray and calm down over a period of time, now when they rebel in WftO you pretty much have to take them down, I could be wrong but at this present time I cant see anyway to calm them down, showered them with gold/food and they still wont revert from rebellion status.

All in all the thing about these games is feeling like the bad guy, and DK did that great, WftO goes down the same road but doesnt give me that "Evil" vibe, aslong as you have food and gold, all your minions will hold hands and slip to battle, but here I am just remembering how much I loved DK, this game gets frequent patches and updates so who knows, maybe it will end up that way, but it is a great game and the closest ive seen to being a "Dungeon Keeper" for a long time and is definatly worth playing, more so if you loved the DK games.


WftO is a great game, I ♥♥♥♥♥ and moan about how much I miss "Dungeon Keeper". :D
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1 of 1 people (100%) found this review helpful
9.6 hrs on record
Posted: August 17
War for the Overworld is a really well-implemented and polished reimagination of the original Dungeon Keeper games. The game is really good at keeping the gameplay and feel of the original games while improving both the UI and certain aspects like army management. The game features a solid campaign and tons of rooms, spells and other mechanics for the player to explore. Personally, I think the game might even have too many mechanics. You constantly unlock new stuff and I haven't felt the need to use most of it.

While I generally like the game, there is one HUGE caveat, which is the ending of the campaign. I will not spoil it here, but I've never experienced such a cheap and annoyingly expansion-baiting end in a game before. It left me feeling really unfulfilled.

Nevertheless, the pros outweigh the huge con in my opinion. If you've liked Dungeon Keeper, you'll enjoy this game.

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1 of 1 people (100%) found this review helpful
31.8 hrs on record
Posted: August 16
If you liked Dungeon keeper, this is essentially and updated version of it. Great purchase for scratching your evil overlord itch. Good value, good design, good graphics. Now laugh like a maniac and buy it.
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1 of 1 people (100%) found this review helpful
11.9 hrs on record
Posted: August 19
Nice game, certainly for the people that used to play dungeon keeper II
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1 of 1 people (100%) found this review helpful
32.3 hrs on record
Posted: August 12
For those that played the old rts Dungeon Keeper series in the 90's this game was greatly inspired by it. It really shines as a fan inspired Dungeon Keeper and I really enjoyed playing the game. Thankfully these guys are keeping this type of rts alive. The Overworld devs has been adding and patching this game since it was released early and im glad that its now reached to a full on game. Glad I had the chance to add to the kickstart when they announced back then. I would fully recommend getting this if your a fan of Dungeon Keeper. Already got a gift copy to send to a friend. Definitely a must buy when you see this on sale too. I can't wait for more updates and dlc for this game.
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1 of 1 people (100%) found this review helpful
38.0 hrs on record
Posted: August 12
I'm torn between a positive review and a negative one on this one.

On one hand, it is a faithful continuation of the dungeon keeper style, on the other, it could really do with some more polish, and that’s 1 year after its initial release, and even then it needed a pretty decent amount of polish as well.

My biggest gripe with it is that there are a lot of stuff that only really shines with some attention to detail, a quality I feel Subterranean Games lacks in some areas; For instance, why are my minion just in the animation they were in when I picked them up? both DK1 and 2 had them visible hang from my hand, struggling even, yet here they just kind of get attached to the model of my hand, unchanging, it's small thing yes, but it lends a certain amount of credence to your role, as well as theme, with you being an extremely powerful being, being able to just pick up and do with the lower minions whatever you want.

On top of that the campaign seems way shorter than any of the DK games, I'm willing to chalk some of it up to being extremely familiar with the genre, but another factor is that a large amount of the missions you're on a timer, which is in stark contrast to DK2, if not DK1 where it more often than not let the cunning Keeper control the engagement, and you're either forced into a battle because of a lack of resources than anything else.

HOWEVER, this is just what it does wrong, what it does right is atmosphere, it's ideas, it expands upon Dungeon Keeper in a pleasing way, there are certainly room for improvement, and while I don't expect the Campaign to see much of it, the general gameplay is still being updated, and if you're an ancient dungeon keeper like me, you're sure to find some value in this game.
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