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