Community Announcements - Noontide

Darkest greetings Underlord,

Last week we introduced you to the new My Pet Dungeon mode and gave you a sneak peek at the new Possession improvements coming in Patch 1.6. But today we have the coolest update of all: the brand-new snowy terrain theme, plus water!

Snow Place Like Home

My Pet Dungeon takes place in the astral planes of the Aether – so far from the stars in fact that things can get pretty chilly. So it’s no surprise to find terrain like this:

            What is this, Christmas?

In My Pet Dungeon you’ll enter a number of realms constructed from these frozen passages. The snow may deter some beings, but not the cold, icy heart of an Underlord, eh?

We should stress that this terrain theme simply alters the look of the existing terrain types, rather than bringing new mechanics into the fold. Still, it looks delectable doesn’t it?

You’ll find the snow theme in various My Pet Dungeon maps; and rest assured that in the next major update following 1.6 you’ll be able to hear the crunch of snowy footfalls in your own creations!

Water, Water, Everywhere!

Back in Kairos there’s urgent terrain news too! See, that dimwitted excuse for an Empire has for decades now been spoiling the water sources with their disgusting habits, such as going to the toilet. This naturally drips down into the Underworld, which is why you’re no doubt familiar with the green-goop excuse for water in your dungeons. An Underlord may be ungodly, but that doesn’t mean they should live in a sewer!

So you’ll be glad to hear that in the wake of your ongoing purge of the Empire, the water sources have started to clean up.

          Not a turd in sight! Until the Chunders wade in…

With the blockages now removed the water is also flowing more freely – behold the majestic waterfalls now plummeting into the Underworld!

            Brings a tear to the eye, doesn’t it?

When loading the game in Patch 1.6 you’ll find all the water replaced with the fresh good stuff! Even more importantly you’ll be able to beautify your own creations by placing waterfalls and water chasms via the Map Editor.

That’s about all we have for you today Underlord. Check back on Friday for our final My Pet Dungeon preview, with a feature that will truly put the power at your fingertips!


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

Imagine you could dive into the mind of anyone you know – what would you see through their eyes? Would the world be different? Could you walk a mile in their shoes? Now you can answer these questions and more via the vastly-improved Possession spell! Assume the identity of one of your minions and see the world in a whole new way. Literally.

Possession Update

Possession is a really cool feature very much unique to this genre, and one that we’ve always wanted to do much more with. The scope for the feature is incredible, and there are many ways we could explore the mechanics behind it.

Sadly for the longest time this feature has gone neglected, barely seeing changes since release except some minor improvements all the way back in Patch 1.1. But in Patch 1.6 we’re revisiting it, and breathing some new immersive life into this unique first-person view.

            Angry Augres see the world in red.

Unfortunately we’re not going to be able to take it all the way into a huge game changer, but we’re definitely making some significant improvements.

Unbelievable Sights, Indescribable Feelings

One of the Possession features most heavily requested by our valued community is a much more immersive experience – they want to truly feel like they’re seeing the world through the eyes of their minions, and what unique twists that would put on their perceptions.

Well we’re not one to duck away from a challenge! We’ve spent weeks meticulously reviewing and redesigning each creature’s vision – you can see the results for yourself:

      Crackpot vision is quite the experience – comparable only to ingesting Whaleshrooms

This has been a really fun experience for us. We love the way these new effects breathe much more personality into the creatures; whether that be the frosted-over vision of the Frost Weaver, the insectoid perceptions of the Skarg, the scent-enhanced Bafu, or just the helmeted Juggernaut, these simple tricks have really brought Possession to life! (And you thought VR was nauseating.)

        Insect-o-vision courtesy of your friendly neighbourhood Skarg

Beyond the Eyes – User Experience Improvements
There’s more than just fancy new vision though – we’ve also made improvements to the Possession experience, mostly focussed on providing better feedback in response to your actions.

For example, upon making an attack you’ll see additional feedback on the action, as well as witnessing a satisfying flash upon landing a blow on your adversary. Similarly, performing a heal on an ally will also deliver a flash to show that your spell has hit home.

            Flashing has never been so much fun

We’ve also overhauled the balance of the spell itself, so if you’ve ever wanted to be the general leading from the front then look no further! Possession now provides a buff to the creature you’re controlling, increasing damage dealt and reducing damage taken, whilst also granting bonus experience.

Choose your Door

We’re also giving the much overlooked Possession Door a quick makeover with some swanky new textures as well as a couple of new features.

    You shall not pass! Unless you’re an ethereal consciousness possessing a lesser being

For those of you who don’t know the Possession Door is a special door placeable in the Map Editor which only allows possessed units to pass. This lets the map creator develop special Possession-only areas.

In addition to that function the Possession Door can now lock a player into Possession until they die or pass through another Possession Door, further enhancing the door’s use as a special gameplay modifier.

Even more exciting is the ability for these doors to now denote an area that cannot be seen from RTS Mode, meaning the only way to see what lies beyond is to jump down the rabbit hole yourself. We’re going to be using these new features to great effect in My Pet Dungeon and we expect map makers to find some creative uses for them as well.

          What’ve they got in there, the Chunder King?

That about covers our second preview, but there’s still more to come! Drop by on Tuesday to get your next whiff of appetising content, coming as part of Patch 1.6 and the My Pet Dungeon DLC!

– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

The drums of war are beating in the distance, something stirs in the darkness and the realm of Kairos knows not what approaches from the swirling mass of the Aether. But before the grandest of schemes can be realised there is time for reflection, for a brief escape from the machinations of the mad god.

In this moment of calm there is no better time to engage in an Underlord’s most favoured activities - building dungeons and toying with mortals, friend and foe alike! To that end we’d like to introduce My Pet Dungeon!

New Game Mode DLC: My Pet Dungeon

Alongside Patch 1.6 we’ll be releasing a new paid DLC by the name of My Pet Dungeon, something diehard Dungeon Management fans will no doubt recognise and one of the things that has long been requested by our community.

Like the Crucible this DLC will include an all-new game mode, but this time focussed on building and exploring in an enhanced sandbox format. Think something similar to the Home Realm but on steroids and with a whole new batch of toys to play with!

        We know you’ve always wanted your own petting zoo

We’re designing an all-new 8-mission sandbox campaign where each level encourages you to build and explore to your Core’s content, at a more relaxed pace than seen in other modes. Your goal will be to simply score a number of points through building and managing your dungeon, slaying enemies and completing various bonus objectives, to progress to the next level.

Here’s a nearly-complete rundown of all the features. We’ve excluded one or two though - we have to keep something for the coming weeks!

  • New My Pet Dungeon Campaign - 8 Levels geared towards exploration, construction and discovery

    • Unique Scoring System - Build your dungeon and earn points to progress to the next level
    • Bonus Objectives - Each level features bonus objectives which award extra points in return for completing tasks, such as levelling up your units
    • Room Unlock System - Rooms in these levels unlock sequentially, freeing your research up for other Aspects and pacing your exploration and expansion
    • Toybox - A special room that appears only in My Pet Dungeon levels and allows you to pick up and drop enemy units directly into your dungeon
    • Wave Spawning - Spawn waves of enemy units at a combat Level of your choosing via new controls, to test out your creations
    • Three Unlockable Themes - Three classic Empire Dungeon Themes finally unlockable
    • Two Unannounced Features - Check back Next Tuesday & Friday for more!

Most importantly: although this is paid DLC we’re aiming for a very competitive price point the same as the Heart of Gold expansion (£5.59, $7.99, €7.99). What’s more, we’ll be giving away the first two levels entirely for free so you can try before you buy, as a continuing thank you to all our fans.

Now that the big announcement is out of the way we’d like to take a moment to discuss our direction with this next major update to WFTO.

The Philosophy of My Pet Dungeon & Patch 1.6

When we announced changes to our original plans for Patch 1.6 we were expecting some backlash, since the second expansion and the Skirmish AI update were now coming later in 2017 or even early 2018. We were pleasantly surprised and emboldened by your response with many of you saying you’re happy to see even more going into the game than originally planned.

The success of Patch 1.5 and Crucible has given us an opportunity to work on some things that both we and many of our fans have always wanted to see in the game, but that we didn’t have the time to develop before.

My Pet Dungeon is a mode that has been requested by the community since the earliest days of WFTO’s development, being a much loved feature in one of our biggest inspirations: Dungeon Keeper 2. We felt that with the extra time available to us we now had the perfect opportunity to slot this in. We’re intending it to be a mode where the player can kick back and relax - after all Crucible was quite intense, and with the AI update we expect Expansion 2 will also be pretty hectic. Think of this as the calm before the storm.

With that said My Pet Dungeon is certainly not being developed in isolation. There’s a veritable horde of extra features, optimisations and improvements that permeate the foundations of Patch 1.6, which again we would have otherwise never had the opportunity to do.

Moreover all the work we’re putting in will help ensure that the final update and expansion, now known as Patch 2.0, will be the most complete experience of WFTO possible.

New Terrain: Obsidian

Obsidian is a new kind of terrain coming in Patch 1.6, which looks strikingly like Impenetrable Rock. In truth it is extremely hard volcanic rock which can only be destroyed by detonating nearby Brimstone. This means we can use it to create one-way passages, since the player can only approach the Obsidian from the Brimstone side - we’ll be making full use of this in My Pet Dungeon.

Obsidian will also be placeable via the Map Editor, so you can enrich your own creations!

        More obstinate than Brimstone? That’s Obsidian!

We look forward to sharing more on Patch 1.6 with you over the next two weeks before its release on the 3rd of April! And we can’t wait to start sharing the really exciting things that are coming after that. But too much of a good thing, Underlord!

Check back on Thursday for the next preview!

– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

The eternal work continues unabated within the foundries at Brightrock Games! The hammering of steel and the sound of arcane machines can be heard beyond the doors as our Augres and Cultists mould the shape of things to come.

Speaking of which, in addition to unleashing Patch 1.5.2 on you today we’re also announcing a change to our previously revealed plans for War for the Overworld. So pull up a pew and let’s delve into the changes both present and future!

The Future of WFTO

In November, slightly before the release of Patch 1.5, we announced our plans for the endgame of WFTO. We also gave you a timeline for our final expansion, as well as the next and final major patch.

As we’ve often said in the past the nature of videogame development is fluid - circumstances change and so inevitably plans change. We’re happy to say that, thanks in part to the success of Patch 1.5 and the Crucible, we’re looking to develop more content over 2017 than originally intended.

This changes our original timeline in the following ways:

  • New content will be introduced throughout the year, including an all-new oft-requested game mode in the first half of the year
  • The next expansion is no longer releasing in Q1-Q2 but much later in the year, or even early next year - overall quality will be higher
  • The Skirmish AI update will now release before the next expansion

Much more content overall will be produced for WFTO than originally intended; we’re working on a few features we always wanted to do but couldn’t fit in before. Unfortunately we’re not quite ready to share all the details with you yet - as always we want to ensure we’re confident in all the new features before we start building hopes. But we will certainly be sharing more news with you in the coming months.

Upcoming Crucible Leaderboard Reset

Since the Crucible launched we’ve seen a number of you asking if we plan to reset the leaderboards in the event that exploits are discovered, or clear cheating is occurring on the board. This is an issue we’ve been considering for some time and not one with an easy answer.

For the most part we’re happy with a number of strategies that are seeing use in Crucible mode and we’re pleased to witness some neglected Aspects supporting these strategies. In a few cases we’ve seen some clever use of game mechanics that even we did not expect and we’re usually happy to let these continue.

However in some cases there are times where an Aspect can be used to completely break the mode, such as the “Prison and Arena” exploit fixed in this patch. These are issues we want to address as soon as possible to help maintain the balance and intended play of the Crucible.

We have decided not to reset the leaderboard for this patch as we don’t wish to have legitimate scores removed due to a small number of exploitative scores. However we are planning a leaderboard reset in the future, namely with Patch 1.6. This patch is likely to see some major balance changes that will ultimately change how the game is played and how effective some strategies are. To maintain a fair playing field on the leaderboard we plan to reset it at this time due to the scope of the incoming changes. We may also reset the leaderboard to coincide with other major patches with balance changes.

Patch 1.5.2 Release Notes

Gameplay Changes


Quick Freeze
  • Now creates a patch of frost when it expires, preventing further Quick Freeze potions from being used in that area for a short time

Level Changes

War for the Overworld

Level 3

  • Improved the robustness of several scripts in this level to prevent players from becoming stuck at certain objectives, specifically placing the first Blade Lotus

Heart of Gold

Level 4

  • Small improvements to the ending sequence, making it easier to trigger the final cutscene

UI Changes

  • Players will now be informed if their Steam Cloud storage is full when attempting to save games or maps - in the event that Steam Cloud storage is full the process will complete locally

Map Editor Changes

  • Added an edit button to the Finished maps menu which will open the selected map in the editor

Crucible Changes

  • Improvements to the Earthquake feature’s detection of path blocking via Prison and Arena tiles, which should address a serious exploit

AI Improvements

  • Fixed a rare case where units would endlessly run into a closed enemy door without attacking it
  • Made a number of improvements to Worker AI to prevent them looping in and out of combat if they have no specific tasks to perform
  • Cultists are now able to attack doors
  • Threat map now immediately updates when a defence is built and takes into account the DPS of a defence

Visual Improvements

  • Performed a pass on and added new VFX for a number of Survival units

Miscellaneous Changes

  • Improvements to corrupt save handling so that the loading process fails more gracefully, preventing an issue where it would be impossible to load other levels after attempting to load a corrupted save file

Bug Fixes


  • The Duke and Sir Roussimoff should now correctly receive their wages
  • Necromancers will no longer try to raise Ghouls from destroyed Empire gateways, preventing an endless loop of abject failure
  • Possessed Matriarchs can now move as intended after using their Crusade ability

Map Editor

  • Crucible maps can no longer be imported as they are not supported by the Map Editor
  • Fixed an issue where importing a map and reducing the number of factions on it would cause issues at publishing
  • Fixed an issue where the Artefact of Sin was not placeable in the Map Editor


  • Fixed an issue where pre-placed props on Level 12 were rotated 90 degrees into the ground
  • The vault door in Heart of Gold Level 4 can no longer be destroyed by normal units
  • Fixed an issue in Level 10 where revealing the Inhibitor on the west side of the map could cause all units on the west side to engage your forces immediately
  • Fixed a long-standing issue in Level 5 where some units could be assigned an Empire patrol path which would appear on their tooltips as “activity: other”


  • Fixed a localisation error where the Spanish and Polish translations for community translation advice were switched
  • Minor text corrections for some Possession ability tooltips
  • Changing the visibility state of unit shields via the hotkey will now correctly reflect the state change in the menu
  • Increased the height of the unit shields for Wooden Doors and Portcullises for increased visibility


  • Fixed a long-standing visual issue where some tile tops would have visible seams between tiles
  • Artefacts will no longer show a box highlighted beneath them when hovered with the Hand of Evil
  • Fixed an issue with the walk animation of the Duke
  • Fixed the highlighting issues with the Kasita theme Dungeon Core
  • Fixed an issue where the Fog of War could become incorrectly revealed on specific maps
  • Fixed an issue with the torture corruption VFX that caused it too look incredibly garish
  • Small corrections to the Arcane Chunder Nova ability animation and VFX


  • Map names will correctly update for clients searching for a game in the lobby if the map is changed by the host after the client started searching for a game
  • Fixed an issue where clients could not load a multiplayer game immediately after playing a Crucible match
  • Multiplayer lobbies will once again correctly close if the host disconnects
    Closing a slot that contains a hard AI will now correctly be reflected on clients’ screens

That’s all for now Underlord - keep your eyes peeled for more announcements in the coming months!

– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

As we step out of the darkest times that will forever be remembered as the year 2016 we look forward to the bright future that is 2017. We’re already hard at work on our new year’s resolutions to bring you even more quality content for War for the Overworld and hopefully to make great strides on our next title.

We’re pleased to say that the release of Patch 1.5 and the Crucible DLC has gone down incredibly well and we’re looking forward to what your response will be to the exciting new content we have planned! We can’t share any details yet but as soon as we can we’ll be posting up a storm, so keep your eyes peeled.

DRM-Free Build Update coming soon and GOG

What we can share however is that we have just unleashed Patch 1.5.1, and with it we’re finally updating the DRM-Free build to include all the wonderful content that we’ve added since Heart of Gold (with the same usual restrictions). You'll be able to get your grubby mitts on it next week!

Even the Crucible is stopping by, so if you can’t stand those pesky DRM services at the very least you’ll be getting some mass slaughter in Mendechaus’ terrifying Crucible challenge.

We also have some cautiously good news for those interested in a GOG release. We’ve been talking with the chaps over at and we’re hoping to potentially release a “complete” edition after all upcoming features are done. More on that as it develops.

Patch 1.5.1 Release Notes

Anyway, we’re sure you’re eager to hear what’s changed in Patch 1.5.1. Feature-wise we’re a little light on the ground but that’s because we’re hard at work on much bigger things for WFTO. We’re sure you’ll certainly appreciate all the fixes and minor changes we’ve made though!

Gameplay Changes

    • Can now collect items from unclaimed ground

    Artefact of Sin
    • Now grants the user 1 Sin (down from 3)
    Artefact of Greater Sin (New)
    • Grants the user 3 Sins

Community Translation
  • Added a number of missing translation keys including map names and descriptions for Skirmish and Sandbox modes

Map Editor
  • Disabled “quadrant pivot” mirror tools on non-square maps as they do not work

  • Gateways are now numbered in a more intuitive manner

  • Mutator mode in the lobby is now coloured based on its state:
    • Mode Default - White
    • Map Default - Yellow
    • Custom - Orange

    Veins of Evil
    • Unavailable Aspects now grant access to the next tier of Aspects as if they had been researched, to prevent players becoming trapped in the Veins

  • Increased text size in some areas of the UI such as the debrief screen and Achievements menu
  • Added a message when changing maps with custom mutators, warning that they won’t carry over to the new map unless saved as a preset

Bug Fixes

  • Fixed a crash that could occur when loading a custom map
  • Fixed a number of exceptions that could lead to very rare crashes

  • Dwarven Arcanists no longer punch books to learn their secrets (but Arcane Chunders still learn via cranial impact)
  • Fixed an issue where the Kasita and Silver Kasita Workers had incorrect Possession camera positions
  • The Democorn now has fancy ability icons as intended
  • Extremely powerful units such as Titans will no longer live even after their owner has died

  • Blueprints for Midas Doors will correctly take damage rather than draining your gold reserves
  • Blueprints for Glacial Doors will no longer create Permafrost blocks upon receiving their first construction part
  • It is no longer possible to attack blueprints with no parts by rallying units on top of them

  • Fixed a collision issue in the Slaughterpen that would cause Workers to get stuck

  • Workers will no longer bring an infinite number of Artefacts to Research Shrines under certain conditions
  • Improved the selection box for loose gold and gold stored in the Vault

  • Fixed an issue where the “Goldstone under attack” alert could play before the first wave starts
  • Large versions of units will now be tortured at the correct height on the Torture Rack
  • Fixed an issue where the wave’s survived on the final scoreboard would not match the in-game value (this did not affect the leaderboard)
  • Achievements will now show as earned immediately on the debrief screen if they have recently been earned

Map Editor
  • Corrected an issue where importing a map and increasing the number of factions would cause all faction-owned objects to be deleted
  • Claimed tiles of the same faction can now once again replace room tiles
  • Fixed an issue where changing the owner of a Titan in the Map Editor context menu would cause the original owner’s Titans to be locked in the
  • Veins of Evil upon game start
  • Fixed an issue where holding the Escape key on the Public menu would cause the menu to exit and the game to appear frozen
  • Baby Democorns will no longer die over time in the Map Editor

  • Fixed an issue on Level 5 of the WFTO Campaign where saving and loading before converting Rhaskos’ Core would cause the Sanctuary reveal cutscene to trigger without revealing the Sanctuary
  • Fixed an issue in Level 3 of Heart of Gold whereby continuously clicking the forge at 1,000,000 gold before you are told to would cause an infinite number of Colossi to spawn, rendering the level incompletable
  • WFTO Level 7 should now complete under all circumstances
    Fixed an issue where the Dungeon Core was damaged from the start of some Campaign levels
  • Several improvements to Underlord voice lines in Level 12
  • Fixed the Artefacts of Sin in Campaign mode to ensure they grant only one Sin
  • Fixed an issue in the Home Realm where gold piles would spontaneously appear at the Empire gateway
  • Fixed the “This is my time” voice line from Rhaskos in Level 7 being played at the wrong time. Get it right Rhaskos!

  • Fixed an issue where loading a game could cause the creature UI to disappear at certain UI scaling options
  • The “My Score” tab on the Crucible leaderboard can now correctly display rankings higher than the player’s
  • The “Replay” button on the narration window on the summary screen now reads as “Repeat Narration” for the sake of clarity
  • Objectives are now correctly visible in non-campaign modes
  • Fixed a number of areas where text would overlap in certain languages
  • Fixed an issue where selection would not complete if the cursor moved over the UI
  • Fixed an issue with the debrief screen scrollbars which would appear in some languages

  • Fixed a bug where the placement colour for rooms could remain on the floor after releasing the mouse when the player does not have enough gold
  • Fixed an issue where highlighting Blood tiles would cause them to permanently change colour
  • Silver Kasita Theme now uses the correct ceiling
  • Fixed a small visual fault with the Spirit Chamber podium
  • Parts of the Perception Shrine should no longer be visible through the Fog of War
  • Corrected the ceiling height for Lava Chasms
  • Research VFX should correctly play on pre-placed Archive lecterns
  • Fixed some visual artefacts which would occur when Mandalf was on screen
  • Fixed a number of issues where tiles would appear incorrectly rotated in some pre-placed rooms

  • Fixed an issue where units could spontaneously start “dancing” at a player’s Core
  • Made some improvements to try and ensure the client always receives a map debrief screen when the host leaves
  • Improvements to downloading maps on the client

  • Corrected some errant voice-over in Crucible

  • Mutator changes should now always be correctly applied when changing tabs on the mutator menu

  • Restarting a Skirmish level will now once again maintain your settings such as player colour, theme, etc.
  • Fixed a number of unit names so they display properly
  • Corrected a number of translation keys on code side

That’s all for now Underlord, but keep your baleful eyes peeled because there’s more news coming soon!


– Brightrock Games Team

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Community Announcements - Noontide

Season’s greetings Underlord,

It’s that time of year once more when the peasants of the Empire are tucked up all cosy and nice in their warm, safe houses, preparing great feasts while their offsprings eagerly await the daring charity of a rather portly home invader. What overbearing joy…

They can enjoy it while it lasts, for soon the plan will come to fruition and their homes will be invaded by a somewhat less charitable bunch. Not even their goodly Emperor Uther will be able to protect them from the oncoming apocalypse. But first there are preparations to be made, and I have special plans for loyal minions such as yourself. For now though you should enjoy this brief reprieve.

Season’s Greetings from Brightrock

While we’re at it something arrived for you through the swirling snow of the Aether, a sort of message as it were, from a team of Engineers claiming to know you personally. Does “Brightrock Games” ring a bell?

It seems they’re starting their own holidays now and will be back to work in the new year. They sent you a card as well – oh, how delightful!

This one again? I’m not sure whether that’s a compliment or an insult!

I trust you’re not being too lenient on them Underlord? Charity is not a virtue you are meant to possess. In any case it seems they’ve not left without doing some work: they mention something about working on hotfixes, whatever that means, right up until their closure today. Here, they sent a list of everything they’ve achieved since their last message.

Patch 1.5 Hotfixes F6-F14 (December 14th to 21st)

  • Added player high score to the Leaderboard section on Lobby and
  • Summary screen at all times
  • Rejigged the order some VO lines play in
  • If a Boss Kill artefact cannot be picked up normally it will instead spawn at the Dungeon Core
  • Added a map ping when a Goldstone is being attacked

Community Translation
  • It is now possible to add a custom image as the workshop image to a Community Translation file
  • Made the way community translation works more flexible. This should not affect existing translations
  • Improved translation parser’s tolerance to empty lines, which can occur when manually editing CSV files
  • Crucible map names & descriptions now have translation keys

UI Changes
  • Replaced Sapper Icon on Map Editor Mutators Menu with Crackpot
  • Introduced some updated unit portraits for a number of units
  • Crucible Available” arrow now has a kickass fade in

Bug Fixes

  • Leaderboard now correctly shows 10 players instead of 9
  • Fixed an issue where your camera could become locked if you played two Crucible levels in a row
  • Unlockable worker skins are no longer unnlocked until you unlock them… Sorry 😉
  • Fixed an issue where Respite would not correctly add extra time to the wave timer
  • Fixed a bug where the “Earthquake” line would play constantly if the player had used replacement earth in a specific manner
  • Fixed an issue where the display of number of waves cleared could be corrupted (no effect on leaderboards)
  • Worker skins from this mode now correctly animate when mining

Community Translation
  • Fixed an issue where a community translation that was missing a key would report an our of range message
  • Fallback to primary language should always work in the event of a missing key/error
  • Fixed an incorrect translation key for the Crackpot Flash-Bang ability
  • Fixed an issue where the message “Please fix errors” would show even after a successful publish with no errors occurring

  • Fixed an issue where Level 7 could not be finished if the player did not research the Arena and Garrison before completing the objectives
  • Fixed an issue where Aetna would continue to spout drivel even after dying, thank the gods
  • Fixed an issue where the ending to Level 13 could freeze after killing Lucius
  • Added additional safeguards to try and ensure levels end even if a script issue occur

  • Mandalf the Maroon has had his abilities re-hooked to the correct descriptions
  • Rats can now be imprisoned once more!
  • Units that are turned into a golden statues should no longer count towards population

  • It is no longer possible to attack and damage invulnerable objects via possession

  • Spirit workers spawned by the Spirit Worker potion will now correctly lose health

  • Fixed an exception that could occur when loading mutator sets
  • Fixed an Issue where mutators would not correctly apply to clients in multiplayer

Map Editor
  • Removed a placeholder, faulty Overworld Gateway from the map editor

  • Fixed an issue where Dungeon Cores would not take damage or be destroyed

  • Fixed an issue where the Crucible Announce arrow would break in Russian and Spanish languages
  • Shaboozey Achievement now finally has its icon in game
  • Removed the deprecated Survival Save/Load section from the Save/Load UI
  • Fixed an issue where UI Text would not scale correctly, which is very important for some localized languages
  • Removed the unused “Load” button from the Crucible Prototype
  • Fixed an issue where the save menu would not open in Skirmish
  • Fixed mutator tooltips not showing after switching tabs
  • Added a missing translation key for the “Fade” Ability
  • Fixed a wrong translation key appearing on one of the Mutator confirm dialogs
  • Fixed a number of typos & missing text
  • Fixed an issue where the Mutators window would appear empty when reopened

  • Fixed some Nullrefs and exceptions which could cause issues in various places
  • Fixed a few errors in the German translation of the game

That about concludes our business today, Underlord. I look forward to seeing you soon.

Merry Krampus – or whatever they call it…


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Community Announcements - Noontide

Darkest greetings Underlord,

We’ve arrived at last to our next major iteration of War for the Overworld. Patch 1.5: Trial by Fire!

We’re extremely pleased with how the new features in this patch have turned out, and with the content offered by the free Crucible DLC there are a huge number of changes to consider. In terms of brand new features we don’t think we’ve ever brought something quite this significant to bear before!

No doubt you want to get stuck right in and you will be able to do so immediately via Steam! But if you want to find out more about the patch you can of course read our release post, or have a browse through the full release notes below.

Patch 1.5: Trial by Fire

New Game Mode: Crucible

Endless Waves of Enemies

  • With waves divided into sets of five, each set heralds its own diverse theme, but all are unified in the solitary goal of your destruction.
  • Face off against devastating bosses in the final wave of each set - kill them quick enough and earn a reward!
  • Up to 100 pre-determined waves will appear before you based on the selected challenge; if you somehow survive those you’ll be forced to face off against random sets of enemies.

Discover new realms on which to make your mark

  • Six all-new Crucible levels have been added to the game, each of which has a unique layout and design to push your survival skills to breaking point.
  • Each realm has a set of three lanes and in many cases each lane will have its own twist to make your defence that little bit tougher.

All-new survival mechanics make you step outside your comfort zone

  • Each map has three sets of Goldstones, all new shrines that gift you gold for every second they remain intact. Naturally if your foes get their way that won’t be for long.
  • Feel like turning up the heat? The Advanced challenge will push you to the brink and beyond, so demonstrate your mastery of the game in this mode.
  • New challenges will be added at a later date.

Call upon three powerful Lifeline abilities

  • While playing the Crucible mode you have access to three powerful abilities to help you last “just a few more rounds” in exchange for a modest sum of gold. But be warned: each cast increases the cost of the Lifeline exponentially.
  • Apocalypse destroys all enemies, except for a few particularly strong examples, within a hair's breadth of your Dungeon Core and Goldstones.
  • Safeguard will protect your Goldstones from damage for a short while, giving you time to think.
  • Need some time to breathe? Respite will delay the next wave so you can shore up your defences.

Make your mark and win fabulous prizes

  • Each level and challenge combination features its own Steam leaderboard. Think you can take down the devs at their own game? Want to prove you’re the very best? Well now you can!
  • New unlockable Worker skins are available to those stalwart Underlords that survive 25, 50, and 75 waves.


Through our new mutators we’re going to be putting the power in your hands: tweak gameplay mechanics through dozens of intricate sliders or simply ban units or Aspects from the game entirely. The choice is yours!

  • Mutators are now available in Skirmish, Sandbox, and Multiplayer modes.
  • There are 28 Gameplay Mutators to adjust till your heart’s content, and more to come in future patches!
  • You can define the availability of Aspects from the Veins of Evil - unlock them from the start for all players, or block them entirely.
  • You can enable and disable unit spawning for each unit on an individual level.
  • You can create custom mutator sets and save them, so you’ll never lose your favourite settings.
  • Mutators can be applied via the Map Editor to define a set of “Map Defaults” which players can choose to play with when they play your map: great for those creators looking to make a specific challenge.

Community Translations

We always want to bring War for the Overworld to as many fans across the world as we can, but with the limited resources of an indie developer it is often difficult to justify the costs of localisation, especially this late into the game. Inspired by the efforts of some of our most dedicated community members, we’re giving players the opportunity to bring the game to their native language like never before.

  • The game now supports the ability to upload translation files of the game’s text assets to the Steam Workshop. You’ll find these tools in the Extras menu.
  • To make the translation process as easy as possible we’ve created a set of documentation and template files, and we’ve set up a forum where you can communicate with like-minded individuals or ask us questions directly.
  • Players can then downloaded community translations from the Steam Workshop.

New Unit: Democorn

You may recall a certain April Fool’s joke we made a few years ago. Well now it’s your worst nightmare in the Crucible! The horrendously friendly Democorn can also be used in the Map Editor. It arrives with the following abilities:

  • Basic Attack - Headbutt the target.
  • Painbow - Fire a painful rainbow.
  • Double Painbow - What does it mean?
  • Horny Charge - Fly at the target like Pegasus possessed and deal massive damage.
  • Friendship is Magic - Passively turn all nearby units that die into Baby Democorns. Because if the world needs anything, it's more Democorns.
  • Disco Inferno - Cause every nearby unit to stop what it's doing and party like it's 1999.

New Unit Variants

Reskinned units which use a combination of abilities taken from existing units, and which will soon be assaulting you in the Crucible. These units can also be used in the Map Editor.

    Baby Democorn
    • Baby version of the terrifying Democorn
    • Does not possess the Disco Inferno, Double Painbow or Friendship is Magic abilities, but is just as fabulous
    • A baby Behemoth
    • Along with being adorable, the Babymoth is significantly less deadly, being weaker all round and not possessing the powerful passive damage aura or health regeneration of its grown-up form
    Frosty Weaver
    • An altered version of the Frost Weaver for use in custom maps and the Crucible
    • Unlike the standard Frost Weaver this version will follow Rally flags and doesn’t melt down over time
    Golden Weaver
    • A demon from the Aetherial Rung of Gold, located somewhere between Phaestus and Kasita’s Home Realm
    • Hits things hard; looks pretty; doesn’t do much else
    Magma Weaver
    • A demon which lives halfway between the Aetherial Rung of Fire and the Aetherial Rung of Ice, hence its liquid status
    • Has a fiery aura that burns nearby enemies; also hits things hard
    • A mutant Bafu that navigates and hunts with sonar instead of smell
    • Has a powerful screech attack that knocks enemies back
    Restless Spirit
    • Combat version of the Spirit which is literally big-headed
    • Looks awesome and glows green
    • Shoots necrotic bolts of death
    • A large Chunder whose father ate boulders for breakfast
    • Bigger, better, and stronger than a normal Chunder, but much slower
    Chilly Chunder
    • An ice-cold Chunder whose father gorged on snowballs
    • It will inspire others nearby to also chill out, slowing their movement and attack speeds
    Chilli Chunder
    • A flaming-hot Chunder whose father gorged on chilli peppers
    • The Chilli Chunder has been imbued with flame, and a powerful flame breath ability
    • It can also launch itself at enemies by igniting its own flatulence and flying through the air
    Badass Flying Chunder
    • A flying Chunder whose father gorged on Bafu
    • Quite possibly the best unit in existence
    Baron von Pukemuch
    • King of the Chunders, and the strongest of them all
    • The Baron also eats his gold, rather than depositing it in a Vault
    • A baby Chunder
    • Came second to the Babymoth in the “adorable dangerous demons” competition
    Ember Lord
    • A nutty pyromaniac and eponymous ruler of The Cult of the Ember Lord
    • Along with the normal abilities of an Ember Demon, the Ember Lord will also set anything nearby on fire whilst summoning an endless stream of smaller Ember Demons
    • The oldest Oculus in existence
    • She went blind a long time ago, but is still a deadly force to be reckoned with
    Molten Skarg
    • A resolute Skarg which went for a swim in a volcano and didn’t feel a thing
    • This terrifying older brother of the Shadow is far more deadly despite its inability to turn invisible
    • So-called because of its many-eyed, many-horned carapace
    Arcane Chunder
    • A magical Chunder whose father gorged on spellbooks, and/or Arcanists
    • With skilled use of their stomach they are able to actually burp out magical incantations to bombard their foes
    Angry Monk
    • These monks have been forced to wear incredibly uncomfortable brown robes
    • Would-be slayer of Vampires, if he wasn't roaring drunk
    Dwarven Arcanist
    • The ranks of the Arcane Order are not only limited to humans
    • These dwarves are adept at spell slinging, although their short stature makes aiming a tad difficult
    • An upwardly-mobile skeleton attempting to leave its dead-classness behind

Gameplay Changes


    Revenants (spawned by Archon & Well of Souls)
    • Can now navigate around and through defences much better which should cause them to be more effective in defensive lines
    • Will now summon Restless Spirits instead of Revenants - ghostly spirits that shoot death beams


    Well of Souls
    • Will automatically spawn Revenants when full


    Artefact of Assembly
    • Now applies Defence Parts much faster and is guaranteed to complete all defences thanks to German engineering!

Level Changes

War for the Overworld

    Level 6

  • Increased the amount of time available for the player to complete the “Prison Architect” achievement
  • Small adjustments to make the level slightly easier

Visual Changes

  • Themed Templars, Sappers and Wardens have been added to the Empire Arcane Theme
  • The Gargoyle energy beam is no longer absurdly bright
  • Lightened the textures on the Stone Knight and his shell - he now “pops” a little more
  • Bombards have been given a fresh coat of paint
  • To prevent confusion with his brother the “Empire Worker”, the Sapper has removed his backpack, so they now look nothing alike
  • Improved Mira Theme lighting
  • Removed some overly bright lights from the Empire Prison
  • Wraiths from the Uprising ritual now look visually distinct from Revenants which are spawned by the Archon and Well of Souls

UI Changes

  • Completely rewrote the unit health shield subsystem - it should be a lot more stable now and work as intended
  • You will now be alerted when units have been rallied for too long
  • Unit shields will now show up for a short time after a unit has gained a level
  • Three states are now available for unit shields: Always On, Always Off and Default - these can be cycled with Ctrl+Shift+S
  • Tweaked a number of tooltips and other text assets for a better fit
  • There is now a short delay when right-clicking the Core icon and it taking you to the Core’s location, after sacrificing a Worker via the icon
  • Added the ability for Underlord Edition owners to open the Dungeoneer’s Guide to the Underworld via the Extras menu
  • Disabled the “Translation Incomplete” message that would appear for French and German players - the translation has actually been complete since the third week of April... Oops...

Map Editor

  • Made a number of small quality of life improvements to the Map Editor
  • New Crucible units are placeable in the Map Editor, available under a new tab

Audio Changes

  • Added a number of voice lines specific to Inhibitors

Multiplayer Changes

  • Some internal improvements have been made as part of the Crucible DLC to make Multiplayer more stable

Performance Improvements

  • Massive streamlining of all the textures in the game, reducing memory footprint by up to 400MB at no visual cost

Miscellaneous Changes

  • Rally flags can no longer be placed inside a Prison or Arena

Bug Fixes


  • Fixed a crash that could occur when importing a map and changing the number of players


  • Fixed a notification that would appear claiming that a unit had no Lair when it was removed from the Arena due to a KO
  • Flying units can no longer incorrectly pass through a raised Blade Lotus
  • Fixed an issue where units turned into gold statues by Aureate Monoliths would continue moving if they were in collision range with another unit when they were converted


  • Fixed an issue where Ramparted defences could not be sold
  • Fixed an issue where units spawned from a Ramparted Well of Souls could not always escape the Rampart
  • Enemy defence blueprints that have parts placed will no longer be invisible after loading a save game


  • Building a Vault under gold piles when your storage capacity is currently full will now correctly distribute gold into the new Vault tiles

Spells & Rituals

  • Shockwave can no longer hit units through walls, through obstacles, or inside the Prison or Arena
  • Fixed an exploit whereby possessing a minion and clicking very fast to work a Barracks prop would cause it to level very quickly
  • Fixed an issue where certain VFX could be visible through walls while in Possession mode, in particular the Worker Rally flag VFX


  • Fixed an issue with the Transmutation potion where it was not possible to drop the potion on a non-valid block, even if there were valid blocks in range


  • Fixed an issue where ranged abilities could disappear when flying over a Chasm
  • VFX for Inhibitors will no longer reappear after their destruction

Map Editor

  • Temple Guards will no longer be spawned with 60 experience in the Map Editor
  • Fixed an issue where the Sapper was displayed twice in the Map Editor
  • Gold is now correctly removed from the minimap if removed using an Earth tile rather than the Remove Gold tool


  • Fixed a number of of problems where conversations and narration would play at incorrect times in Heart of Gold Level 4
  • Enemies no longer spawn from destroyed portals in Heart of Gold Level 3
  • Fixed an incredibly rare scenario where a delay in loading a save game could cause loops in level scripts not retriggering properly
  • The Overworld Gateway in Level 6 no longer starts at reduced health
  • Fixed an issue where Underlord Marcus did not say his full line in Level 4
  • The Inhibitor in Level 3 should now have the correct health value


  • Fixed dozens of typos for the English language
  • Fixed an issue whereby the game would not alert you if a unit had become unhappy or angry
  • Fixed an issue where unit shields would not display correctly for certain defences
  • Unit shields should no longer show for invisible targets after loading a saved game
  • Units that are turned to a gold statue will no longer show in their Warband
  • Fixed an issue where a certain UI message that appeared for deprecated languages would continuously appear after each Level if not correctly dismissed
  • Severe crackdown on the right to congregate - as such units in the
  • Peaceband will no longer appear as if they were in “Group 63”


  • The Possession mode camera will no longer clip into the Spirit Worker


  • Fixed a hang that could occur in three-player matches when the match was started when only two players had the map


  • Fixed some cases where 3D audio was incorrectly playing as 2D Audio
  • Lava SFX are now correctly affected by volume control


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

It is time to rouse from your slumber and prove you still have what it takes to survive in the dark depths of this world. Patch 1.5: Trial by Fire, and the Crucible mode DLC are here at last, and both completely free to everyone.

Patch 1.5 is a major stepping stone in our quest to make War for the Overworld feature complete and self-sustaining for the rest of eternity. Let’s cast an evil eye upon the diabolical content that is rising up to your Steam library right now, from our very own game dev dungeon.

Crucible Mode DLC (Free)

Crucible mode is a free-for-everyone DLC. A complete reimagining and reconstruction of the long-standing Survival Prototype, you will face off against unending waves of ever-stronger enemies, until eventually your defences crumble, the evil mentor proclaims your defeat, and, all being well, you rise up the global leaderboard!

We’ve excavated metric tons of earth to bring you heaps of Crucible mode content:


  • New survival-style Crucible game mode
  • Six all-new maps designed exclusively for the new Crucible mode
  • Two unique challenge modes, from the scalding to the incinerating
  • Global leaderboards on which to challenge your evilest rivals
  • Dozens of new units and variants including the Democorn, Mandalf the Maroon, and the Chunder King himself, Baron von Pukemuch
  • Three powerful Lifeline abilities, should you enter into dire straits
  • Three prestigious new Worker skins to unlock should you survive long enough
  • New Crucible voiceover from the evil mentor himself, Richard Ridings
  • We’re confident that you’ll be begging for mercy before the day is out, but don’t take our word for it! Enter the Crucible and see how long you can squirm before death becomes you.

Want to know more about Crucible mode? Then step back in time and take a gander at our previous previews:

Preview 1 - Waves, Lanes, Goldstones, Bosses, New Fiery Units
Preview 3 - Lifelines, Challenges, Leaderboards, New Golden Units
Preview 2 and Preview 4 also revealed new Arcane and Chunder units respectively

Patch 1.5: Trial by Fire

Patch 1.5 itself, like all our major patches, represents yet another refinement of WFTO’s core systems. This time we’re putting the power in your hands with mutators, modifiers, and new translation tools:

  • Dozens of Gameplay Mutators for Skirmish, Sandbox, and Multiplayer modes (Preview 4)
  • Availability Modifiers for all units and all Veins of Evil Aspects (Preview 4)
  • New community translation tools via the Steam Workshop (Preview 2) (Forum)
  • Dozens of other changes & fixes!

It may not be the largest major patch we’ve ever unleashed (that lofty title is well held by Patch 1.4), but nevertheless it promises to be one that shakes the Underworld to its very foundations.

Want to get to your Hand of Evil all over the complete list of changes in Patch 1.5? Read the full release notes!

There’s much still to come from WFTO, but we won’t hold you back any longer, Underlord. Go forth and begin your trial by fire. All being well, you’ll go up in smoke.


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

We bet you’re itching to get your hands on Patch 1.5 with all the goodies it’s bringing: the new Crucible mode, community translation, and mutators! Wait, what’s that? We haven’t talked much about mutators yet, have we?

Well fear not because today in our final preview we’re going to be looking at the third big feature of Patch 1.5: Gameplay Mutators!

Gameplay Mutation

Mutators are gameplay modifications that we’re allowing you to apply to your Skirmish, Sandbox, and Multiplayer games. Through these you can tweak a number of core game elements such as speed, XP multiplier, research rate, and much more! Just take a look at this list:

There are around two dozen mutators in total. We had to design a new menu just for them!

With all these options you might find that there are a few specific configurations that you want to come back to time and again. Fortunately we’ve got you covered on that! We’re introducing the ability to save and load presets of your mutators, allowing you to quickly recall your preferred set(s).

Naturally we want players to be aware if they’re going into a match with mutators, so when you join a lobby you’ll now be able to see the mutator set that is in play, as well as being able to open the mutator menu yourself to see exactly what changes have been made.

And we’re not stopping there! We already have plans for more mutators post Patch 1.5, and if we have our way there’ll be some truly crazy options coming your way.

Availability Modifiers

We recognise that not every player is going to want to delve deeply into mutators to overhaul the gameplay. Fortunately working on mutators has allowed us to introduce a few other long-requested custom features, chief of which is toggling the availability of units and Aspects.

Hate Chunders? Well now you can make them extinct. (You devil, you.)

Via the menus you’ll be able to change the availability of units, rooms, defences, spells, rituals – pretty much everything – for all players in the match. For the Veins of Evil this means you’ll be able to switch an Aspect between being unlocked from the start, researchable through the Veins, or not unlockable at all. Units meanwhile can have their spawning enabled or disabled.

With all these tweakable options making their way towards Skirmish, Sandbox and Multiplayer modes we can’t wait to see how this affects the flow of the game, and what unique ways you’ll find to spice up your subterranean escapades!

Crucible Unit Preview: Chunderful!

We couldn’t let you leave without one last preview, and we have no doubt that it’ll prove to be the most popular one yet! There’s no big mystery here, just a gaggle of Chunders. But what is truly special is that this family portrait gives us an unprecedented insight into the secret lives of these beautiful creatures.

“Alright then, look this way, and say, ‘Cheese!’”

You see, as is common knowledge, Chunders are literally what they have eaten. Or more specifically, they are what their parent has eaten. That is to say when a Chunder devours something quite extravagant, it will vomit out an offspring likely to have inherited some property of the food. Can you guess what each Chunder’s parent was scoffing down?

Well, that about wraps us up here, Underlord. But we shall be seeing you again very soon on Monday, when Patch 1.5 is released!


– Brightrock Games Team

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