
War for the Overworld is an unholy union of Dungeon Management and Strategy that rewards all those villainous thoughts you’ve been having. Craft your own perilous dungeon and defend it against pesky heroes who keep exploring it and taking your stuff.
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Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 22 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Tired of invading dungeons? It's time you built your own!
Do you feel you’re in a slump, monotonously disembowelling evil guys in endless quests for gold and a slightly better pair of boots? Are you starting to wonder if heroics really are your calling? Then welcome to the War for the Overworld!


Excavate and build your dungeon beneath the overworld, in the modern dungeon management game that’s most faithful to the genre’s original DNA. Keep your dungeons, slap your minions, and forge underground fortresses filled with all the dastardly rooms, traps and heinous minions you desire. Do it all under the mentorship of the original and best voice of evil: Richard Ridings!


Evil loves options, and within the Veins of Evil there are plenty to go around! Choose from over sixty rooms, spells, potions, rituals, defences and constructs as you progress through the game. Deploy your fiendish tools against the goodly heroes of the overworld, and teach them the price of trespass.


With six game modes to choose from you can conquer your enemies in your own unique way. Choose from Campaign, Skirmish, Scenarios, Multiplayer, Survival, and the My Pet Dungeon expansion (free 2-level demo included in the base game), and discover what it truly means to be the bad guy.


Build your own maps and campaigns with the intuitive and powerful Map Editor, complete with scripting support, then share them on the Steam Workshop to join the ranks of thousands of custom maps already created! Meddle further, and change the very rules themselves to your liking with dozens of mutators. Being evil has never been so creative!


War for the Overworld is developed by an independent team of fanatical developers, each with a true love of the dungeon management genre. We have continued to update the game since launch, with countless patches, balancing, polish, and many new features. Our community has been vital to our success, and we couldn’t have made the game what it is today without their help. We thank them sincerely.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 8.1Kreviews | 86% | — | $8.1M |
| $29.99 | 263ratings | 84% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 830 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Well, I was sceptical of buying this at first, mainly just because of the Year it is, and how there have been a lot of Games being released which look like something good at first, and turn out to be not what they are cracked up to be. So, is it basically Dungeon Keeper, but without the IP Label that EA Stole from the Community... YES. IF EA didn't just hog the Intellectual Property that is Dungeon Keeper, this would be a SOLID Entry for Dungeon Keeper 3. Any Good: YES, SOLID Entry Rating: 18+ (Combat, Graphical Detail when Zoomed In) Graphics: Wide Range > Got a Toaster, use Lowest Settings > Got a 4090 RTX, use Highest Settings CPU Load: My AMD 7900X didn't notice even on High Settings Note: So, I've only checked out the Pet Dungeon thus far, but that was what I liked from Dungeon Keeper 2 anyway, and the Pet Dungeon is a DLC in this anyway. However, I can tell, this is a SOLID Entry (I know I've said this 3 Times, it's that good). OK, to the Review's Details: I will admit, I set my Standards very low here, since most Games releasing this Decade are basically All Looks and No Substance. So, maybe I'm just still in stock by the fact I've run into something that is actually Good for once (it's been a while). For those who've playing Dungeon Keeper (I started with DKII), you will remember the Quotes, and the funny lines that were narrated to you while you were playing. While I haven't heard any Copy and Pasted Lines, I'm sure that is more to do with licencing. That said, we've got a whole bunch more lines instead. Funny, and very in line with everything we liked about Dungeon Keeper 2. So, if you came for the Funny Quotes, you're in the right place. Gameplay: Having come from playing Dungeon Keeper 2, I wasn't left clueless about what everything was. The Settings do have Tutorial set to 'Default' Mode, but there is an 'Advanced' Mode listed too. There is also a, what I can only assume is a 'Cryptic' Mode, likely for additional Comedy, I've not checked it out yet though. All of the UI Elements are in similar enough places for a Player to not be entirely lost. That said, they added a few things too. Not too much as to be overwhelmed though. They added what looks like a Tech-Tree Skill-Tree thing, that you spend 'Sins' (yes, that's what they called them) in order to Unlock whatever you like. This means you can unlock various Spells OR Construction Options as and when, and if you know what you want, you can buy the Skills you want, and leave the ones you don't want to save cluttering up your UI. I did notice a few Classic Spells being changed: Sight Of Evil, is now split up into TWO Spells, and both do different things. First of all, they are now Rituals, so you need the corresponding room in order to use them. One Scans for Gold, and Neutral Gateways. The other Scans for Enemy Territory owned by whomever. Create Gold, again, this has been changed, and now works very differently. Again, it's now been turned into a Ritual, and will Deplete your Mana Pool to ZERO over 30 Seconds, in exchange for giving you Gold. I think it's Percentage Based to 25% of your Capacity, but I might be wrong. I had a Capacity of 100K, it gave me 25K. Your Mana will replenish after a very short delay after the Ritual is completed. New Additions we always wanted: So, there is now a Spell for Building. Yes, you no longer need a Foundry worker to Build Defences. Obviously, the Spell is there to act as a Quick Tool, or as an Emergency Measure. It can be a bit costly. It's not meant to be efficient, thus, it encourages you to have a Foundry. OOPS, I didn't mean to Destroy that Wall... No need to worry, you can now Replace Walls. So now, you can build your Dungeon how you want it. There are two Skills that do this, one appears to be Unlocked automatically. 150 Gold + 1 Imp to place it = Earth Wall. There is an Improved Version that you can use, but this is deployed using the Defence TAB. Thus, you use Defence Parts to build it. Building a lot of them will need a Foundry, OR, a lot of Mana. What I haven't seen yet: Magic Door, maybe the way things were changed has meant, there is no need for one now. You can get a Glacial Door though. the Glacial Door, when set to 'LOCKED' will increase its HP several times over, and will 'FREEZE' the connected Walls and thus give them more HP too. Worried about Gore? Just zoom out, and you won't see it. You can set your Settings to use a MAX Zoom Level of 50, which can see a large portion of the Map. That said, if you like Graphic Details, you can Zoom right in, and watch... Anyway, it is able to cater to those who like Graphic Detail, and those who really don't want to see it. Though, the design of the Gateways, I personally would like to see a Customisation MOD that changes them from the Default floating Bones, to something less Graphic. Don't like it, just Zoom out to 50 Zoom. Summary: It's on offer frequently enough, I got it at the Discounted Price. It was worth every penny. Get the DLC Complete Version, and you won't regret it. £20-£25 GBP when on Offer. Though, if Money is really Tight, the Base Game without the trimmings is less than £5 GBP when on Offer. Great Game, especially considering the times. Better than ANY AAA Titles this Decade so far. Less Pricey too.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Russian, Simplified Chinese, Traditional Chinese, Italian, Spanish - Spain, Polish, Japanese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 835 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Spawn counts are too unpredictable. Spawn rate is low, and rises with number of minions of that type previously spawned. This means a failed attack with losses means that rebuilding becomes so slow it becomes a slog. If minions see an enemy, the storm into it, regardless of odds. Retreat is impossible because you can't pick up on enemy territory, and you can't recall because the recall spell will be interrupted whenever the minion is hit. You *may* be able to save KO minions with a spirit worker, but you have only two. Minions are idiots. They won't find their way to the lair, or to the slaughterpen, or to the tavern if it's not near enough (for some unknown definiton of "near enough"). Training is so slow it's almost useless. Arena is faster but you need the space and the money. The graphics is hard to discern. Tabs aren't arranged according to the order you'd need them but haphazardly; I keep misclicking the spell and defense tabs because there's that other tab between them. And the icons on the tab don't have a discernible outline (first thing a human discerns is the outline, not the color and not the brightness). The game does not deal well with hi-res monitors (on Linux/KDE, anyway): Either you use fullscreen, then everything is pixelated, making things harder to discern. Or you use windowed mode, but then the screen resolution is limited to 1024x768 or lower, which gives you a micro-window where you can't see a darn thing. This game needs a big, fat round of playtesting, UX polish, and balancing. What's most infuriating is that it misses so many little things that DK did well, and does not improve on the things that DK did not do well. I consider this a waste of 60 EUR (unfortunately, I bought the full pack, believing I could trust the existing reviews.)
晕枪晕3D的玩不了,可能帧频或者画质存在问题(比如让人感觉比较晃或刺眼),晕友慎买
I highly recommend Dungeons 3 and Dungeons 4 to scratch the dungeon building itch. This game is a wave defense game with building elements, half-assed instructions, and a ♥♥♥♥♥♥♥♥♥♥♥ tech tree.
An RTS game worth your time! It has the charm and content to stand the test of time. Just like the original Dungeon Keeper games, it is an RTSs at the core. It doesn't try to reinvent the niche genre, but doing more of it. I think there is a balance issue, but it does not bring the quality down. The price is kinda hard to justify now with the OG Dungeon Keeper (Playing with the KeeperFX mod) on steam, so I recommend waiting for a sale to pick it up. The campaigns, challenges & skirmishes are all fully functional. The addition of the Steam Workshop paired with a powerful in-game Map Editor is a huge thing. Paint any map you want, change some options and have fun playing! Or make countless scripts that interact with eachother, give objectives and create big events and accidently creating your very own Campaign! Half of my hours where creating my own campaign... then stopping & deleting it because of feature creep but I don't regret it one bit! I had so much fun testing/playing my own levels. War for the Overworld is what Dungeon Keeper 2 should've been and that is why I recommend getting this game if you think the price is right!
War for the Overworld is a game I have been a fan of and supported and encouraged to others since it's earliest days of development. It has gone through many rocky periods and lots of various issues, and it is not perfect by far, but it IS charming, hilarious and just lovely satirical fun that gives a lot of different ways to play and engage with it's various game modes. For a small indie studio undertaking a very ambitious project, this game is certainly worth engaging with if you enjoy pretending to be the villain in a very goofy cartoonish manner, while managing a dungeon with eccentric minions that you can watch over and help grow until you eventually get them killed through mismanagement. And the updates throughout the years and support has helped keep this game alive and kicking to still be worth engaging with in 2026 with minimal headache or sign of age! You may find it a little daunting or even a bit strange to engage with, but this game can grow on you very quickly if you let it. While it is compared to the dungeon keeper classics also, this is decidedly not dungeon keeper and is a little more cartoony and whimsical than metal and grimdark. Don't let that fully ruin your engagement with it however if that is the comparative you came here with, there is still plenty of fun to be had in what WFTO does well, and I highly recommend it even if it does fall a bit shorter of the "grimdark" elements I also prefer, it is it's own thing and is very amusing! in fact people who think this game may look TOO grim and edgy, will be pleasantly surprised with it's whimsy factor if they give it a chance, I guarantee it. Now, since it's my tradition when writing reviews to stand out from the usual fair by also recommending either improvements to the game and / or future potential title recommendations, lets jump into what may work for a War for the Oververse! [b] SILVER PLEASE NO [/b] Silver please yes you mean!! look, the niche isn't in high demand, I get it, this is a tricky thing to sell. But what you already have with a game like this is a very solid pre-existing engine and assets that nobody will detest the reuse of for a sequel. There are MANY directions one could take this, and I have outlines for a lot of variations, but the general concept is: The player takes on the role of an underlord in training, freshly spawned into the aether to complete eternally against the others (allowing the player at start to customize their preferred minions, color schemes, name and aesthetics) they are pitted against a mock battle versus "fake" minions of order and light, to get the very basics of function down. This can be skipped at the start if someone familiar with the mechanics of the game type does not wish to view the "tutorial" mission / they are on another playthrough The second mission is against another fresh underlord, (who will become a reoccurring gag in the narrative), giving the player a fair fight. Win or lose, the player is whisked away by the emissary of a much more sinister power, (ideally voiced by Abigail Thorn) to serve in the infinite war against good across the multitudes. Ideally the first two episodes would be supported by the classic implacable, delightful and devious voice of Richard Ridings as the mentor, with periodic cameos moving forwards, but Abigails Character would be the primary supporting voice line for the game. The two could also be put into a pairing role to allow both actors to be selected from on the preference of the player, but that really depends on a LOT of factors, so not a high likelihood. The game is then split into two general focuses, 1st being a monthly new scenario vs AI that can be played to advance different story arc's of worlds being conquered, with the top scoring player at the end of the event period being the "Canon" underlord who claimed the greatest victory, and as this goes onwards, more and more stories are told and lore is fleshed out in the eternal struggle against good 2nd, having monthly leaderboards for PvP matches in categories of 1v1 , 2v2 and 3v3 , with rare titles, awards and potentially even cosmetics Ideally, the game should be free 2 play, and rely on incentivizing support through periodic fundraising, merchandizing, and cosmetic / support sales I also just have a complete other war for the overworld 2 in mind with a full narrative progression and traditional structure if that is desired instead too, but basically, i've got ideas for days, especially on reworks for the magic system, new units, new rooms and a few other fun little surprises I should only be telling the developers. So Brightrock, if you'd like to hear me out further, happy to hand over everything I've come up with! I have pages and pages, and have no expectations beyond accreditation of contribution to anything implemented. On the end note of the review front however, more people absolutely need to play this game and give it it's due time to set in. It has it's rough edges and eccentricities, but the humor is solid, the mechanics compelling, and there is just something so satisfying about building out your optimal dungeons for each scenario and learning the nuances while just admiring the view and the show put on with each different session of play that really comes together into something charming. You just need to give it the time to get there <3
A1! As close to perfect as possible. This actually feels like Dungeon Keeper, through and through. Cannot recommend this enough.
[h1][b]🎮 Reseña de War for the Overworld[/b][/h1] [h2]Resumen del Juego[/h2] War for the Overworld es ese simulador/estrategia indie donde te dicen: “¿Y si en vez de ser el héroe brillante fueras el villano con agenda de recursos humanos… pero subterránea?”. Construyes tu mazmorra, administras esbirros, excavas, colocas salas, optimizas producción de “cosas malvadas” y luego te sorprendes cuando el caos que sembraste… te explota en la cara. Poético. La propuesta mezcla construcción de base tipo sandbox con administración y batallas tácticas: no es solo poner paredes bonitas, es diseñar un ecosistema de maldad funcional. Y sí, tiene ese sabor a “clásico de ayer” (guiño, guiño) con humor negro: aquí no vienes a salvar aldeanos; vienes a convertirlos en un problema logístico. Primera impresión: divertido, con personalidad, y con herramientas para obsesivos (editor de niveles, Workshop, logros a montones). Segunda impresión: también te pide paciencia, porque ser un señor del inframundo eficiente requiere más microgestión que un gerente en cierre de trimestre. [h2]Lo que el Subterráneo Aplaude… y lo que te Muerde la Mano[/h2] Lo Bueno: ✅ Base-building y excavación muy satisfactorias 🧱⛏️ ✅ Bastante contenido y objetivos: 142 logros para que Steam te juzgue sin piedad 🏆😈 ✅ Humor negro y vibra de villano con carisma (sí, es raro decirlo en voz alta) 🕯️🖤 ✅ Editor de niveles + Workshop: la comunidad puede fabricar tu próxima adicción 🛠️📦 ✅ Soporte de Steam Cloud, tablas de clasificación y multijugador/JcJ para medir egos ⚔️🌐 Lo No Tan Bueno: ❌ Comunidad activa bajita (27 jugadores): para JcJ, a veces el verdadero jefe final es “encontrar partida” 🥲🔍 ❌ Microgestión/administración intensa: si vienes a “relajarte”, te equivocaste de infierno 📋🔥 ❌ 142 logros suenan épicos… hasta que notas que varios son “haz esto mil veces” 🧮😵 ❌ Multijugador multiplataforma y competitivo: divertido, pero no esperes una escena activa tipo esport 🎮🧊 [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]8[/td][td]Construir, excavar y optimizar engancha más de lo que debería.[/td][/tr] [tr][td]Dificultad / IA[/td][td]7[/td][td]Exigente; a veces sientes que administras más que conquistas.[/td][/tr] [tr][td]Contenido[/td][td]8[/td][td]Campaña/retos + editor/Workshop + logros: horas de maldad.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Cumple bien: claro, funcional y con identidad, sin romper mandíbulas.[/td][/tr] [tr][td]Historia[/td][td]6[/td][td]Sirve de excusa sabrosa; no es el plato fuerte.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Mazmorra con personalidad y humor oscuro bien aplicado.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Efectivos y legibles; más utilidad que pirotecnia.[/td][/tr] [tr][td]Música[/td][td]7[/td][td]Acompaña bien el tono de “soy malo y organizado”.[/td][/tr] [tr][td]Voces[/td][td]7[/td][td]Le suman carácter al cinismo general del juego.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Variedad suficiente para estrategias, sin sentirse infinito.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]Estable en general para un juego de gestión/estrategia.[/td][/tr] [tr][td]Rejugabilidad[/td][td]8[/td][td]Sandbox + editor + Workshop: el contenido se multiplica solo.[/td][/tr] [tr][td][b]Total Puntuaciones (Muy Bueno)[/b][/td][td][b]7.2[/b][/td][td]Un gran heredero espiritual, con colmillos y planillas de Excel.[/td][/tr] [/table] [h2]Conclusión (Muy Bueno)[/h2] War for the Overworld es “Muy Bueno” porque entiende su fantasía: ser el villano arquitecto/gerente de una mazmorra y disfrutarlo con humor negro. La mezcla de estrategia, simulación y construcción de base funciona, y cuando todo encaja —salas bien puestas, esbirros trabajando, defensas listas— te sientes como un genio del mal… hasta que algo se descarrila y te recuerda que el infierno también tiene mantenimiento. Ahora, lo controversial: el juego merece más movimiento del que tiene. Con 27 jugadores activos, el componente competitivo sufre por pura estadística; no porque sea malo, sino porque el “matchmaking” a veces parece una invocación fallida. Aun así, 6363 recomendaciones totales no salen de la nada: aquí hay calidad y una comunidad creativa alrededor del editor y el Workshop. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 7.2/10 Número de jugadores activos al momento de hacer esta review: 27 Descuento máximo registrado: N/A Veredicto: [i]Si te gusta la estrategia con construcción de base y no te asusta administrar el caos, entra al subterráneo; si buscas multijugador vivo, trae paciencia… o amigos.[/i] Si lo tuyo es jugar en un jugador, construir, optimizar y reírte mientras haces cosas moralmente cuestionables (en pixeles, por favor), vale la pena. Si tu prioridad es el JcJ constante, este inframundo no está muerto… pero sí está en horario reducido.
In a world of games that take themselves too seriously, I count myself fortunate that this one doesn't. War for the Overworld is a fun, very enjoyable romp through an exciting and challenging fantasy setting, where oftentimes building the dungeon can be just as satisfying as actually playing the missions. Narrated beautifully, visually still strong even after nearly a decade, with mostly fun goals to work towards and an interesting, but ultimately fairly bare-bones story - WFTO is something I really enjoyed playing, though as with anything, it did have it's share of poor moments. The game can still be a little buggy, even after all this time. Reloading saves that are over an hour long has a tendency to not load properly, sometimes textures dissapear and you stare into the void (though only ususally on a single tile face), crashing in some of the campaign levels (Heart of Gold most notably) isn't uncommon, and unit overlays can sometimes fail to render, or properly highlight. These aren't deal-breakers for me, but they do take things down a notch in my esteem, and can be a nuisance WFTO is a game that will take some getting used to if you've never played a dungeon management game Ala Dungeon Keeper before. It's not afraid to be challenging, and the AI most certainly knows how to play the game - likely better than you ever will, and even if you did know better, it can do actions simultaneously that a player simply couldn't. It's the first time in a long time where I've played a game that had a difficulty born not of an artificial means, such as inflating stats or giving free resources, but an AI that actually just plays the game better and better. You can learn the game by watching the AI at work, and you can see a lot of how the game's nuance is expressed through that same medium too. It's brutal at it's highest level, but it's always (almost) fair. The game nails it's vibe perfectly as well - it's cartoonishly evil, grandiose, over the top, scenery chewing fun. The narration for it all is perfect, and the voice lines from your minions help a great deal too. You really feel like you're in the setting the game tries to put you in, and my only complaint is that the story is a little thin on the ground. I would've loved some more lore and story to really get stuck into, but, that wasn't the focus here. I will say, though, the hands-off, no micro style of play can be extroadinarily frustrating when it comes to the AI just... not doing what you're wanting them to do. Workers especially can often not decide to do things, because a worker that you own is already trying to do it - even if it's across the map, and thus you can't get another one to do it instead, even if you plop it right on top of what you want done. Territory battles, where workers can just yeet themselves into the enemy fortifications, or completely ignore encroaching workers, is a frustrating sort of micro-management that I really didn't enjoy wrestling with. The cowardice of your workers is only a neutral because it's *all* workers, meaning that same cowardice can be leveraged to essentially create a repelling field. It's been a long time since I had this much fun having my ass kicked, or since I've stayed up so late not because I wanted to get it done, but because I wanted to keep playing it to get to the end - a disdinction that might be hard to understand at first glance. I'm often playing games to their end regardless of whether or not I particually like them, but in this case, the game would suck me in every time I've played. It's fun, challenging, entertaining, complex, and most of all - it's got this wonderful charm to it. While it's issues keep it from being one of my all-time favorites, it's very clearly up there with the best of them. If you don't mind losing, and you want to switch things up and be evil for a change, commence your War for the Overworld - and delight in the carnage and chaos you will inevitably sow.
第二关直接给我整蒙了,第一次见到没有操作提示就让玩家完成特定操作目标的教学——开发商是担心新玩家买游戏不退款吗?
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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