Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter War for the Overworld - Dungeon Keeper clone

Canus

Savant
Joined
Jan 26, 2011
Messages
647
I picked this up there because I was told it was finally in a playable state.
I actually really enjoyed it, burned through the entire campaign in a day.
No bugs, although I did get some lag every time I went into the options menu, generally only a second or two, and there was some stuttering on the later campaign levels that pit you again multiple opponents and/or massive forces.
It's basically Dungeon Keeper 2, with some nice little twists.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Same here, I finally caved in and bought the game a few days ago.

There is still some stuttering here and there and the average framerate would be a lot higher if they hadn't used this POS engine but the game is playable now. Then again I've only played 5 or 6 levels of the campaign so maybe some of the later levels will still be too cinematic on my system.

The game itself has been a pleasant surprise so far, I don't think it's in the same league as the original games but it's quite enjoyable nonetheless. I'll probably post more detailed impressions after I've beaten the game.
 
Last edited:

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,873
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
There is still some stuttering here and there and the average framerate would be a lot higher if they hadn't used this POS engine but the game is playable now. Then again I've only played 5 or 6 levels of the campaign so maybe some of the later levels will still be too cinematic on my system.
For me, the last level was completely unplayable. If they've fixed performance on it I'd love to know.
 

CRD

Cipher
Patron
Joined
Dec 23, 2014
Messages
297
Divinity: Original Sin 2
+1 here.

I bought on EA but never bothered to play until was really "fixed". Started it on Monday and I can say that right now could be perfectly called Dungeon Keeper 3 and be a worthy successor.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Performance is not perfect but is much better than before, that's for certain. HoG's last map is about the same size as the regular campaign's last and the only slowdowns I experienced were when I was healing my troops during massive onslaughts. Still, Unity is an unoptimized piece of crap so there's not much you can do after a while.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Performance wasn't great but the game was playable. However, once I reached level 10 the game became highly cinematic. Unity truly is beyond saving, wtf were they smoking when they decided to use that engine to create a Dungeon Keeper clone. Some parts of my PC (i7 920 OC, 960 4GB, 16GB ram) are quasi-antediluvian but it can still handle far more impressive games such as GTA 5 and TWitcher 3 pretty gracefully yet War for the Overworld, a game that really isn't much more advanced than DK2 (1999), turns into a slideshow once maps become "too populated". Changing graphic settings doesn't improve performance one bit, this is another telltale sign you're dealing with a Unity powered game.

It's a real shame because the game itself really is pretty cool.


http://steamcommunity.com/app/230190/discussions/0/350532795332774442/

edit:

you're so dumb at recording, what do you record on? 20fps? if you make a performance video you might want to improve your recording settings. looks pretty horrible.

uhm....so, how ist this "unplayable" exactly? Looks to me like it's running just fine

:retarded:

t244Rjo.png


giphy.gif
 
Last edited:

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,478
Location
Djibouti
Started playing cuz it went on sale. Only past mission 3 so far, but there is one thing that I absolutely and completely love.

All the anti-imp retardation tools at your disposal. Unclaim tile, impasse banner, priority banner. Those are exactly the things I've always been missing in Dungeon Keeper, and having them around is a godsend.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,409
Location
Copenhagen
Yep, there's lots of little comfort-changes like that, they're the best thing about the game. All in all the gameplay is improved. The rest of the game, well...
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,541
Losing your entire stock of imps to a single gas trap is an integral part of DK gameplay, you peasants.

Jk, it was horrible.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,022
Location
Platypus Planet
This game is solidly mediocre. Perhaps it's a bit too premature to say for sure, but even though it reminds me of Dungeon Keeper 2, I can't say I'm a huge fan of the campaign so far. I'm only on the map where you fight against Marcus, but it seems to me like padding that they spend 2-3 levels railroaded in tutorial mode. I don't like how they are very heavy handed with it. They use the unbreakable stone way too liberally to lock you into certain dungeon layouts (which happens in Dungeon Keeper as well, sure, but it's pretty rare). On this map vs Marcus I made a large training room and dropped those goblins and cultists in to train, however they had capped the XP growth so force the player into using the beasts. By the time my regular dudes were level 2-3 my beasts were 7-10. Again, heavy handed railroading where they want you to play in a very specific way. Don't like it at all. The monster models so far are pretty crappy as well, apart from the cultist, because of how dark the color pallets they used are. It's not as easy to tell them apart as in Dungeon Keeper where everything was stylized (DK2) or had very distinct colors to set them apart (DK1). I don't understand how they could fail such basic and important concepts; game devs these days just have no talent at all, even when they are aping a design that was perfected for them decades ago. I hope it gets better but I have a feeling that it wont.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,873
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
On this map vs Marcus I made a large training room and dropped those goblins and cultists in to train, however they had capped the XP growth so force the player into using the beasts. By the time my regular dudes were level 2-3 my beasts were 7-10
I think beasts may level faster than real minions since they cannot use the training chamber and die for real when they lose all their hp.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,022
Location
Platypus Planet
I think beasts may level faster than real minions since they cannot use the training chamber and die for real when they lose all their hp.
Be that as it may, it was quite clear that normal minions were leveling at a slower pace than in the previous missions.

Edit: Played a few more maps and decided to refund the game. It's just not fun. I just keep thinking how I wish I was playing Dungeon Keeper 1/2 instead of this.
 
Last edited:

zerotol

Arcane
Patron
Joined
Jan 30, 2009
Messages
3,604
Location
BE
I think beasts may level faster than real minions since they cannot use the training chamber and die for real when they lose all their hp.
Be that as it may, it was quite clear that normal minions were leveling at a slower pace than in the previous missions.

Edit: Played a few more maps and decided to refund the game. It's just not fun. I just keep thinking how I wish I was playing Dungeon Keeper 1/2 instead of this.

and here is was just thinking about buying it :(

I guess ill wait for sale
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,478
Location
Djibouti
Finished.

+ It does satisfy the Dungeon Keeper craving, and everyone who says otherwise is a faggot.
+ Traps are finally useful compared to DKs.
+ Some of the campaign map design is clever and limits just building every room in 5x5 and waiting for all minions to hit level 10.
+ The division of minions into beasts and intelligent creatures is cool because it marries the rosters of both DKs.
+ Lots upon lots of supercool quality of life additions that limit imp retardation and let you rewind digging missclicks.
+ The few hard missions in the campaign are actually bretty guud (like racing Mira for the Kenos, probably my favourite in the game)

- Out of the 13 missions, there are only 3 that pose any sort of challenge, and perhaps 1 more if you get caught off-guard, everything else is just spam rally flags to win. I really wish the campaign was better.
- No secret levels, alternative level versions or my pet dunjin is super super GAY.
- It's spread way too thin over all the additions, which means most of them are lame. Spells are lame. Constructs are so-so. Alchemy is stupid and useless. Rituals only matter in harder missions. Etc.
- The actual minion visual design leaves a lot to be desired. Except for the cultists and necros, they are all completely forgettable and can't hold a candle to stuff like bile demons.
- Division into beasts and intelligents is a cool idea, but in practice it means you just attack all the time with beasts while the others stay in the dunjin proper and just do their chores. There's hardly ever any reason to reinforce the beasts with any other minions, especially since the only ones that are sort of battleworthy all the time are gnarlings and necros. Where are my black knights and fallen angels?
- No minion animosities (EVEN INCLUDING TURNCOAT HEROES) is super lame.

- / + Everything is much faster paced, but it tends to lead to clusterfucks and sort of limits player agency since you often can't really react to what's going on fast enough.

tl;dr I'd give it 6+ for effort and because I ultimately finished it and liekd it, but I can't really see myself playing it again in the future.
 

zerotol

Arcane
Patron
Joined
Jan 30, 2009
Messages
3,604
Location
BE
Dungeon keeper itself was no challenge at all.

The maps in Deeper Dungeon were a lot harder and a lot more fun.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,478
Location
Djibouti
Dungeon keeper itself was no challenge at all.

It's true, but many of the maps in WFTO can basically be played on autopilot since so many of them are "extended tutorials" the like of DK2's first bunch of missions.

Lack of shitty humanoid creatures from DK2 should definitely count as incline.

Like I said, the thing is that WFTO has both DK2-style humanoids and DK1 beasts. IMO it's a very good choice in principle because both DKs' creature design suffered, albeit for reverse reasons, and the WFTO approach tries to fix it by marrying them.

In DK 1 you have a visually cool and varied roster of weird creatures, but ultimately there's little difference in mechanics/behaviour between, say, beetle, spider and demon spawn, except different health pools and damage dealt.

Otoh in DK 2, you have creatures that are decently varied in terms of behaviour, but which all look too damn similar (humanoid overload).
 

zerotol

Arcane
Patron
Joined
Jan 30, 2009
Messages
3,604
Location
BE
I always get the feeling nobody here played Deeper Dungeons.

It fixed the only real problem with DK1 and thats the difficulty. Although since the maps are static once you know where the opponents/trap/heroes where it took away a lot of the difficulty.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,948
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Alchemy is stupid and useless.
I agree with most things except that and the part about beasts.

With alchemy: Your mid-to-high-level minions become unstoppable monsters (for a while) capable of standing their ground against the incoming masses of equal or higher-level stuff.
Without alchemy: You die.

At least that is how it went for me throughout the campaign, no exceptions. Alchemy was absolutely vital to me.
But I did not rely on beasts at all because I found they sucked (hell, they die even faster than your normal minions, what's the point?), so maybe that's a matter of playstyle?
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Despite everyone hate it, i found Dungeons 2 more enjoyable and closer in atmosphere to the originals.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,541
Dungeons 2
Any details you could give? I was tempted o buy this a few times, but it looks really unappealing on the screenshots. Every goddamn time I ask myself the same question: why is no one trying to copy the clearly superior atmosphere and aesthetics of DK1?
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Dungeons 2
Any details you could give? I was tempted o buy this a few times, but it looks really unappealing on the screenshots. Every goddamn time I ask myself the same question: why is no one trying to copy the clearly superior atmosphere and aesthetics of DK1?

I don't think the game is pretty good, just i liked it more than War for the Overworld.

However i had fun with it till the end.
The campaign is nice because of the funny\enjoyable narrative, i liked more the art direction because it give more character to the creatures than this game that i find pretty cold in aestethic, kinda weak and cold 10 years old 3d.

The gameplay is pretty simple and you don't buy this game for the depth so beware, it's more like for a relaxing gameplay

However, after finishing it, it gave me more satisfaction that this game, cause of the better amosphere and general polish (beautiful musics and nice voice acting in non english languages), better narrative and general feel

It reminded me a lot of those old funny\enjoyable Bullfrog tycoons
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.eurogamer.net/articles/2...ry-behind-the-making-of-war-for-the-overworld

The story behind War for the Overworld's messy development

jpg


When I first met Josh Bishop back in November 2012, he was a wide-eyed 20-year-old computer science student from Brighton who had banded together with fellow Dungeon Keeper super fans to crowdfund a spiritual successor called War for the Overworld.

jpg

Josh Bishop, lead designer of War for the Overworld.

Now, three-and-a-half years later, I meet Josh again, this time in an office tucked away in the busy heart of Brighton town centre. He's not exactly battle-scarred by the journey that began with over £200,000 raised on Kickstarter, but in his eyes I detect a glint of newfound wisdom, in his voice the determination of someone who's been through the video game indie wringer - and survived to tell the tale.

Josh's story is not his own. He heads up a small group of developers called Brightrock Games, the new name for original studio title Subterranean Games. Its office, I'm surprised to discover, is the very same Eurogamer - and its parent company, Gamer Network - called home before we relocated to an office just down the road in spring 2011. I'm fascinated to see what Josh has done with the place.

We chat in the room I used to work in sat opposite Bertie (we affectionately called it the cupboard because it was, well, pretty cosy). Now, it's a space for meetings. There is a table and a couple of chairs.

"No-one had made games before," Josh says, thinking back to the Kickstarter launch. "Everyone was a fan of Dungeon Keeper, and we were on a Dungeon Keeper fansite, and we all wanted to make a new Dungeon Keeper game because there was no new Dungeon Keeper game."

War for the Overworld's Kickstarter pitch had a lot going for it. It traded on nostalgia for a much-loved 90s video game series that was ripe for a revisit. The video featured voice over from Richard Ridings, the original voice of Horny. And there was even an endorsement from Peter Molyneux himself. Molyneux, remember, had founded Bullfrog, the developer of Dungeon Keeper. Having him say a few kind words set the Kickstarter on the path to success. "That legitimised us quite a lot in a lot of people's eyes," Josh says.

War for the Overworld's pitch was simple: do what Dungeon Keeper rights-holder EA wouldn't. It was billed as the "next-generation" dungeon management game. You would play as a villainous god-like entity in charge of running your very own dungeon. Josh, at the time, pulled no punches: this would be the game for fans of Dungeon Keeper, he said. This would be what they had waited years for.

But for Josh and the developers, actually making good on that promise was anything but simple.

Looking back, Josh admits that he and the developers were naive. They vastly underestimated the amount of work - and money - that would be required to build the game they had pitched. And they went into that work without properly planning the project.

"We had two-and-a-half programmers," he remembers. "One of our programmers was half producer. I was the designer, but I was also running the whole company and also working with every single person on the team, and putting everything together. Our art team was three full-time people and a couple of part-time people. The team was tiny, for the scope of game. It was very naive of us to try to do something this big, but we just really wanted to do it."

This naivety meant that, just over a year after the Kickstarter success, Josh and the other developers had to face up to the fact that War for the Overworld had got away from them, and that the money was running out. They decided the only option was to announce a delay of the game and launch on Steam Early Access. "That was useful from a money standpoint and a feedback standpoint," Josh says, matter of factly.

Most backers responded positively to the delay, announced in February 2014, and encouraged the development team to take its time to ensure War for the Overworld realised its potential. The game launched on Steam Early Access a few months later, and it had the desired effect: enough money came in to keep the lights on. Heads down, again, and more development.

Amid the turmoil of development was the odd bright spot. In June 2013, popular YouTuber Total Biscuit praised War for the Overworld in an early look video. But the best was yet to come. In December 2013, EA did for War for the Overworld as big a favour as Josh could have hoped for: it released Dungeon Keeper for mobile.

jpg

Dungeon Keeper's awful mobile version did wonders for War for the Overworld.

This game re-imagined Bullfrog's classic as a free-to-play Clash of Clans clone, and it did not go down well with the series' army of fans. In Eurogamer's Dungeon Keeper mobile review, Dan Whitehead called EA's game a "shell of Bullfrog's pioneering strategy game, hollowed out and filled up with what is essentially a beat-for-beat clone of Clash of Clans".

While Dungeon Keeper mobile was a PR disaster for EA, it was a PR gift for War for the Overworld. The furore around the release sent angry Dungeon Keeper fans on the hunt for alternatives, and the light shone brightly on the in-development War for the Overworld.

Josh is diplomatic about Dungeon Keeper on mobile, but can't contain his glee when he remembers the signal boost it gave War for the Overworld. "Suffice it to say, the coverage of Dungeon Keeper mobile was helpful for us, from a sales standpoint," he said. "It was quite a significant bump, akin to a Steam sale."

War for the Overworld's link with EA took more surprising turns. In October 2014, I reported on the fact that EA had got in touch with rambunctious actor Richard Ridings about reprising his role as Horny, the devilish mentor of Dungeon Keeper, but his agent told them he couldn't accept the job because of a non-compete clause in his contract.

What non-compete clause? What contract? It had to do with War for the Overworld, which Ridings had worked on previously, the agent said.

Of course there was no non-compete clause in the contract, no stipulation that Ridings could not work on some other video game. And back then, EA's ill-fated bid to relaunch Dungeon Keeper on mobile devices hadn't even been announced. What foresight Josh would have had to display to have seen that one coming.

So, what was Risings' agent playing at? "I don't know," Josh told me back then. "He has a new agent now. We sorted that out. But it was a bit weird."

I also chuckled when I learnt that during the War for the Overworld Kickstarter, someone from EA got in touch with Josh to ask for an impromptu Skype call. It was a call Bishop had expected, at some point, but he was nervous all the same.

"I had heard on the grapevine that EA might be doing something Dungeon Keeper," he told me back in 2014, "after we'd started our Kickstarter." Bishop handed over his Skype details, and the mysterious EA person video called. "I was like, er... I didn't really know what to think."

The person on the other end of the video call was Paul Barnett, a designer who was then an executive at EA-owned studio Mythic. Barnett had played a key role in EA's now closed massively multiplayer online role-playing game Warhammer Online, but had since moved on to the unannounced Dungeon Keeper mobile game.

According to Josh, Barnett lifted an iPad up to the screen to reveal a new Dungeon Keeper game. "He wanted to make sure we were a team of people who were passionate about the game and that we weren't backed by some big, other publisher," Josh said.

"He also wanted to tell us what we should and shouldn't do as far as taking elements from Dungeon Keeper, which we were following already: don't use Horny, for example, because that was a character they had invented.

"That was all fine. He was very friendly. We continued to have chats after that. It was all surprisingly nice."

Despite the delay and the ongoing concern over how much money the developers had coming in, War for the Overworld had generated a decent amount of goodwill among a small buy loyal community of Early Access players. That goodwill, however, did not last long.

War for the Overworld launched proper on 2nd April 2015 in a bit of a state. Riddled by bugs, the game was attacked by players who accused the developers of rushing the release.

It turns out, the developers did rush the release of War for the Overworld. Josh says they were forced to in what he calls the darkest time the young team had experienced since deciding to make a go of the game. A year later, he tries to make sense of it all, tries to understand why it went down as it did.

Late 2014, money was tight. Very tight. Josh and his team saw that the situation was dire, looked at their options, and set a release date for six months out.

Back then, the company's costs were almost entirely associated by contractors. There was no office, and so no overheads. All money made by the game went on wages. But the money well was drying up.

"We asked most of the core team, how long can you go without being paid?" Josh says. "April was where we ended up."

Other factors were in play. War for the Overworld had secured a physical release with a small publisher called Sold Out. Sold Out had boxes in production, and they were being sent to shops. There was no turning back, now. The April release date had to be met, by hook or by crook.

"There were a lot of wheels in motion that meant we couldn't have delayed the release, even though we really wanted to, because it just wasn't in a state we were fully happy with," Josh says.

During the fortnight running up to launch, the developers worked "almost 24/7", Josh says. The team had all moved into a huge house in Hove ("It's a millionaire's mansion - the landlord eventually sold it for £1.4m - but the rent between eight people was quite cheap."). Eight people, all living under one roof, working day and night to get a video game ready to launch even though they knew it would never be properly ready.

The office, such as it was, was the bottom floor of the house. People would get up, shower, walk downstairs and work until they had to sleep. People would do energy drink runs at the local Tesco. Ready meals were pinged and dinged in the kitchen. The only non-sleep breaks were to watch the latest episode of Game of Thrones. An hour-long respite from, as Josh puts it, the "madhouse".

Whole levels were only being finished just weeks before the game was due to come out. War for the Overworld had the help of a fantastic volunteer quality assurance group from its community, but the developers simply didn't have enough time to get through all of the bug reports.

"It truly dawned upon us about a couple of weeks beforehand," Josh says. "We were like, okay, this isn't going to work. But we were so far gone, and we had our heads so deep in it, that we just kept going. And then release day came around and it was just like, oh, okay."

War for the Overworld came out and, as you'd expect, players weren't happy. Entire features had been rolled back. So broken was the game that the four-player multiplayer had to be disabled. The message was loud and clear: why on earth did you release it now?

"We don't have a chance to do that again," Josh laments. "That's the lasting impression of the game now."

War for the Overworld's Steam user rating - a controversial metric but incredibly important for such a small developer - took a nosedive, falling from 90 per cent positive before launch, to 73.

Total Biscuit, who had been War for the Overworld's most high-profile supporter, called it how it was.

"He was as nice as he could have been," Josh says. "He had been so supportive of us throughout development, that just hearing his disappointment was quite depressing. But yeah. It summed everything up. Everyone was just disappointed at what happened. It was crap, but it motivated us to get it fixed."

Josh and the others began working to fix War for the Overworld pretty much immediately after launch. From the ground floor of the house in Hove patches were pumped out, sometimes a few in a single day. The journey along the road to redemption was slow, but sure. The first major patch, 1.1, fixed most of the launch issues. Four-player multiplayer was, eventually, reinstated.

Then came patch 1.2, which saw the developers finish and redo a couple of the features they felt weren't good enough at launch. The game was rebalanced. "It was mainly trying to get multiplayer and skirmish into a state that wasn't broken completely from a balance standpoint," Josh says.

The developers spent five months in the house in Hove repairing the damage caused by War for the Overworld's troubled launch. It was an exhausting time, but a productive one. Then came a shock: their landlord announced he was selling up, and gave the team two months to get out. With War for the Overworld stabilised, it was a good time, Josh thought, to look for Brightrock Games' first office.

jpg

A copy of War for the Overworld, placed next to a first aid kit and a speaker. Seems appropriate.

The company signed the lease for the Brighton office over Christmas 2015, and moved in in January 2016. Brightrock managed to get a £35,000 government grant to help it set up shop ("a lot of paperwork, but it was worth it"), and then the landlord gave the team £15,000 to refurbish the place. It meant that the cost of moving from the house in Hove to an office in Brighton was paid for, apart from rent and taxes - another gift for such a small company.

The transition, clearly, has done wonders for the developers. No longer are they living under the same roof, but commuting to work. People arrive at the office, and leave. There is clear separation, some semblance of a work life balance.

Josh and the developers lived in the house in Hove for six months. Despite the chaos, Josh looks back on the experience with some fondness. "I think without having that we would have been in much worse state than we were, because we were able to actually work together properly for the first time."

Brightrock is still unpacking when I visit a few weeks before the launch of War for the Overworld's hotly-anticipated DLC expansion Heart of Gold, which went live alongside patch 1.4 last month. There is much work left to be done, but Josh is buoyed by the progress made so far, not just for the company, which now looks more and more like an actual development studio with each passing day, but for War for the Overworld on Steam. At the time of publication, 85 per cent of recent Steam user reviews are positive.

jpg

War for the Overworld has turned it around on Steam.

War for the Overworld hasn't made anyone a millionaire, of course. No-one owns a Ferrari (one person on the team has a working car - there's another doing the rounds but it's broken). But Brightrock Games is debt free and looking to the future. War for the Overworld sold "okay" at launch, but with a small bump with the release of each major patch, money continued to roll in. "We've made more money than we've spent," Josh says. "That's a bonus and better than some people do." They've even managed to bring on some new people, including a new writer - "the first new member of the team for years", Josh smiles.

Brightrock has two updates planned for War for the Overworld. One is the addition of an advanced AI for skirmish mode. This is being built by one of the game's programmers, a German called Stefan Furcht who's halfway through his master thesis on video game AI. He's building War for the Overworld's AI as his final project. Two birds, one stone.

And then there's survival mode, which is a feature first mentioned back in 2012 as part of the Kickstarter. "Everything else has just happened before it," Josh says. "We are going to get to that."

Beyond that, Josh has designs for two more DLCs, which depend on how things go with War for the Overworld. "I very much want to do them," he says. And after that, a new game, which is already at the early planning stage. "We'll probably announce that next year, but we'll see how it goes."

jpg

Brightrock is still unpacking - six months after moving in to its first office.

Any regrets, I wonder?

"Not start the game for a month after the Kickstarter and plan everything properly," Josh says.

"Even if we had taken that month out of development, the amount of time and money and effort we would have saved by planning things properly and not having to redo a lot of work would have helped."

That's one regret. Here's another:

"Make fewer promises, both internally and externally. We had another leader on the team, early on in development. I originally didn't want to be the team leader, that just sort of happened. He made quite a few promises internally to the team, which ended up costing us quite a lot, and we had to backtrack on those promises

"It had to do with the amount people would be paid and royalties, which we just simply couldn't afford. That was one of the reasons we had to go on Steam Early Access so early, because of how much this guy had promised people internally.

"He exited the team, and then I took over, and we had to cut everyone's pay to a more reasonable amount we could afford, enough for people to survive on until we had more money, which didn't happen until the game launched.

"When I started managing things, it was not a case of, oh, we can get rich, it was a case of, okay, we're going to run out of money. How do we survive?"

Right now, War for the Overworld and Brightrock Games are surviving. It's home to a couple of thousand players a week, Josh says, and has sold over 150,000 copies.

"We've done okay," Josh says in typically understated fashion.

"When I look back at everything that's happened, the amount of problems we've encountered, and the original guy we had leaving the team, all of the stuff we've worked through, we have done very well, given all of that. But I still don't like how the game launched."

Can Josh now, three-and-a-half years after War for the Overworld found success on Kickstarter, enjoy it? "Things are going a lot better than they were," he replies. "I enjoy most of it, yes. I'm going to enjoy it when the office is no longer a building site and we're fully out of the setup phase, which we've been in for three-and-a-half years.

"Ask me in two weeks, I'll say yes."
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom