Darkest Greetings Underlords,
After a long period of silence, wed like to provide an update as to what weve been doing the past few years.
This post is being crossposted from the new Galacticare development blog, where we also just posted a first look at our alien species, but future posts wont appear on WFTO pages. If youd like to receive further updates from us, please be sure to wishlist & follow Galacticare on Steam, join us on Discord, follow us on Twitter, and sign up to our newsletter.
We hope you will join us on our journey to the stars, and although WFTO is very much in maintenance mode with the release of the final update (Patch 2.1) last year, rest assured that the dark, homely, depths of the underworld are never far from our evil hearts.
Patch 2.1s graphics & performance Improvements were a surprise to be sure, but a welcome one
Now without further ado, Read on Underlords!
----------------
Im Josh: resident Brightrock robot, creative director of Galacticare, and primary author of these blog posts. Over the coming months, well be diving into the features, characters, gameplay, world, and development of the game. Well give you insights into what Galacticare is, why we made it this way, and how weve grown along the journey.
The post you are about to read focuses on the past, and what brought us here as a studio. Were going to take a stroll through the last few years and talk about our road from War for the Overworld, to the inspirations for Galacticare, and squeeze in some updates from the studio.
For those of you unfamiliar with our history, Id like to start by providing links to a few blog posts, videos, and interviews.
- Some of the biggest Dungeon Keeper fans assemble to create War for the Overworld (Eurogamer, November 2012)
- Update #1: 31 Hours & 21k (WFTO Kickstarter, December 2012)
- A Year in Retrospect (WFTO Blog, February 2014)
- State of the Game (WFTO Blog, April 2015)
- The story behind War for the Overworld's messy development (Eurogamer, July 2016)
- Rocky Road: How Good Communication Can Save a Bad Launch (Rezzed, 2017)
A youthful WFTO team with Richard Ridings and some community volunteers meeting for the first time at EGX London 2013. Weve not provided much of an update from the studio since then - so lets dig into the past few years and the road to Galacticare.
Galacticare
We first started talking about Galacticare (or Project Star Wards) in 2015, shortly after the initial release of War for the Overworld. Although we still had a long way to go in order to fully realise our ambitions for WFTO, we couldnt stop ourselves from theorising about future projects in parallel.
Early concept art for Project Star Wards A very common request from our fans during (and after) the development of WFTO was that we revisit other legendary Bullfrog and Lionhead titles. Theme Hospital was at the top of that list, both for us and the community. However, we wanted to do more than create another spiritual successor (not that theres anything wrong with that - we just wanted more of a challenge!), our desire was to push the boundaries of the management game genre and create something unique. So, we had a hospital and a broad goal. What next?
Lets consider the core building blocks of the hospital management experience: patients, diseases, and treatments. What better way is there to push the boundaries of these concepts than by setting the game in space? Aliens, exotic diseases, crazy treatment technologies? Yes please. However, an exciting setting alone isnt going to push the genre forwards. For that, we needed to go deeper. What other elements did we want to add to the mix? What else did we want to look at for inspiration?
There were many answers to that question, and throughout our teams discussions the overarching theme was that we wanted to create a much more cohesive experience than the genre typically provided. As opposed to traditional management games, we didnt want to create a series of independent, semi-sandbox levels with no interconnection. We wanted to create a longer adventure that you, the player, are actually a part of. We wanted you and your capabilities to grow as the game progressed. We wanted you to feel like you were inside a real (albeit ridiculous) universe. Were bringing a mix of god-game and RPG mechanics into the hospital management genre... This led to us exploring numerous gameplay systems and narrative features to build up the rich connective tissue which binds together the systems, content, and stories of Galacticare. Well be exploring plenty of these systems and features on this blog over the coming months!
Another key goal was that each level should feel like an episode of a comedic sci-fi anthology. We wanted everything to feel characterful - not just the doctors, patients and mission givers, but also the rooms and everything else, all the way down to the individual conditions that your patients are suffering from. In order to achieve this, we needed to continue our strong use of voice talent that started in War for the Overworld. Every character and all dialogue in the game will be fully voiced. Were happy to announce that well have several returning cast members from WFTO, along with a few newcomers - the first of which is Ben Kearns. We cant wait to reveal more of the cast! We also wanted to evolve the gameplay side of things. Were bringing a mix of god-game and RPG mechanics into the hospital management genre by giving the player an ever-growing arsenal of tools and unique hero characters. This is the area were most excited to talk about in this blog, so keep your eyes peeled for more updates.
Updates from the Studio
However, the future remained mostly on the backburner until we released patch 2.0 for WFTO in 2018, at which point we moved most of the team over to Galacticare. And then for a while, we stuck our heads down and worked in peace and quiet - until 2020, when the Coronavirus pandemic turned the world upside down.
We switched to remote working as soon as it hit the UK, thinking wed only be home a few months. As weve all since learned, the universe had other plans. Over the next few months we evolved and reinvented many of our practices and processes. We had to rethink how we reviewed each other's work - no longer could we simply walk across the office and peek over a shoulder. We were also able to change how we approached meetings, as it became more practical for team members to listen in whilst still being at their desk and working.
Some of our Discord channels at the time this post was being written. Although we already made extensive use of Slack, the video calling features werent able to keep up with our needs. We also spent some time with Google Meet and, eventually, moved over to Discord. The permanent voice channel structure was a huge hit within the team; it let us easily stay in contact with each other, demo our work using screenshare, and even communicate with our development partners. Towards the end of the year we made the decision to go remote permanently, and decided to donate the remainder of the lease to our neighbours on the floor below us - the wonderful Clocktower Sanctuary (a frequent recipient of GamesAid funding) - as they needed additional space to maintain social distancing whilst continuing their vital work. Going fully remote has given us the benefit of being able to freely recruit from further afield. As a result, several new face (and one returning face) have joined the team!
Say hi to the expanded crew! Something we knew we wanted to do this time around was work with a publishing partner. While we enjoyed the experience of releasing WFTO solo it was a lot of work, and publishing a game really does distract from its development. We spoke with quite a few publishers over the years, many of which we admired, but could never find a set of terms that we were comfortable with. We had resigned to the fact that we wouldnt be able to find a publisher that wed be happy working with until CULT reached out to us last year. We immediately hit it off, they wanted the same things we did - to make cool things and have fun. Within a few months wed signed a deal.
We're not far from each others' offices, as CULT is located in the heart of London. And with all that, we were at long last finally ready to announce the game! Which is exactly what we did a few months ago: [previewyoutube=TXLRtmf5DgE;full][/previewyoutube]
Aliens?
Eager to learn more about Galacticare? Youre in luck! Today weve published not one, but two blog posts. The second is a deep dive into the gameplay, narrative, and visuals of some of the alien species in the game. Check it out here.
Want to help us improve Galacticare?
We're starting to ramp up testing and, just like we did with War for the Overworld, we'd love to get the community involved in giving us feedback on bugs, balancing, and everything else in order to help make our game as good as it can be. Recently we've opened up very pre-early alpha builds to a small group of community testers, and we'd like to slowly grow this group over the coming months. If you'd like to get involved please head on over to our sign-up form.
Final Words
Game development is hard. Weve been lucky to do it in the company of an amazing team, both in the past and now, and seeing the project weve dreamed of take its final shape is incredibly fulfilling - but ultimately, the thing we most look forward to is getting our game in the hands of the players were making it for. Its been incredibly exciting to share bits of Galacticare with you over the past two months, and weve been amazed by the reception so far. We hope this has been an interesting insight into some of our goals for the project, its history, and where things are going from here. Until next time Director, - Brightrock Games ----------- Dont forget to join us on Discord!
War for the Overworld
Brightrock Games
Brightrock Games
2015-04-02
Strategy Singleplayer Multiplayer Coop
Game News Posts 133
🎹🖱️Keyboard + Mouse
Very Positive
(6092 reviews)
http://www.wftogame.com
https://store.steampowered.com/app/230190 
The Game includes VR Support
LinuxBuild [5.27 G]
War for the Overworld - Underlord Edition Content
War for the Overworld - Heart of Gold Expansion
War for the Overworld - The Cynical Imp (Charity DLC)
War for the Overworld - Crucible Expansion
War for the Overworld - My Pet Dungeon Expansion
War for the Overworld - The Under Games Expansion
War for the Overworld - Seasonal Worker Skins
War for the Overworld - Map Editor
Do you feel you are in a slump? Monotonously disembowelling evil guys in endless quests for gold and a slightly better pair of boots? You are starting to wonder... are heroics really your calling? Welcome to the War for the Overworld!
War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. You play an all-powerful, malevolent Underlord, long banished to the Aether. With unrivalled dark power and an insatiable desire for bloody conquest, you will arise once more, and reclaim your realm!
In your absence, the Underworld lost its way. It became feeble and afraid of the Empire of the Overworld, which grew strong and boldly comfortable in its quiet retirement from evil-slaying. Carve out your dungeon from the soil and stones of the Underworld, and build dozens of unique rooms to attract a myriad of creatures to your halls to work and fight for you.
In addition to your faithful followers, you have destructive spells and powerful rituals to cast upon any unsuspecting goodly Hero (or rival Underlord) who dares to breach your unhallowed halls. With your unmatched dark powers and mighty army of bloodthirsty minions, you are ready for your War for the Overworld!
Key Features
- Build Your Dungeon - Excavate and build your dungeon beneath the earth of the Overworld. Design its layout as you see fit, creating an underground fortress filled with a wide variety of rooms, each with a unique use and purpose.
- Evil Is Back - Play as an Underlord who has awakened from a deep slumber after countless years drifting in the Aether. This realm hosts a variety of enemies — both Heroes and Underlords will stand in your path as you fight for dominance of the Overworld
- Veins of Evil - Choose from over 60 rooms, spells, potions, rituals, defences and constructs in the Veins of Evil as you progress through the game. There are a plethora of possible Vein combinations you can use to conquer the Overworld. Create your own unique flavour of evil!
- Fortify Your Domain - Build a wide variety of defences within your walls to defend against — and destroy — those who seek to invade your domain.
- Cast Wicked Spells - Call down unholy magic to strengthen your dungeon, route enemy forces, flood corridors with Micropiglets, or simply turn a meddlesome Hero into a geyser of giblets.
- Unleash Devastating Rituals - Punish your foes or empower your own forces with game-changing Rituals that can do anything from raising an undead army, to instantly fortifying your entire dungeon.
- Command Powerful Minions - Over 20 minions await your call, and will gladly work and fight under your banner... if you provide them with all the creature comforts they demand.
- Conquer the Overworld - Play through a feature-length campaign, facing off against the Emperor of the Overworld as you fight for complete supremacy in the Realm of Kairos
- Destroy Your Rivals - Take the fight to your rival Underlords in Skirmish or Multiplayer matches with up to four players.
- Challenge Ruthless AI - Team up with a friend or fly solo and challenge devastatingly sophisticated AI Opponents in Skirmish or Multiplayer!
- Shape the Underworld - Create entirely new Skirmish, Scenario, Sandbox and Multiplayer levels in the Map Editor and share them with other Underlords via Steam Workshop!
- Test Your Mettle - Run the gauntlet of the prototype Survival mode and see if you can top the high score against waves of enemies!
- OS: Ubuntu 12.04 or higher
- Processor: Dual Core CPU @ 2.5GHzMemory: 4GB RAM
- Memory: 4GB RAM
- Graphics: Nvidia GT450 512MB or better. ATI 4870HD 512MB or betterG3D Mark: 1500Hard Drive: 7GB available spaceSound: Speakers or headphones Additional Linux Requirements: glibc 2.14 or later libstdc++6 or later GCC 4.9 or later Only the latest video card drivers are supported OpenGL 3.0 support is required Full Knowledgebase Article
- OS: Ubuntu 16.04 or higher
- Processor: Quad Core CPU @ 2.5GHzMemory: 8GB RAM
- Memory: 8GB RAM
- Graphics: Nvidia GTX 560 1GB or better. Radeon 8950 HD 1GB or betterG3D Mark: 3000Hard Drive: 10GB available spaceSound: Speakers or headphones Additional Linux Requirements: glibc 2.14 or later libstdc++6 or later GCC 4.9 or later Only the latest video card drivers are supported OpenGL 3.0 support is required Full Knowledgebase Article
[ 5951 ]
[ 3198 ]