Development Diary #2 – Still Alive

Hey folks,

So, it’s about time we started talking again, and we have quite a few things to say.

Firstly, I’m extremely happy to announce that Subterranean Games has teamed up with RiSE Gaming for the development of War for the Overworld. RiSE is a group of indie developers who were interested in producing a similar game, but instead of starting a competing project they reached out and offered to collaborate with us instead.

The bottom line is that production speed of WftO has significantly increased, and we have a far larger team of talented individuals working to make this game as good as it possibly can be.

Secondly, I’d like to announce that from here until our next major milestone we will be posting an update every two weeks starting today (it may be a few days early next time if we decide to do a different day of the week). These updates will contain general development news, the occasional reveal, Q&As, contests, and other tidbits.

For this post we have something quite special – the revamped versions of two units we’ve spoken about a little bit in the past: The Juggernaut and the Cultist.


For those unfamiliar with this Empire unit, the Juggernaut is a bulky warrior inside an incredibly large suit of armour. On his own, he is the most resilient normal unit in the game and is able to withstand a huge amount of punishment before being defeated. He specialises in disrupting enemy attacks and mitigating damage from his allies.


And for those unfamiliar with the Cultists, they are the human followers of a dark, ancient religion focused around the Underlords. They are physically incredibly weak, and will be easily beaten by almost any unit in single combat, but they shine when it comes to larger battles with their wide array of support-based spells.

Code wise, everything is progressing very well. The core systems are coming along nicely and we are currently investing a method that could allow players to create practically infinite sized maps (Minecraft style) – this will need some testing but so far it is looking promising. Overall, the switch to Unity has been very smooth and we couldn’t be happier.

Lastly, I’d like to thank everyone that has stuck with us through this quiet period. We know who you are (if you have registered that is…) and we will find a way of rewarding you for your dedication.

1 Comment
  1. Hey guys!
    I cannot express in words how I’m looking forward to this game!
    I was just reading the Dev diary’s, and could not help but notice why is the blade on the cultist weapon bigger than the hammer head on the Juggernauts weapon? I think the melee heavy Juggernaut needs a bigger hammer? and the cultist maybe a sickle or scythe tipe weapon? The big guy needs a big hammer.

    Looking forward to the game!