WFTO Wednesday #66: A Good Night’s Rest

WFTOWednesdayCroppedLightA Good Night’s Rest

Hey folks,

We’re hard at work finalizing and polishing the features and content for our 0.4.0 patch! To keep you temporarily sated we’ve spotlit a few of the coming improvements below.


Bedrock Beta v0.4.0 Preview 2

Click here to see the first Bedrock Beta v0.4.0 preview


Unique Lairs

While we appreciate a good death as much as the next Underlord, we’ve decided that units committing suicide instead of sleeping has wrecked too much havoc on our insurance rates.

lairssmallAs part of the lawsuit related to the aforementioned: we are now legally obligated to give minions their own unique beds


Sealed Ceilings

After months of training seminars workers are now capable of crafting a more suitable ceiling for your dungeon that doesn’t resemble the endless dark void of the Aether.

ceilingsmallWe’ve tracked minion feedback and have noticed a 32% increase in claustrophobia. This is slightly above what HR deems “acceptable”


Less Blinding Tile Toppers

We heard you loud and clear regarding tile toppers and have reworked them to be far more aesthetically pleasing (see also: less blinding).

tiletopssmallSeveral extra-dimensional spaceships have since crashed now that we have removed their landing strips. The strange green creatures that inhabited them have been… dealt with in the Crypt


OS X Update

We’re happy to announce that the QA team over at Unity has been able to replicate the problem that has been preventing us from updating our OS X build of the game. They’ve escalated it to their engineers who are now working on a fix, which means we’ll hopefully see this resolved in the near future.

As we learn more we’ll continue to update this post.


Introducing: The Foundry

You may have noticed the handful of members with red ‘QA Team’ banners about the forums recently — they are members of ‘The Foundry’, which up until now has been our top secret volunteer QA team. For the past year (or so) they’ve had access to our internal build which plays host to legions of bugs that, generally thanks to this group, are squashed before we push it live.

While they felt safe in their den of bug-riddled misery we think they deserve a bit of public recognition for making the live build (mostly) stable when patches are released. As an official part of the team now (with a few added responsibilities) they will continue to lurk the forums and help us record, track, reproduce and fix bugs reported by the rest of the community.

If you see them around the forums (and you certainly will if you post a bug report) remember: never look them in the eye. They go into a blind rage when that happens and we’ve already lost too many…

We are constantly on the look out for new members to incorporate into the unholy fold of the Foundry. If you want to increase your chances all you have to do is consistently post positive, constructive, and helpful comments in the forums! If you really want to go the extra mile you can assist us in the Bug Reports forum. We’ll be watching.


That’s it for this week, we’ll see you all in another seven days with your weekly dose of all things WFTO.


Until next time Underlord,

– WFTO Team


Click here to discuss this update on our forums!

  1. PLEASE allow change of the player color. I absolutely hate green and I preferred the old red much more .. otherwise really glad with the change to blinding green 😉

    Also Im quite used to interpret blue, yellow and green as enemies from the old days ..

  2. I’m glad to hear I’m not the only one who didn’t like the glowing tile toppers. Speaking of glows, I’d recommend toning down the glows and light effects on the creatures, I remember you added glows and stuff to the Cultist, Necromancer, etc… for some reason, which made me think “Just because you CAN add lights, doesn’t mean you should.” so I’d recommend reverting the Cultist back to his original state and consider toning down excessive lights on other units in the future.

  3. I’m so excited to see this game finally finished. 🙂 Are there plans for a full campaign?

    • Hey Austin,

      Thanks! We’re trucking along as steadily as we can.

      We do plan to have a feature length campaign, however it will not be released until the game is entirely complete (so you have something to look forward to at the end of the beta!)

  4. ‘Less Blinding Tile Toppers’
    Such a small thing, but made my day :-).

    Nice update guys

  5. Hehehe, I love reading these. You guys have a knack for flavourtext!

  6. I love the idea of the minions having their own beds, its the little things that make the game, that little spice on the top that gets it done, thank you guys, I love everything your doing, keep up the good work

    • Try DungeonKeeper 1 and 2, in the same fashion all creatures have their own bed style aswell

  7. Two things would force me to play this game as if I were a minion under its master’s slaps :
    1) all the work you’ve done so far on this coming update, which promises to be devilishly amazing
    2) a campaign, which would remind me of the good old Dungeon Keeper 1

    As there might not be any campaign, I will only play this game as if I were a weak human terribly passionated by one of the best dev work he’s ever seen.

    Damn, did you guys put a spell on me ??

    • Hello Aeldorn,

      We definitely plan to have a fully functional and in depth campaign on release but not in the bedrock beta.


    • The devs have confirmed that there will be a campaign 😀

  8. La version française c’est pour quand s’il vous plait? :-)))

    • Sallut vinc
      en effet les traduction pour le jeu seront fait plustard
      si je me rappelle bien

  9. I hope the campaign will be hard. I don´t like to be dissapointed in no challenging games lately. Good job guys. We are following you from Argentina

  10. woot, bought this game as soon as i heard it existed, before the Mac version was even out. Glad to know i’ll be able to play the game soon