Empires of the Undergrowth

Over Christmas this year in sunny Adelaide, South Australia, my son and I ran 5k most mornings, pausing only to marvel at the dirt teeming with vast numbers of ants. Why did they travel in lines? Where were they going? Why were they carrying toenail clippings, but not a half-eaten sandwich someone had dropped? We swatted a lot of ants from our legs as we pondered these questions.

Like any good parent, I knew where to find answers: SimAnt on the Internet Archive. What is SimAnt? Some edutainment title? Not in the slightest. In 1991, you played SimAnt not to learn stuff but to prove you could take down a spider and wage war in the kitchen. I’d almost forgotten that the manual was basically a 107-page thesis and that SimAnt’s design hinged on the idea of colonies as superorganisms.

Why did the black ants follow the yellow ant to and from food? It left a pheromone trail, visible with a toggle. Why would ants puke into the yellow ant’s mouth when its health was low? According to the manual, this process is called trophallaxis and as the designers wryly note is "not a pretty sight", which is why they decided to animate it. SimAnt was Maxis’ third sim, after SimCity and SimEarth, and it was a unique experience.

"Where is my SimAnt spiritual successor?" I asked Twitter. A friend pointed me to Empires of the Undergrowth, which their Kickstarter page notes is influenced by both SimAnt and Dungeon Keeper. 

...my queen was casually destroyed (to increasingly dissonant piano music). My motivation for beating Empires of the Undergrowth is now to exact revenge.

The Early Access build made me feel like an ant-obsessed 13-year-old all over again. Empires is certainly recognizable as a SimAnt successor but it’s not a direct remake. Both games employ pheromones in directing ant behavior, for example, but you don’t play as just one ant in Empires. Instead, you assign ants to groups and drop pheromone markers for them to follow. This fleshes out the real-time strategy elements, affording the player more control over units rather than having to rely on overwhelming numbers in battle.

Also, instead of simply piling food and eggs into a nest, you 'purchase' hexes for storage and nurseries with excess food gathered from a range of sources. Some are benign, like seeds and weevil larvae. Others are scary, like the Devil’s coach-horse beetle. Adjacent nursery tiles generate chambers of ants who must be assigned to pheromone markers together and these can be upgraded when more food is available.  

Empires’ premise is that scientists have discovered a new species of ant that can steal genetic material from its foes—Formica ereptor. On completion of missions (narrated by a documentary filmmaker, who delivers what functions as both commentary and instruction), the player can use royal jelly to specialize new ants via a tech tree, as if they were assimilating DNA.

A mission concludes, and you return to the laboratory’s formicarium to continue developing the persistent colony. To unlock more missions, you test the formicarium against unpredictable, hilarious, and infuriating challenges. The first time I tried one, my queen was casually destroyed (to increasingly dissonant piano music). My motivation for beating Empires of the Undergrowth is now to exact revenge.

It’s like in SimAnt, when I first zoomed out to the yard and saw a man stomping around, complaining about food. After he carelessly squished one too many of my brave soldier ants, it was time to turn his stupid, blue house into a swarming mess. I don’t know how Empires will play out, but I’d like to ruin some scientists’ lunches, perhaps carelessly left next to the formicarium. Or maybe that’s just me. 

Vengeance is a helpful motivation to have as a mass of crawling insects. Usually in games you have a clearly defined character, whether a witcher or an arctic fox, but there’s a different kind of agency to being, as SimAnt’s manual describes it, "the intelligence of a colony". 

Pages 63-65 of SimAnt’s manual outlined outrageously detailed ways to cheese the game. I’ll spoil one: "Sneak into the red nest and dig lots of deep holes. The red queen might go too deep and drown in the next rain." Would an ant really do that? Or do you have to have a human brain to dream this up? SimAnt was (resolutely) a sim, but Empires seems more content to be a game.

...the first time I saw a cute little hermit crab scuttling towards my colony, my heart gave a flutter. (Then we consumed it, presumably as regurgitated liquid.)

As such, in SimAnt, you could (for the most part) guarantee success with a conservative approach to overwhelming your enemies. Empires balances authentic melee and ranged units (wood ants really do spit acid) with helpful controls, like being able to turn off food collection during battle, to alleviate frustration. It’s a compromise, but one that has been implemented elegantly.

At the beach the tide demolishes swathes of ants (like SimAnt’s lawnmower) unless you’re paying attention to a timer. Would ants know when the tide is coming in? I’m not sure. Would the player freak out over an unexpected mass drowning? Probably. My favorite moments in Empires occur when the ants’ fragility is emphasized by the level and scenario design, but learning doesn’t always have to come via punishment. 

This is from SimAnt’s manual: "Food is shown in SimAnt as green balls. On a black and white monitor, they won't be green, but they will be balls." Modern technology allows Empires to more beautifully represent nature, and the first time I saw a cute little hermit crab scuttling towards my colony, my heart gave a flutter. (Then we consumed it, presumably as regurgitated liquid.)

You may also want to be aware of "arachnophobe mode". I’m Australian and most definitely not afraid of spiders, but the wolf spiders are very realistic. My skin actually crawled when two invaded the nest, accompanied by dramatic orchestral music.

SimAnt’s manual defines SimAnt not as a game but a "software toy", including the following (amazing) example to illustrate the difference between the two. "With a ball, you can play tennis (a game). You can play catch. You can throw it at someone. You can bounce it. You can make up a hundred different games. Besides games, there are other things you can do with a ball. You can paint it, use it to plug a leaky roof, or just contemplate its roundness."

Especially in Experimental mode, that was SimAnt. The manual even suggested you build a walled arena, fill it with antlions and pit ants against each other in battle. "Throw in a spider to add to the thrills." It was like being a kid, making sand islands in the gutter after it rained and marooning ants on them, just to see what they did next. By contrast, Empires of the Undergrowth is definitely a game, with directed scenarios and explicit progression. But ideas like "childish curiosity" and "natural beauty" underpin the design nonetheless. 

How authentic are SimAnt and Empires as ant colony-building experiences? I’m no myrmecologist but I have accidentally learned a lot about ants by playing them. And the more I can talk about ants, the longer the break I can take when my son and I next go for a run.

Empires of the Undergrowth is currently in Early Access.

Empires of the Undergrowth - Mike
Hi ant fans! We're increasingly hearing complaints that we're not being communicative enough. We do our best - but we're new to this, so we're always learning. This isn't going to be a full newsletter (that will likely come next week) but just a bit of a round-up of what we're up to currently.



We've heard a lot of people fearing that the project is abandoned or in trouble due to a lack of updates - far from it! In fact the game has been successful enough on Steam that all 3 of our developers have been able to quit their day jobs and will soon (but not yet) be working full time on the game! Given the small size of the team we prefer to release larger, more complete updates rather than lots of smaller ones. Every time we update development is slowed for the testing and compiling processes - so you can see why this is our preferred model.

All 3 of our developers will, from April, be working full-time on the project. Naturally the pace of work will speed up then, but please be aware that 2 of the 3 are still working their day jobs up until then. So please welcome John and Liam, the newest full-time Slug Disco employees!


Thanks to Exquisite Bolagnese for this screenshot!

We'd hoped to get Freeplay mode out to you in February, but that is unlikely now and it's looking more like March. These things happen all the time in game development (as I'm sure you're aware - even the really big developers have trouble pinning down release dates for features) and although it's frustrating we're not going to give you something we feel isn't fun and worth playing.

We are doing some new stuff for Freeplay - check out this poppy head model! This is one of several "landmarks" that can appear in a Freeplay map - the landmarks will take random forms on loading. The poppy heads will drop seeds for your ants, giving you a regular food supply - but free food won't go unnoticed.



https://www.youtube.com/watch?v=8TB4sEA6j10

We've recently finalized our plans for the third formicarium tier - which will feature leaf cutter ants (Atta cephalotes). The mechanics they'll use to harvest leaves for food will be integrated closely with the different castes that exist in their society - which includes really huge Major ants, as well as Medium and Minor castes. We're excited to be adding some more complexity to the game mechanics in the levels going forward.

And finally, we're working on the challenge mode for 2.1 and 2.2. "Ant" and "lion" should rarely be uttered in the same sentence, let alone the same word!
Empires of the Undergrowth - Mike
Hi ant fans! We're increasingly hearing complaints that we're not being communicative enough. We do our best - but we're new to this, so we're always learning. This isn't going to be a full newsletter (that will likely come next week) but just a bit of a round-up of what we're up to currently.



We've heard a lot of people fearing that the project is abandoned or in trouble due to a lack of updates - far from it! In fact the game has been successful enough on Steam that all 3 of our developers have been able to quit their day jobs and will soon (but not yet) be working full time on the game! Given the small size of the team we prefer to release larger, more complete updates rather than lots of smaller ones. Every time we update development is slowed for the testing and compiling processes - so you can see why this is our preferred model.

All 3 of our developers will, from April, be working full-time on the project. Naturally the pace of work will speed up then, but please be aware that 2 of the 3 are still working their day jobs up until then. So please welcome John and Liam, the newest full-time Slug Disco employees!


Thanks to Exquisite Bolagnese for this screenshot!

We'd hoped to get Freeplay mode out to you in February, but that is unlikely now and it's looking more like March. These things happen all the time in game development (as I'm sure you're aware - even the really big developers have trouble pinning down release dates for features) and although it's frustrating we're not going to give you something we feel isn't fun and worth playing.

We are doing some new stuff for Freeplay - check out this poppy head model! This is one of several "landmarks" that can appear in a Freeplay map - the landmarks will take random forms on loading. The poppy heads will drop seeds for your ants, giving you a regular food supply - but free food won't go unnoticed.



https://www.youtube.com/watch?v=8TB4sEA6j10

We've recently finalized our plans for the third formicarium tier - which will feature leaf cutter ants (Atta cephalotes). The mechanics they'll use to harvest leaves for food will be integrated closely with the different castes that exist in their society - which includes really huge Major ants, as well as Medium and Minor castes. We're excited to be adding some more complexity to the game mechanics in the levels going forward.

And finally, we're working on the challenge mode for 2.1 and 2.2. "Ant" and "lion" should rarely be uttered in the same sentence, let alone the same word!
Empires of the Undergrowth - Mike
Good morning, evening and variations thereupon everyone - we've compiled and posted our January newsletter for 2018! The newsletter focuses mainly on the upcoming Freeplay mode (which we hope to have out to you in its basic form in a few weeks).

You can see the full thing on our website. We go into quite fine detail of what is currently being worked on for Freeplay - a potentially endless game mode where you can build your colony at your own pace, save it, and come back to it as and when you want. Some other games call this sort of feature "sandbox" or similar.

http://slugdisco.com/january-2018-newsletter/

Empires of the Undergrowth - Mike
Good morning, evening and variations thereupon everyone - we've compiled and posted our January newsletter for 2018! The newsletter focuses mainly on the upcoming Freeplay mode (which we hope to have out to you in its basic form in a few weeks).

You can see the full thing on our website. We go into quite fine detail of what is currently being worked on for Freeplay - a potentially endless game mode where you can build your colony at your own pace, save it, and come back to it as and when you want. Some other games call this sort of feature "sandbox" or similar.

http://slugdisco.com/january-2018-newsletter/

Empires of the Undergrowth - Slug Disco
Note these are minor fixes added for a couple of issues that have come to light recently. Mac and Linux users do not yet have these hot fixes and so we recommend turning Arachnophobia mode off for these users. We will get fixes for those platforms up as soon as we can!

Bug Fixes
  • Fixed and issue with Arachnophobia Mode festive hats causing wood ants to not be able to attack the spiders
  • Fixed an issue where the cavern tunnelled into south of your queen in the formicarium did not refund territory spent to mark it
  • Main menu link to the forum now takes you to the correct forum landing page
Empires of the Undergrowth - Slug Disco
Note these are minor fixes added for a couple of issues that have come to light recently. Mac and Linux users do not yet have these hot fixes and so we recommend turning Arachnophobia mode off for these users. We will get fixes for those platforms up as soon as we can!

Bug Fixes
  • Fixed and issue with Arachnophobia Mode festive hats causing wood ants to not be able to attack the spiders
  • Fixed an issue where the cavern tunnelled into south of your queen in the formicarium did not refund territory spent to mark it
  • Main menu link to the forum now takes you to the correct forum landing page
Dec 16, 2017
Empires of the Undergrowth - Slug Disco
For now this is available in windows. We will try and get the mac and linux builds up in the next couple of days!

At the moment these are still mostly bug fixes, however there are a couple of balance changes and additions in there as well! We very much appreciate your feedback and do keep letting us know if any issues occur.

Additions and Improvements

  • Added photo mode:
    • Please note - this is an early feature. It is fully possible to see off the edge of the map or inside the terrain with this feature. Additionally, there are some issues with shadows that will be looked into in forthcoming builds
    • By default F9 will enter photo mode. This Pauses the game, hides the UI and gives you control of a unique camera allowing you to get closer screenshots and interesting angles. Additionally, you can unpause and re-pause the game whilst in this mode. Note the photo mode camera is tethered to a limited distance from the initial point the camera was activated
  • Digging out the tunnel to the surface is now done in the same way as tagging any other tile to dig
  • Formicarium ability purchases can now be swapped for the other (but for the full cost)
  • Subtle increase of light levels underground
  • Formicarium challenge mission button graphic updated to make it more obvious it is a mission
  • Alert message added about seeds dropping on the surface each time you receive seed rewards
  • Changes to Mac build to allow lower OS requirements
  • Updates to Formica ereptor queen animations
  • OpenGL has been added to windows (considered alpha)

Balance Changes

  • Beach wolf spider nest behaviour has been changed - It will now path to random nursery tiles for 40 - 60s. During this time it will not attack the queen. This should give players time to respond to the attacks even if they have nurseries right next to the queen.
  • Pop cap changed to 100 / 125 / 150 (from 50 / 100 / 150) allowing more ants to be used for formicarium challenge 1
  • 2.1 Night creatures will now attack the player if they are attacked at night
  • 2.1 When a night creature takes damage on the surface it may attract other night creatures (1 every 5 seconds) to its location

Bug Fixes

  • Fixed an issue where dead spiders (and possibly other creatures) could not be harvestable if they die on top of the surface tunnel (let us know if this still happens)
  • Fix added for mass of eggs appearing at the queens rear. This was caused by a tile being deleted before it received an egg. The job is now removed as well as any eggs currently in transit to the tile
  • Collision shape fixes for surface tunnel - ants should no longer get stuck in the walls
  • Creature instant kills (water, spiders, tile removals) now always kill the creature
  • Fixed an issue where upgrading an ant would not update its maximum health stat
  • Fix added where pheromone markers placed on tunnel exit could sometime hit an invisible sphere and end up in the sky - the ants could not reach it and froze
  • Removed code that stopped multiple version of the game being open at the same time (It was happening if you had any Unreal Engine game open which has undesired effects)
  • Large Beach Wolf Spider devour ability now removes the ant it eats, rather than the ant floating in the air, along with other fixes for the ability
  • Possible fix added for Oculus Home opening when the game was started. Let us know if this is still happening!
  • Fix added for surface torch being on in the ending cutscene
  • Fixed some pebbles in 2.1
  • Disabled access to the wiki from the tech tree (currently wiki only has placeholder text)
  • Time bonus has been removed for levels 2.1 and 2.2, as these levels cannot be completed any faster
  • Fix added to reduce (and hopefully prevent) creatures getting stuck when moving from above to below ground
  • Fixed some issues that could cause eggs to be dropped on floor where there is no nursery
  • Fixed some issues where text would appear un-wrapped then suddenly wrap in tooltips
  • Royal Jelly tooltip in tech tree corrected
  • Fixed a typo on the rapid fire wood ant tooltip
  • Fixed a typo in challenge mode
Dec 16, 2017
Empires of the Undergrowth - Slug Disco
For now this is available in windows. We will try and get the mac and linux builds up in the next couple of days!

At the moment these are still mostly bug fixes, however there are a couple of balance changes and additions in there as well! We very much appreciate your feedback and do keep letting us know if any issues occur.

Additions and Improvements

  • Added photo mode:
    • Please note - this is an early feature. It is fully possible to see off the edge of the map or inside the terrain with this feature. Additionally, there are some issues with shadows that will be looked into in forthcoming builds
    • By default F9 will enter photo mode. This Pauses the game, hides the UI and gives you control of a unique camera allowing you to get closer screenshots and interesting angles. Additionally, you can unpause and re-pause the game whilst in this mode. Note the photo mode camera is tethered to a limited distance from the initial point the camera was activated
  • Digging out the tunnel to the surface is now done in the same way as tagging any other tile to dig
  • Formicarium ability purchases can now be swapped for the other (but for the full cost)
  • Subtle increase of light levels underground
  • Formicarium challenge mission button graphic updated to make it more obvious it is a mission
  • Alert message added about seeds dropping on the surface each time you receive seed rewards
  • Changes to Mac build to allow lower OS requirements
  • Updates to Formica ereptor queen animations
  • OpenGL has been added to windows (considered alpha)

Balance Changes

  • Beach wolf spider nest behaviour has been changed - It will now path to random nursery tiles for 40 - 60s. During this time it will not attack the queen. This should give players time to respond to the attacks even if they have nurseries right next to the queen.
  • Pop cap changed to 100 / 125 / 150 (from 50 / 100 / 150) allowing more ants to be used for formicarium challenge 1
  • 2.1 Night creatures will now attack the player if they are attacked at night
  • 2.1 When a night creature takes damage on the surface it may attract other night creatures (1 every 5 seconds) to its location

Bug Fixes

  • Fixed an issue where dead spiders (and possibly other creatures) could not be harvestable if they die on top of the surface tunnel (let us know if this still happens)
  • Fix added for mass of eggs appearing at the queens rear. This was caused by a tile being deleted before it received an egg. The job is now removed as well as any eggs currently in transit to the tile
  • Collision shape fixes for surface tunnel - ants should no longer get stuck in the walls
  • Creature instant kills (water, spiders, tile removals) now always kill the creature
  • Fixed an issue where upgrading an ant would not update its maximum health stat
  • Fix added where pheromone markers placed on tunnel exit could sometime hit an invisible sphere and end up in the sky - the ants could not reach it and froze
  • Removed code that stopped multiple version of the game being open at the same time (It was happening if you had any Unreal Engine game open which has undesired effects)
  • Large Beach Wolf Spider devour ability now removes the ant it eats, rather than the ant floating in the air, along with other fixes for the ability
  • Possible fix added for Oculus Home opening when the game was started. Let us know if this is still happening!
  • Fix added for surface torch being on in the ending cutscene
  • Fixed some pebbles in 2.1
  • Disabled access to the wiki from the tech tree (currently wiki only has placeholder text)
  • Time bonus has been removed for levels 2.1 and 2.2, as these levels cannot be completed any faster
  • Fix added to reduce (and hopefully prevent) creatures getting stuck when moving from above to below ground
  • Fixed some issues that could cause eggs to be dropped on floor where there is no nursery
  • Fixed some issues where text would appear un-wrapped then suddenly wrap in tooltips
  • Royal Jelly tooltip in tech tree corrected
  • Fixed a typo on the rapid fire wood ant tooltip
  • Fixed a typo in challenge mode
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Fraser Brown)

ant

This week s Premature Evaluation gives Fraser the highly coveted job of mucking around in the dirt while managing an ant colony in creepy crawly RTS Empires of the Undergrowth. It gets really dark down there.> The ants were weak and confused. We should start again with another colony.

Like so many nature documentaries before it, Empires of the Undergrowth looks like it s going to be an informative delve into the animal kingdom — specifically the tiny world of our pals, the ants — but instead unfurls into a cruel reminder that nature is terrifying and spiders are dicks. And even here, in this RTS set in a formicarium, the real villains are humans. Awful, awful humans.

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