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Empires of the Undergrowth News

Optional Beta Update - V0.310044 - Fixes

If you're not participating in the optional beta yet and would like to, see the original post for details on how to participate.

Thanks for the feedback on the optional beta! Our Discord server has been a particularly active hive of activity over the last several hours since it was released, and we thoroughly encourage you to join - the devs are currently very active there, responding to bug reports and collating feedback. They’re friendly devs, too, as long as John has had his 7 hours of sleep!

We’ve addressed some of the more pressing issues that have cropped up in this patch (V0.310044) - this is the first of what we anticipate to be several patches during the testing period. The most urgent fix here is a translation problem that was causing large issues with freeplay setup in non-English languages.

Again, the reports are very much appreciated. These optional betas are vital to catching issues that need a much bigger sample size than we can manage with internal quality control and the small focus group - we’re so glad you’re choosing to be a part of it!

[h2]Fixes[/h2]
  • Fixed translation issue affecting freeplay setup in several ways
  • Large tiger beetle defeat line restored in 2.1
  • Fixed an issue preventing creatures from fighting among us themselves
  • Woodlice and woodworm should no longer appear in attack waves (terrifying though they were)
  • Fixed overlapping issue on level select screen
  • Disable Colony Attacks button should now work as intended
  • Reordered some landmark spawning on game begin / load - should fix food being removed
  • Fixes for some loading & saving crashes

[h2]Changes[/h2]
  • Remastered beach underground applied to the first formicarium
  • 2.2’s escaping queens can no longer be picked up by tiger beetle larvae

Optional Beta Invite - ON NOW! - Freeplay AI Overhaul, Beach Art & Story Balance

A large update is imminent - large enough that we’re running an optional beta to test it out before we make it permanent. There’s a complete reworking of the freeplay / custom game mode AI, a new streamlined setup mode called Skirmish, major rebalances for the campaign, a big extension to the enemy mounting system, and lots of new artwork to replace older assets.

We are after feedback on all manner of things in this very extensive update, mainly focusing on glitches that crop up, crashes, and balance. Any and all feedback on this optional beta is very much appreciated - please post it to the community discussions! Thanks so much to our focus group who have been providing feedback to get this patch to this point.

Please note that optional betas are only accessible on the Steam Windows 64 bit build.

WARNING: This beta changes many things about freeplay mode, including how it is saved! Old freeplay saves will no longer be loadable.

IT IS STRONGLY ADVISED TO MAKE A SAVE BACKUP: We highly recommend making a backup of your saved games before you run an optional beta, on the off-chance that some changes cause them to be corrupted. To see where your saves are stored, see the information in this thread on the Steam forums.

Code: newbeachtesters


If you would like to join the beta, the code is newbeachtesters. If you don’t know how to join a beta and would like to, follow the instructions below:

  1. Find Empires of the Undergrowth in your Steam library, right-click on it and choose "Properties"
  2. Choose the "Betas" tab
  3. In the box titled "Enter beta access code to unlock private betas", enter newbeachtesters
  4. After the "Access code correct" information appears, make sure you've chosen "Open beta" from the "Select the beta you would like to opt into" drop-down menu
  5. Press close - the game will now update to the beta branch


Patch Notes


[h2]Headline Features[/h2]
  • Smarter AI - much cleverer freeplay AI! It’ll give you a run for your jelly.
  • Freer Freeplay - new freeplay features, new uber creatures!
  • Skirmish Mode - quick-to-setup game vs AI colonies based on freeplay
  • Prettier Artwork - for beach story & freeplay levels, & some creatures!
  • Campaign Balance - the campaign has been rebalanced with many changes
  • Mount Your Enemies - many more enemy creatures can now be climbed by your ants!

[h2]Freeplay / Custom Game[/h2]
Freeplay now lives in the Custom Game menu, along with the new Skirmish streamlined setup mode.
  • Freeplay AI completely reworked
    • Much more intelligent building & food collection priority
    • Assist allies under attack & plan coordinated attacks
    • Guards resources, steals aphids, harrasses opponents
    • Nest designs tailored to species & room location
    • New build priority system for different species
    • Build orders adapt to storage & battle needs
    • Will hide from rising water on applicable maps
    • Customisable temperament & reactions
  • Streamlined setup mode called Skirmish
    • Quick battle setup vs computer-controlled colonies
    • Emphasises colony vs colony combat with conquest victory condition
    • Preset landmarks & creature spawns
    • Generally shorter form games
  • New landmarks
    • Huge creatures (whip spider, great blue skimmer or bullfrog)
    • Caterpillar plants
    • Relocatable aphid plants (rosemary in beach levels, fewflower milkweed otherwise)
    • Carnivorous plants
  • New uber creatures
    • Bombardier beetle
    • Red velvet ant
    • Eastern newt
    • Narrow-mouthed toad
  • Beach tiger beetle & beach wolf spider are now custom game only creatures
  • The above have had stats & abilities changed to differentiate them from the new campaign creatures taking their place (see below)
  • Freeplay can optionally use the fixed landmarks from Skirmish
  • Freeplay now has the option of spawning environmental creatures with roaming patrol routes

[h2]Story Campaign[/h2]
Most levels in the campaign have been changed. In general, in the 1.x & 2.x levels aggressive creatures drop less food, whilst environmental food is increased. In the 4.x levels, aggressive creatures drop slightly more food. The 1.x, 2.x & 4.x levels should now feel fairly consistent in that regard. There are many other changes, too.
  • All beach, forest & rainforest creatures have had their food quantity recalculated & reduced
  • All swamp creatures have had food quantities increased to bring them in line with the new values in the rest of the game

[h3]1.1 New Home & 1.2 Subjugation[/h3]
  • Food has been added into both levels
  • 1.2 slave maker attacks will now have level 2 & 3 ants amongst them
  • 1.2 slave maker attacks will get harder more rapidly on hard & insane
  • Challenge mode cricket attacks will be more frequent on harder difficulties
  • Funnel web spiders now become food items rather than harvestable corpses on death
  • Enemies in top-left of 1.2 will now attack the queen on being unearthed

[h3]2.1 Rising Tide & 2.2 Queen of the Hill[/h3]
  • More food added to the undergrounds of both levels
  • Has higher level enemy ants on the map & in attack waves
  • Notification about creature mounting moved to 2.1
  • 2.1 underground caverns added
  • 2.1 has more daytime surface food
  • 2.1 has a new food arrival event with new narrator dialogue
  • 2.2 aphids now produce food throughout the night
  • Melee wood ants speed increased to 320 up from 300
  • Melee wood ants given 30% AoE resistance
  • Reduced number of challenge mode beetle larvae in some areas
  • Creature changes
  • Beach tiger beetle replaced with northern dune tiger beetle (same stats as old beach tiger beetle)
  • Beach wolf spider replaced with sand bear wolf spider (same stats as old beach wolf spider)
  • Larger variant of hermit crab added

[h3]3.2 Front Line[/h3]
  • Level 2 & 3 huge whip spider added for hard & insane in 3.2
  • Significantly increased health of huge whip spider
  • Huge whip spider now has a health bar like the bullfrog & great blue skimmer

[h3]4.1 Cold Blood & 4.2 A Bridge Too Far[/h3]
  • Aggressive creatures now drop a little more food
  • Pervasive fire ant free hatch timer improved to 1m30s (from 1m40s)

[h2]Artwork Changes[/h2]
  • The beach environment has been updated to bring it up to the fidelity of the more recent swamp & rotting log environments. 2.1, 2.2 & the freeplay / custom game maps The Dunes & Towhead all use these new assets.
  • New decorative beach assets: flowering bindweed, water weeds, limpets, scallop shells, sea-smoothed rocks, sea urchins
  • New artwork for the 2 replacement beach creatures: northern dune tiger beetle & sand bear wolf spider
  • New model for black ant queen
  • New water look for beach levels

[h2]Enemy Climbing / Mounting[/h2]
In this update, many more creatures can be climbed and mounted by your ants - not just the very largest creatures! As a general rule of thumb, most creatures as big or larger than a large tiger beetle can be climbed - but there are some exceptions. Smaller mountable enemies cannot be climbed by larger ants - for example, a leafcutter major cannot climb a wolf spider.

Ants mounted on enemies deal bonus damage, and apply a damage buff to allies attacking the creatures from the ground. There are circumstances where you may be better off disabling enemy mounting, however - if speed is an issue, it takes ants time to climb up and down larger creatures, and if a creature despawns with ants still on it those ants will be lost.

The pine woods tree frog is currently unmountable (we intend to change this before this update leaves the optional beta phase).

[h2]Extra Levels & Festive Levels[/h2]
All festive levels are now active for testing - access these by clicking on the spider web for Hungry Spider, the gift for Festive Spider, and the hanging lantern for New Year’s Feast. These will be reverted to their timed form when this update leaves beta.
  • Food has been added into most extra levels in line with the food value changes
  • The Hungry Spider now has 80% thorns resistance
  • Aggrandise
    • Different levels of huge whip spider final boss added depending on difficulty
    • Removed extra whip spider juveniles from the final boss
    • Fish no longer loses resources on harder difficulties
    • Huge whip spider will no longer ignore player’s ants on the way to the queen

[h2]Other Changes[/h2]
  • Realistic Mode removed & replaced with Advanced Options for control of individual things it did
  • Seasonal costumes option added in Advanced Options to allow them to be disabled
  • Point values have been reassessed & updated (this affects enemy creature spawning & score)
  • User interface updated in multiple places (augmentations, level select, options menu, achievements) to use up more screen space & allow more space for language & UI scaling
  • UI scaling slider added to the menu to allow manual increasing of UI scale (good for handhelds & TVs)
  • Updated harvesting spots on some dead creatures so no more ants are harvesting than there is food available
  • Minor performance improvements & reduction of visual artefacts on resources
  • Changed the Battle Arena tile set to the new beach one
  • Localisation additions & changes
  • Updated enemy mounting button icon
  • Tooltips will now show when the game is paused

[h2]Fixes[/h2]
  • Fixed some visual effects remaining on creatures after death
  • Fixed an issue where attack points could sometimes be unreachable causing attacker to wait on the floor by them
  • Uber velvet worm can now be harvested by 8 ants at a time
  • 1.1 & 1.2 player colony now black in colour
  • Fixed an issue in Tug Of War 2 that would lead to the enemy colony spawning black ants
  • Decals now correctly delete when a tile is downgraded or deleted
  • Fixed an issue where ants would not rotate for a short while after collecting a queen egg
  • Fixed an issue where ladybirds may not land if they are not being observed by the player (quantum ladybird wave function now collapsed)
  • Fixed an issue where loaded eggs would only appear after the game had started
  • Fixed a pontoon construction point in 4.2
  • Numerous text & AI scaling fixes
  • Matched the colour select UI more closely to the in-game colours
  • Queens will no longer perform pain animation on loading
  • Salamanders & newts will still be rendered when just off-screen
  • Aura effects should display better on inclined surfaces
  • Lynx spider should no longer do its climbing animation when walking
  • Fixed a wood ant firing sound issue

VLOG 5 - Campaign Balance, Upcoming Optional Beta, Uber Critters

[previewyoutube][/previewyoutube]

Vlog 5 talks mainly about the planned summer update for Empires of the Undergrowth - balance changes to the campaign, new uber creatures, new artwork and more.

We also check in on Dan P with some updates to Horticular, Adapt and Ecosystem coming in the near future (other games published by Slug Disco) - if you want to skip that and get straight to the EotU stuff, the timecode is 4:54.

May 2023 Newsletter - Roadmap Updated

We've had the last of our extra levels in the 'sequel season', so it's time to re-evaluate the road ahead with an updated map. The compressed parts of the previous one are fast approaching, so we can 'zoom in' on that part of it, as it were, to give a bit more detail. Most of this newsletter will deal with breaking down what'll be arriving in the near future.

A bombardier beetle attacks fire ants from NappyB on our Discord

We also have some business news - we've joined with indie publishers Hooded Horse to publish Empires of the Undergrowth! There are also some real-world events we'll be attending soon. More on that later - first and foremost, let's get the new roadmap up and talk through it in order.

New Roadmap


Here's the updated roadmap. Please note that the exact order in which things will happen, as well as the timings, are very approximate - sometimes things take more time than expected, and sometimes they take less. Some of the updates may be clumped together, whilst others may be more spread out.

Graphic design is my passion (click to see full size)

[h2]The End of Sequel Season[/h2]

Starting on the right-hand side in the top corner, we've just had the last of the 'sequel season' of extra levels. The Culling 2 was released on May 1, and it represents the last of the extra levels we had stocked up for you lovely people to play whilst we work on the big stuff. Rather than panic and quickly develop a bunch more of them, we thought we'd wait a while and just concentrate on getting to a point where we've released our planned changes to the existing campaign levels and freeplay mode.

[previewyoutube][/previewyoutube]

Sequel season was a really neat opportunity to revisit some of the older extra level ideas, and give them a new spin in the context of the content that has been added to the game in the meantime. Undoubtedly there will be more extra levels (represented towards the centre of the roadmap, after all of the near-future updates are released) but for the meantime we're quite happy with the reception given to the four in this set.

[h2]Campaign Balance Pass & Level Changes[/h2]

The upcoming balance changes to the campaign levels will be arriving sooner rather than later. They shouldn't be thought of as blanket changes - each level has been reworked to accommodate the changed food values (in general less food from dead enemies and more from other sources, except in tier 4 where food from creatures has increased), and in the case of the beach levels some larger changes are being made.

[h2]Beach Creature Changes[/h2]

A new size class of hermit crab has been added which will patrol the beach at night, and aphids will continue to produce honeydew after dark (making them a much more valuable commodity to look after). There's also some stuff that will make use of some previously unused narrator dialogue, making the overall changes to the beach levels far more interesting than a simple food rebalance.

What doesn't kill you, usually succeeds in the second attempt

Apart from the new crab size class, 'beach creature changes' also refers to the changes to the wolf spider and tiger beetle that were detailed in the previous newsletter and vlog - the link here has the right timecode for that moment (at 3:36). These are art-only changes (apart from the food rebalance) to firmly establish the location of the beach levels as coastal Europe.

[h2]UI & Quality-of-Life Changes[/h2]

A host of changes are coming to the menu system and user interface - more menus will be full screen-sized rather than floating boxes, making the visuals less cluttered when navigating them. The old and unhelpfully-named option called ‘realistic mode’ has been broken down into its component pieces (hiding pheromone markers, trails, and buried food and creature outlines) and added to a new tab on the updated menu, which also includes options for disabling seasonal hats on the queen if you so wish - not everyone wants to look at a Santa hat in December.

Updated level selection menu

The most eye-catchingly obvious of these changes is probably the level launch menu, which looks much cleaner and has some fancy live-rendered ants in it now. You can see this in motion in last month’s vlog (at 4:41 seconds).

The whole interface itself will soon have an option to set its scale, which is a long-requested feature for both accessibility and display format reasons. Apart from being a must for players with visual perception or eyesight issues, people who want to play on the Steam Deck or to use a controller whilst looking at a TV on the opposite side of the room will soon find text and menus across the game a much more readable experience.

[h2]Art Asset Changes[/h2]

We’ve been working since the new year on updating the beach assets to bring them up to scratch with the precedent set for the swamp and rotting log environments. This was detailed more in the previous newsletter - so go and check that out for more extensive details (the same goes for the new black ant queen model).

WIP beach (ignore unfinished nest entrances, etc)

[h2]Freeplay AI[/h2]

We've been hard at work plugging in all the sprockets and widgets to bring the improved AI systems to freeplay. In this quick demonstration video, you can see an AI colony respond directly to a threat near their nest entrance and engage its harassment module to fight off the intruders.

[previewyoutube][/previewyoutube]

When it realises the odds are not in its favour, it makes the independent decision to make a tactical retreat before it loses all of its ants. This form of reactive AI was much simpler in its previous implementation for freeplay colonies, and it’s satisfying to see this coming together now. The work to make this more intelligent AI system saveable in freeplay mode has recently neared completion, so we’re fairly confident in putting this in the ‘more imminent’ section of the roadmap. Freeplay games that include AI colonies should be significantly more engaging and more tactically diverse.

[h2]New Freeplay Landmarks & Options[/h2]

The new landmarks that are coming include large creatures (currently bullfrogs, dragonflies and whip spiders) and relocatable aphids on milkweed plants. The new options include the ability to drop some of the early game randomness of the landmarks, making the placement of them more intelligently fair, at least at the start of a freeplay run to allow the player time to build up before the difficulty ramps.

[h2]The True ‘Interim Update’[/h2]

‘Interim Update’ is the unofficial term we’ve been using for the large sets of changes coming between the fire ant and final campaign updates, taking the name from a convention we used in an earlier update cycle. Since a good chunk of what was considered part of this update will be ready sooner (and is therefore earlier on the roadmap), we’ll keep the name for everything else that is likely to come a bit later. At that point, we’ll do a dedicated video covering all the changes.

Fishing spider spies you with all eight eyes

The 4th tier challenge mode (featuring the six-spotted fishing spider, Dolomedes triton) and the new freeplay map ‘Wetlands’ that prominently features fire ant bridge building make up the most anticipated part of this update, but the new uber creatures are sure to be a welcome addition as well. The game will get its full complement of achievements at this point, too (with the exception of some that will come with full release).

[h2]Version 1.0 - New Game Plus[/h2]

The new addition for this part of the roadmap that needs a little more clarification is New Game Plus mode. It was detailed very thoroughly in last month’s vlog (5:58), so for a full rundown that’s the definitive source. For convenience’s sake here’s a brief summary:
  • Upon completing the campaign, you’ll have the option of converting a save to New Game Plus
  • That process will be similar to rehousing the colony in the campaign in terms of lost resources and gained royal jelly
  • All levels will be significantly harder
  • All ants will be unlockable from the start with your stash of jelly, including the bonus species (bullet ants)
  • Queen upgrades, species-specific upgrade and minor improvements will all be active in documentary campaign missions in New Game Plus mode to counteract the increased difficulty
  • The mode can be completed again, in New Game Mode +2, 3, etc to an as-yet undefined limit

Note that this change is unlikely to come until we leave early access, but plenty of people have been asking if it’s going to be a feature so we wanted to confirm that and get some of the details out nice and early.

That covers the updated roadmap - please feel free to join us on our Discord, or discussion forums, if you have any questions! We will endeavour to update this roadmap every 6 months or so going forward, until the project is finished. It’s likely that everything up until the ‘Interim Update’ part of it will be ticked off in relatively short order.

Hooded Horse


A short while ago, we got to know the lovely people from Hooded Horse - an indie publishing company that has been making some waves for the past few years with its strategy, sim and RPG games. Empires of the Undergrowth seemed like a good fit for them!



We’ve partnered up with them to get the word out about Empires of the Undergrowth to more people. Whilst we maintain complete creative control of the project and management of our own resources, Hooded Horse can bring their more extensive business acumen and experience to the party when it comes to promotion and marketing. This can only be a good thing for EotU - it should mean more eyes on the game, more feedback for us, and ultimately a more successful project. If you see some changes around the EotU store pages in the near future, then that's the work of their wise hands.

The jumping spider-eyed amongst you may have noticed that EotU is part of publisher bundles by Hooded Horse for the time being, and we’re very happy to be counted alongside games such as Against the Storm and Clanfolk!

ANTCON & Gamescom


There’s an event in Wales on 13th May called ANTCON, in Carmarthen, Wales. It’s a small event for ant enthusiasts, focusing on their keeping and care. We’ve been invited to attend and give a talk, so a few of us from the team will be visiting and director / developer Liam will likely be doing that short presentation - and I’ll make sure it’s recorded! I’ll be documenting the whole event and editing a highlight video for our YouTube channel, so make sure you’re subscribed to us (why aren’t you already? We put some really good stuff up there!) so that you can see that as soon as it goes up.

Later in the year there is a very good chance we’ll be attending Gamescom 2023 in Cologne, Germany, in some form - our new publishers Hooded Horse will be there also. That’s in August, so if you’d like to meet some of the team (and play a whole bunch of awesome indie games whilst you’re at it) then there’s plenty of time to get tickets!

Screenshot Central


If you’d like to submit a screenshot for this section of the newsletter, by far the easiest way is to join our Discord and post in the appropriate dedicated screenshot channel. It’s a very friendly community and aesthetically pleasing screenshots are always well-received. This time, though, I've gone through the Steam Community screenshot posts since I've been neglecting those for the past few newsletters.

To get a better angle on your screenies, hit shift whilst you press the photo mode button (F9 by default) for a camera that is uncoupled from the ground for maximum freedom!

A wasp mantidfly perches on a pitcher plant in this shot from Philippe Echtebaise

An aesthetically pleasant ultrawide shot of the rotting log from matrixmod

Not even the froglings survived - it's a massacre in the swamp from TheeGamerTv

The Culling 2 OUT NOW!

The Culling 2 - the final level in the 'sequel season' series - is out now in Extra Levels!

[previewyoutube][/previewyoutube]

Take command of big-headed ants (Pheidole morrisii) in their first stand-alone level. In The Culling 2, your colony must survive for six nights in the swamp, whilst packs of hostile creatures invade as darkness falls. They will build up over time, eventually becoming overwhelming - even for the best-prepared colonies.

Your hope lies in controlling the amount of enemies before they become insurmountable. Cull their numbers during the day, whilst gathering food to last out the night. Mighty big-headed supersoldiers will help you hold the lines as they charge and crush their enemies with a single bite.

We hope you've enjoyed extra level sequel season! We'll be taking a break from extra levels for a while, as we're concentrating on the freeplay and tier 5 updates for the timebeing.