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Empires of the Undergrowth News

New Year's Feast - Seasonal Level - Out NOW!

There’s a new seasonal level, New Year’s Feast, and it’s available now with the latest patch! We like to break from reality with our extra and seasonal levels, and we’ve had a lot of fun making this one. Play it by clicking on the lantern that has appeared in the main menu.

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It’s almost time for Lunar New Year, and the fire ant queen is making her famous New Year's Eve hotpot for her family and friends. However, in the chaos of the party preparations, her daughters have forgotten to forage for the ingredients for the broth. Help them find the correct spices in time for dinner, whilst making liberal use of festive firecrackers to clear enemies and shorten your path.

It’s not just a fire ant level, though - this New Year’s party has many guests who have gotten lost in the undergrowth. Rescue them from peril and bring them home safely - to show their gratitude, they’ll add their species to your colony!

This is a very special seasonal level and we can’t wait for you to have a go - so jump right in! There are a bunch of other fixes and changes that also arrive with this patch, so let’s break down the full patch notes.

V0.30215 Patch Notes


[h2]Headline Feature - New Year’s Feast[/h2]
  • Help the fire ant queen gather ingredients for her New Year’s hotpot
  • There’s an explosive accompaniment to go along with the broth
  • Rescue friendly ants to add their species to your colony
  • New artwork & music set the tone of this festive level

[h2]Other Fixes & Changes[/h2]
  • Adventure
    • Players can now choose between Royal Guard & Royal Decree
    • Supermajor abilities no longer cool down when game is paused
    • Royal Guard ants are now leafcutter-shaped if used in a leafcutter colony
    • Updated some text to say ‘nimble’ rather than ‘evasive’
    • Inaccessible leaf made accessible
  • Fixed level selection menu disappearing after winning a formicarium challenge
  • Fixed a foliage rendering issue
  • Creature swarming optimisations
  • Tweaked animation distance optimisations
  • Rotting Log aesthetic added to tutorial level
  • Rotting Log aesthetic added to Hold Out & The Nest demo levels
  • Correct loading screens attached to demo levels
  • Corrected spelling mistakes here and there
  • Fixed some text formatting issues in various localisations
  • Fixed BHA workers showing as wood ants in the UI
  • UI buttons should now only appear on appropriate levels (creature climbing, etc)
  • Voice credits updated
  • Freesound credits updated

Janurary 2023 Newsletter

Hang on a minute, where on Earth did 2022 go? That whole fire ant update thing went by in such a blur. It still feels like it was last week, but it was very nearly six months ago now! Welcome to a brand spanking new year - 2023, which kicks off with several more extra levels in our 'Sequel Season', as well as a surprise or two along the way.
Happy New Year from Medin on our Discord

Before we get into upcoming stuff for EotU and things happening in Slug Disco as a company, I'll just take a moment to thank each and every one of you for making 2022 by far the best year that Empires of the Undergrowth has had, in every reasonably measurable metric. We make this stuff, but it's you who makes it a success and gives us the drive to continue. We hope to carry on with that energy in 2023.

[h2]Sequel Season - Tug of War 2[/h2]

Our Sequel Season of extra levels continues soon, with Tug of War 2 arriving in the next few weeks. Like its predecessor, it is a 1v1 versus an AI enemy where you build up an army with timed injections of resources, which will hatch at regular intervals and automatically battle with the opponent.

It's tuggin' time

The surface layout is a little different than in Tug of War 1 (and with the swamp aesthetic), but the main difference here is the army composition. This time around you'll have access to units such as little black ant soldiers and big-headed ant supersoldiers. This provides a markedly different experience to the first one, and will require different strategies to prevail.

We still have another few levels to go that are a part of Sequel Season, and we'll continue releasing them a month or two apart until we're done. We also have a new seasonal level that is apart from it, so let's talk a little bit about that next.

[h2]New Seasonal Level[/h2]

In the near future there will be a new seasonal level appearing on the main menu. Like the gift and cobweb for the Festive and Hungry Spider levels respectively, a new object will appear whilst this level is available and must be clicked to access it.

Whilst seasonal, the only thing I'll say about this one is that it's not another Hungry Spider one. It'll just appear one day on the main menu - keep an eye out for it, it’s gonna be a cracker!

[h2]Beach Revamp[/h2]

Now that we've completed our rework of the look for the 'rotting log' levels, our environment artist Dan C has moved on to creating some higher fidelity assets to improve the look of the beach levels. We don't have any finalised things to show you on this front just yet, but rest assured that the beaches will be adorned with a wider variety of plant life and the new sand will be more coarse, rough and irritating than ever!

I know pebbles aren't all that exciting but look, the remastering is happening!

When he first started working on new materials and textures for the swamp levels shortly after joining us at Slug Disco, Dan requested an expansion of Matt's texture system to allow for different looks for the environment - the damp, reflective and swamp-like look of the 4th tier levels are achieved through this expansion. Expect to see that at work with the updated beach environment.

[h2]Freeplay Update Progress[/h2]

Work is continuing apace on fairly large changes to freeplay - probably the most notable of those recently is the addition of large creatures (bullfrogs, blue skimmers and huge whip spiders) as special, rarer-spawning landmarks in the mode. These large creatures, like in their campaign levels, will not represent an existential threat to your colony but do represent an area denial, as well as a food source once they’re defeated.

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Large creatures and fire ant bridges are detailed in this vlog post (4:45)

In the case of the skimmer, they will be a bit trickier - until their home landmark is happened upon by the player, they will be flying around the map - so you’ll be aware of their presence, but you won’t know exactly where their home turf is until you try to walk through it and it lands!

Getting fire ant bridges to properly work and save properly in freeplay is another ongoing area of development (and source of much frustrating busywork) - both pure Solenopsis invicta and gene thief Formica ereptor colonies will be able to build bridges. In the case of the latter only fire ants will be able to build bridges, but the other ant varieties in the colony will be able to use them.

[h2]Tier 5 Reveal When?[/h2]

We've got quite a lot of work on the fifth tier of the formicarium very nearly ready to show off, but we want to make a bit of an event of the official reveal for the focal species for the final levels of the campaign. Several critters are complete and ready to show, but giving away even one of them will spoil a whole lot more by association!

A little while ago, we decided that we will do an official announcement, very likely with a video, showing the new ants and some of the new creatures when we've got some updated environments to show them in. Since we're now working on the beach revamp, that's going to be our milestone - we'll use the updated beach to show off the tier 5 ants, even though that won't be their final environment.

As always, we don't really like doing much in the way of estimates (since we are so frequently incorrect with them) - we much prefer firm dates, or just dropping things out of the blue.

As far as where we're at with tier 5 - the campaign levels are blocked out, and many specific one-off systems needed for them are being developed. Particularly exciting to see has been a sequence of events involving one of the new large creatures that will appear in one of the levels - but that's enough about that for now!

[h2]ICS Recap[/h2]

We spoke about the ICS (Insane Completionist Slugs) Discord server a few newsletters back, but it's worth mentioning them again now. They're a small community dedicated to insane-difficulty completion and challenges that really push the limit in Empires of the Undergrowth, and they're constantly working to beat what was previously thought to be impossible in the game, and more often than not they're succeeding.

The ICS. A noble institution.

Some of the more recent challenges that have been worked on include workers-only runs of the entire campaign in increasingly higher difficulties, and even deathless runs (no loss of colony members) of individual levels - you have to be a specific kind of person to be able to put in the grind for this kind of thing, but if that's what you're into, then the ICS is for you. You can join their server at this link. They're a friendly bunch and you're welcome to join the server just to partake in their community, even if you're not going to do all of the challenges.

[h2]New Community Managers[/h2]

In the past few weeks, we've had two new team members join us - please welcome Kaidi and Lin to Slug Disco, who are joining Mike & Dan P in the community management / marketing department. If you frequent services such as Bilibili, Tieba and Douyin, you're likely to be talking to them in the future if you interact with our official accounts.

[h2]New Game[/h2]

We will soon be adding a new project to the pantheon of Slug Disco-published games. As with all of our games besides Empires of the Undergrowth, we will not be developing it directly, but publishing it - meaning we are using some of our marketing resources to help get the game out to the world.

We'll have a segment in the next vlog by Dan that talks to the developer of this project in a little more detail, and the dev hopes to have a playable demo ready before that time so you can get stuck in. We're not quite ready to announce what the game is just yet - but we will be doing so very shortly. Keep your eyes on our socials later this month for the scoop!

[h2]Screenshot Central[/h2]

Always the best part of the newsletter to write, this time around all of the entries for Screenshot Central come from the Steam Community page. That’s one way to get screenshots to us - another is to use our Discord, which has its own dedicated screenshot channel that is posted on by our regulars. I usually take the weekly Screenshot Saturday post from there.

A little tip - if you hold down shift whilst pressing your photo mode button (F9 by default), the camera is freed from the confines of the arena and you can get some very interesting angles using the controls!

The swarm by zomboss479

A festive wood ant queen from leonardo.balda.01

An ultrawide shot of the rotting log from SHO

Occupation 2 OUT NOW! Sequel Season Begins

Occupation 2 is available now in the Extra Levels section!

The first in our Sequel Season of extra levels - this little black ant mission follows many of the same lines as its predecessor, but with a more urgent twist! Many critters will not wait patiently to be unearthed and will take a proactive approach to challenging your colony.

[previewyoutube][/previewyoutube]

Extra levels take us very little time to develop, so we release them periodically as some nice bonus content for the community whilst we work on the bigger stuff!

We're currently working on large changes to freeplay, upgrading the art assets for the beach levels and creating the tier 5 levels.

We have several more planned for Sequel Season - stay tuned in the new year.

VLOG 2 - Upcoming Freeplay Changes, New Seasonal Level

We're back with another vlog! This time Mike goes over upcoming changes to freeplay, how the Adventure + update went (and some changes coming to Adventure in the future) as well as talking briefly about a new unique seasonal level that will arrive in the not-too-distant future.

Towards the start of the video, our product marketing manager Dan talks about two other games that are published (but not developed) by Slug Disco, Ecosystem and Adapt. If you're not interested in those, skip to timecode 2:28 for the Empires of the Undergrowth meat.

[previewyoutube][/previewyoutube]

It's the Most Wonderful Time of the Year!

What could get you more into the spirit of the season than defending gifts against a horde of insects and arachnids using more insects and arachnids?

The Festive Spider is here for the holidays! Touch the gift box on the main menu to play.

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Help the Hungry Spider keep the gifts safe from the invaders. Be warned - like the Halloween level, this one is punishingly difficult and unforgiving - expect multiple playthroughs to perfect your strategy. This unique tower defense game mode is sure to keep you on your toes well into the new year.