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Empires of the Undergrowth News

0.2331 Released - Controller Support, New Language Localisations

The main feature this time is full support for gamepads (Steam Deck, XBox One and PlayStation 4 controllers are all officially supported). If you prefer to play with a gamepad or would like to try it out, now is the time! We are also adding six new languages localisations (we are not updating our store page to say we officially support these yet; they should be considered to be in beta for now). The languages are Czech, French, Japanese, Korean, Dutch & Polish.

There’s also some fixes and changes, detailed below, including a fix for Mac so Mac users should be able to play Hibernation now! We have also moved the game files to an encrypted form, so the download is likely to be larger than a regular patch since Steam won’t recognise the encrypted files.

Headline Features


  • Gamepad support added
    • All standard gamepad buttons now have functions which can be viewed from the options menu
    • When using a gamepad, key bindings show gamepad glyphs
    • Several notifications have been added or replaced to explain gamepad support when using them
    • The Hungry Spider can now be properly controlled with a gamepad
    • XBox One, PlayStation 4 and Steam Deck gamepads can be selected from the options menu to display the correct glyphs
    • When using Big Picture mode on Steam, or the Steam Deck the on-screen keyboard will display when needed
  • Several new localisation languages added for testing (Czech, French, Japanese, Korean, Dutch, Polish)


Other Fixes & Changes


  • Mac build is now updated to include the Hibernation extra level
  • Fixed a memory leak in creature despawning
  • Fixed some minor pathing bugs
  • Several areas in the game with small text have had their text size increased
  • Fixed an issue where the mouse pointer would not change until moved in some circumstances
  • Fixed an issue where brood chamber hover information would come up overground after having it come up underground
  • Fixed an issue where ants could get stuck on the overground nest exit
  • Fixed an issue where sometimes level setups could drop off the screen at the bottom
  • Minimap pings will now display more consistently
  • Fixed an issue where dragging the mouse during a cutscene could cause tiles to tag for digging
  • Fixed an issue where tiles would be left highlighted when tabbing to surface
  • Fixed an issue where dead creatures could sometimes be carried off to the side of the carrying ant
  • Fixed an issue where the mouse cursor would change when hovering over an enemy nest but not change back when moving off it
  • Added in quick build / upgrade key binding (default to thumb mouse button 1). Hold to automatically select the upgrade or build tool most suitable for where your cursor is

January 2022 Newsletter

Welcome to the year of the fire ant! For those of you wondering how we’re doing with the 4th / fire ant tier, we’ve recently gotten the last of the dialogue and voice acting into the game, and sent things off to translators for localisation. Keep an eye on our social media for further public narrowing of our release window. As always we won’t give a date until we’re certain we can hit it. The marketing team have indeed been working on the trailer as the art team completes the detailing on the levels, and we’re positively itching to show it all off to you – but we have to be patient too.

The Year of the Fire Ant is upon us!

Let’s talk about a few things that have come up over the last couple of months, including the exciting return of a creature long thought lost to the sands of time – the velvet worm.

The Velvet Worm


Velvet worms were cut from the 3rd tier for time, since they used what was at the time a unique animation system for its trailing behind, which was not finished. Since two 4th tier creatures use this (the eastern newt and the dwarf salamander), we’ve been finishing and refining that system and we feel that once we’ve done with the 4th tier it would be a shame not to bring the velvet worm back into the fold.

[previewyoutube][/previewyoutube]

Widespread in tropical South America, velvet worms are voracious, soft-bodied hunters with a special weapon they use to incapacitate their prey. When hunting, they use two specialised slime glands that are either side of the mouth, trapping the target in a sticky web of mucilage. This makes catching and consuming it significantly easier. In nature, it can also use this slime defensively, wriggling free of potential predators.

Two sizes of velvet worm

Like many of the game’s creatures, the velvet worm comes in different sizes, from a juvenile to an adult of 7cm in length, which makes it one of the Undergrowth’s larger denizens. We’ll be reintroducing the velvet worm to the 3.x levels at some point, as well as giving it an appearance in an upcoming extra level called Adventure. Both of these are likely to happen post-4th tier, since right now our focus is to get that complete and out to everyone.

Pitcher Plants


Our environment artist Dan C continues to produce amazing swamp-related items for us, and one of his latest creations is the pitcher plant – the second carnivorous plant of the 4th tier. This swamp-dwelling flora has specialised leaves that grow into a jug shape, which it fills with digestive enzymes. The rim of the plant is slippery, making it a treacherous surface for insects to be scaling.

As pretty as a pitcher

The plant attracts victims with enticing scents and sweet nectar – and there is a chance that a fire ant may escape with a prize, but the possibility of an unfortunate death is always present – and in more ways than one. This pitcher is the favoured lurking spot of the green lynx spider, and it’s always ready for an easy meal.

Sorry, arachnophobes 🙁

The Gaster Flag


One of the peripheral species that will appear in the 4th tier is the little black ant, Monomorium minimum. They will be the smallest ants in the game – even the diminutive fire ants will look big besides them! To even the odds, they have a chemical and visual threat known as “gaster flagging” which will cause a debuff to enemy units caught in it, and they will not use it sparingly. The video below shows them attacking a group of fire ants – note the debuff symbols over the fire ant victim’s heads.

[previewyoutube][/previewyoutube]

Steam Deck


We were lucky enough to be sent a little present from Valve a couple of weeks ago, a Steam Deck developer kit. We’ve been testing all of the games we publish on it, and Empires of the Undergrowth runs exceptionally well without us having to make any modifications to the game when using Valve’s Proton system (software which allows a Windows program to run natively on a Linux operating system, like SteamOS that the Deck uses). This is a remarkable achievement for a hand-held PC equivalent, and it’s clear that Valve has made an exceptionally desirable product here.

[previewyoutube][/previewyoutube]

There are things we’re working on to make the experience even better, such as including Valve’s controller glyphs, having a proper keyboard in the UI and creating an official control scheme. These will eventually get us the coveted “Verified” tick, but we’re not sure exactly when that will happen right now. Rest assured, the game works very well right now via Proton, and with some small tweaks and changes coming at some point in the future it will work fantastically.

Testing on the Steam Deck has opened us up to some of the shortcomings that the Linux build of the game has, and it is very clear that the best way to play Empires of the Undergrowth on Linux is through Proton as things currently stand. We’ll talk more about this over the next few weeks.

Freeplay Balance


There has been some discussion on the forums (both the Steam ones and our official ones) about freeplay balance. In truth, freeplay is not in an excellent spot right now, since we’ve been focussing our attention elsewhere. This problem is likely to be compounded as we add more creatures and mechanics from the campaign into it.

There are a few reasons for us waiting to make any major changes to freeplay, and the most obvious one is that we’ve been working almost exclusively on the 4th tier for some time now (with the odd exception of some extra levels here and there, but development time on them is practically nil compared to the campaign. Another reason is that we will be replacing the existing AI in freeplay with a new bot system that has been developed for use in the remainder of the campaign levels. It is significantly smarter than the current implementation, and can more easily be tweaked to play like a player rather than the more rigidly-behaved colonies in the campaign. We hope that it will be possible to make them competitive without having to cheat – we’ll see how we do on that front!

The net result of this is that it would be inefficient for us to put much in the way of time into fixing freeplay as things stand, since our focus will switch to a pretty extensive overhaul of it once fire ants are released. This follows our usual development pattern of major release then interim update focusing on freeplay before the next major release.

In short, we hope to be able to make freeplay a much more balanced and enjoyable experience, but not until we reach the interim update period between the 4th and 5th (final) tier. Until that point, we are aware that things are not exactly right where they should be.

Hibernation


Thanks to everyone who played our winter-themed extra level Hibernation over the festive season! It’ll be sticking around permanently in extra levels, rather than disappearing like the Hungry Spider event levels. It features a unique resource – vegetation – and heating tiles, which must be stocked before the depths of winter arrive. If you haven’t seen it yet, check out the trailer below. The level features custom music and voice acting – a first for an extra level.

[previewyoutube][/previewyoutube]

I just thought I’d clear up a little confusion with this level, since it comes up semi-regularly – you must have the specified stored vegetation in your heating tiles at the moment that the mid-winter hits. This is when the narrator says his “bleak mid-winter” line, and if you’re not at the specified level at that point the queen will inevitably freeze. So, that’s the targeted time you need to be aiming for!

Screenshot Central


Head on over to our Discord to submit your screenshots, it’s by far the easiest way – when the time comes to write a newsletter I’ll choose a few of my favourites to include! Alternatively upload them to Steam Community, or email [email protected]. You can get some really nice shots by hitting shift + F9 to unlock the camera!

A whip spider lurks over The Crucible from Demoant

Flight of the ladybird by Mako

One last bit of festive cheer from DilphyThatsMe

0.2325 Patch Notes - Small Patch To Correct Freeplay Issue + Mac Rollback

A minor patch tonight to correct some small issues that have cropped up. This should resolve a recent freeplay crash related to leafcutters and a more long-standing issue causing problems with the "Play More" feature.

  • Fixed a crash related to changes made to resource collection for Hibernation that inadvertently affected leafcutters in freeplay
  • Fixed an issue that caused UI problems when selecting "Play More" after completing a level


Also, our apologies to Mac players - there's something that's making Hibernation crash on loading and we've not been able to get to the bottom of that yet. Since the Mac build also had the two issues detailed above, it is preferable to roll back to the previous build for now whilst we investigate further, so we've done that.

Hibernation - Our Winter-Themed Extra Level - OUT NOW!

We've recently been working with our voice cast to record all the lines for the remainder of the campaign. We realised that we wouldn't be able to hit our planned release of the 4th tier levels this year (see the most recent newsletter for more on this), but we still wanted to do something extra special to see out 2021.

We asked Callum, the narrator, to record some extra voice lines for a special winter-themed extra level. Also, we spent some of our free time creating bespoke music for it. Behold, Hibernation!

[previewyoutube][/previewyoutube]

Many wood ant colonies live in Alpine mountains, where harsh winters close in fast. They have evolved a special way to survive these conditions - collecting vegetation which gives off heat as it decays, saving the near-frozen colony from certain doom. Hibernation has a special new resource and chamber to store it - pine needles are collected from the surface and stored in heating chambers. The nest will be saved from disaster by their decay, and ants walking through them will be able to visit the frozen surface for longer after walking through one.

There's also some fixes and changes - here are the full patch notes for this update:

  • Added Hibernation - guide a wood ant colony to survive the Alpine winter
  • Fixed an issue where during rehousing the colony the UI would not always fade back in
  • Whip spider can now be harvested by 8 ants at a time
  • Slight buff to whip spider and is more likely to use its AOE bleed attack
  • Whip spider food value dropped to be in line with forthcoming titans
  • Fixed an issue with D key becoming unmapped
  • Beetles Rise Up! made easier on Insane and Hard (more beetles!)
  • The cookie on the Festive Spider level will now pause respawning if fighting a boss that stops the flow of the enemy waves (preventing the boss being held and getting infinite resources to build)
  • Hungry Spider abilities now cast instantly without a wind-up (wind-up has been moved to the wind-down)


This is likely to be the last time I post news this year, so from all of us at Slug Disco studios, I'd love to wish you a merry Christmas and a happy new year. As for the promised news before year's end, we've narrowed down our release window a little and our marketing team recently took the rare step of meeting in person (we are a work-from-home studio) to work on a trailer for the fire ants. We'll be releasing that hopefully early in the new year when it's done, and at that point we'll have a firm release date! See you in 2022 for the continuation of our journey into the Undergrowth, together.

Roll-back on today's release

Today, we pre-emptively released a build with the intention of getting ahead of things for the planned release of our winter level on Wednesday. Unfortunately it seems that we missed a glitch when testing - level 2.1 Rising Tide seems to have problems with food spawning in the new patch.

For now, we've rolled back these changes so the game is still completable. This shouldn't affect too much since the new level, Hibernation, wasn't due to be fully released until the 22nd anyway. We'll get everything fixed and re-packaged, and reinstate the update when we're ready!