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Empires of the Undergrowth News

Empires of the Undergrowth at the Hooded Horse Winter Publisher Sale

Happy Holidays, everyone!

We’re excited to share that Empires of the Undergrowth is participating in the Winter Sale at 50% off. Check it and other games out at the Hooded Horse Winter Sale.

Hooded Horse Winter Publisher Sale 2024
[hr][/hr][h3]Latest Update News: REMIX Mode, Freeplay Maps, and More.[/h3]
We’re hard at work on the next major patch, and if you haven’t already, check out the optional beta. It introduces custom colonies for skirmish and freeplay modes, new freeplay maps like Grasslands and Drive Them Back, and REMIX Mode, which lets you play almost any level with different colony setups.

https://store.steampowered.com/news/app/463530/view/4440081305187648587?l=english
https://steamcommunity.com/games/463530/announcements/detail/536588230305251482

Beta Update - Achievements & Other Fixes

We've just released another update for the ongoing optional beta. We're not far from the end of this beta period now, and it will soon be released for everyone. Again, thank you to everyone who has tested and reported issues over the past couple of months of this long-running beta.

[h2]Fixes[/h2]

  • Fixed an issue where formicarium and custom colonies could end up not having heating tiles in Hibernation
  • Fixed an issue that broke formicarium colonies in skirmish mode
  • Fixed an issue that could cause an Aloe aphid farm to spawn in the air in Drive Them Back (custom game version)
  • 1.2 Subjugation now counts all soldier types for objective fulfilment
  • 1.2 Subjugation now updates objectives on construction rather than a periodic check
  • The Other Foot now accepts any worker for tube objectives
  • The Other Foot progress bar will now only display its tooltip when visible
  • The Crucible no longer requires mediae to be built if the colony doesn’t have them
  • Drive Them Back (custom game) fixes to prevent pathing and culling issues
  • Can no longer click to enter an enemy nest if it is unopened
  • Down arrow will no longer show on enemy nests on hover if it is unopened
  • Changing the game type in freeplay will no longer reset landmark settings
  • Fixed a missing subtitle related to earwigs
  • Moved the landscape in 5.1 to prevent it interfering with the tile grid
  • Matabele medics and bullet ants can now harvest mulch if in a termite colony
  • Fixed wood ant melees having different AoE resistance values then they should in NG+
  • Stink ants can no longer climb smaller climbable creatures
  • Prevented multiple versions of the hybrid fight (FC4) sequence occurring
  • Termites should no longer be able to spawn from mounds that are currently occupied
  • Fixed an issue causing Formicarium Challenge 3 tunnel exits to be inaccessible
  • Drive Them Back (custom game version) should no longer display formicarium rewards on victory
  • All non-worker ants should now be able to fight off phorid flies at level 3
  • Increased chances of Matabele soldiers being built in AI colonies in custom games
  • Fixed some collision issues on Drive Them Back (custom game version)
  • Ants fighting titans when the titan dies are less likely to be automatically killed
  • Fixed an issue where queen death would not cause a colony to become food in Drive Them Back (custom game version)
  • Wave spawn should now continue after Play More button is pressed in custom games
  • Fixed an issue where termite kings would be removed if landmarks are set to random
  • Attempted fix for lynx spiders being killed if they start climbing whist in combat (please let us know if you see this still happening)
  • Fixed an issue where fog of war could be seen through on the top of both the nest and linked termite mound in the savannah custom game maps
  • Fixed some instances of Matabele medic tiles displaying as black ant tiles
  • Drive Them Back achievement icon fixed
  • Fixed achievement “A Bridge Too Many”
  • Fixed achievement “Finish Your Vegetables”
  • Fixed "Just Ignore Them” achievement
  • "Finish Your Vegetables" tracker no longer says ‘Termighty’ has been fulfilled

December 2024 Newsletter - What a year!

As we barrel towards the end of the immense year that was 2024, we’re still running a long optional beta which is testing some major new features - we hope to get that out for everyone before Christmas. Thank you so much to everyone who has been having a play with it; your feedback as always is invaluable. Poor old John has been run off his feet for the past several weeks trying to implement it!

The bleak depths of winter are nearly upon the colony...

In this final newsletter of the year, we’ll concentrate on the features that will be arriving sooner rather than later, the most exciting of which is probably completely custom colonies for your skirmish and freeplay games! That’s been an interesting one to implement, and we’ll get to that shortly. First, let’s go over the recent extended beta period and how we’ve been gathering feedback.

[h2]Beta Testing[/h2]

Once again, hats off to everyone who’s given some time testing out the latest balances, fixes and new stuff in the currently running optional beta. We appreciate everyone who can spend a little bit of time experimenting with things that are probably not entirely functional yet! This has been our longest optional beta period, and we hope to bring it to a conclusion in the near future and release the results for everyone to see.

As detailed in the previous vlog, we’ve been experimenting with separate stats for some creatures in custom games (as opposed to the campaign) and in some cases separate abilities. The most obvious of these is the big-headed ant major soldier ‘adrenaline’ ability, which gives them a timed buff on entering combat. Also, leafcutter media ants have been rebalanced to be slightly worse fighters but much better gatherers, and black ant soldiers are way tougher with a maximum damage they can take in a single hit.

The thought process behind these changes is that the campaign and custom games have much different needs, and although we’ve had the stats for the two different game modes divorced for quite a while now we haven’t made use of the facility until now. Custom games can be much less predictable than the carefully scripted campaign levels, and certain species are inherently tougher to use. We hope these ongoing tweaks will make some of the lesser used custom game species more attractive to more people.

[h2]Custom Colonies[/h2]

As mentioned earlier, ‘custom colonies’ is a new features that allows a custom game to contain a colony of nearly any makeup that is currently being tested in the optional beta. You can have a colony with a leafcutter queen, but containing big-headed ant supersoldiers, little black ants and termite major soldiers, for example. There are some exceptions for technical reasons (ie, no Matabele medics in leafcutter colonies) but the possibilities are still very expansive.

A termite in an ant colony?? Such things are possible with custom colonies!

[h2]Remix Mode[/h2]

A larger game mode related to this called Remix has recently been introduced to the beta, which allows almost any level (campaign, extra and demo) to be played with almost any combination of colony creatures that make sense. When I say make sense, I mean in the way that there’d be no point trying to beat 2.1 Rising Tide as leafcutter ants given the lack of foliage on that level.

Something a bit weird going on here...

This has proven to be a little tricky since it introduces a bunch of extra considerations, but we’re getting there. Campaign levels played in this way will be apart from a saved run, and played in a standalone fashion similar to extra levels now. This mode also follows the same technical limitations as custom colonies in custom games do.

[h2]New Freeplay Maps[/h2]

Two new freeplay maps are also currently undergoing testing - Grasslands, and Drive Them Back (custom game version). In both of these, there are 8 colony entrances on the surface of which four can be in play in a single game. If playing as a termite colony, you’ll start in one of the 4 termite mounds. Otherwise, you’ll be in a regular nest entrance. This can be overwritten via a checkbox and any colony can occupy a termite mound - I guess you moved into an old one!

The Grasslands of the savannah beckon

In the case of Drive Them Back (custom game version), we’re responding to a long-requested feature of making custom game versions of the campaign levels. While they can’t have the complex scripting that goes on in a story mission, some of the campaign levels are quite suited to custom games from a layout point of view. Please let us know what you think about how Drive Them Back (custom game version) plays, and if the response is positive we may well make custom game versions of other campaign maps in the future.

[h2]Tier 5 Achievements[/h2]

All of the tier 5 achievements are now active in the optional beta, as are ones for the tier 4 challenge mode (with the six-spotted fishing spider). Although we tried to get these ready in time for 1.0 back in June, we wouldn’t have been able to get many of them in so we thought it was best to wait until we had a full set of ‘chieves worthy of your time.

One or two issues with these have been identified now thanks to the testing (again - thank you) so we’re working on getting those fixed up before the patch gets a wider release.

[h2]Art Refresh[/h2]

Although it won’t make it in this side of the new year, the art refresh of tier 3 is continuing and we’ve been extremely happy with the results. Our environment artist DanC was a little sad when he realised that whip spiders aren’t actually spiders and spin no silk of any kind - but we think you’ll agree he’s found a nice alternative in this twisted knot of plant roots act as Big Whippy’s lair in 3.2.

A lair fit for a legend!

[h2]Festive Spider[/h2]

We realise it’s a bit late this year, but if you’re in the optional beta you’ll be able to access the Festive Spider level by clicking on the gift that appears in the main menu! As always, the Hungry Spider levels are deviously difficult and come with their own special achievement for completing them. Expect multiple repeats for this ARPG-like game mode. When we leave the current optional beta and set the patch live for everyone, this will of course be available in the live build.

[previewyoutube][/previewyoutube]

[h2]GameDeveloper.com Article[/h2]

A few weeks ago, community manager Mike wrote a long “postmortem” style article for GameDeveloper.com that goes over the entire history of Empires of the Undergrowth as a project, from initial ideas and inception to final release. This will be good reading for anyone who has an interest in how a project like EotU grew from an initial frustration with the contemporary offerings at that time, to becoming very much its own thing with an almost accidental discovery of the game’s most unique features.

Check out the article here!

[h2]New Game - Strange Seed![/h2]

For those who don’t know - while the only game that Slug Disco develops is Empires of the Undergrowth, we act as a publisher for a number of other indie developers making nature-inspired games. That means that while we don’t work on those projects directly, we help out with marketing and other promotion.

A new project has just joined our publishing ranks - Strange Seed! In this evolution game, you begin as a very basic blob - but have the ability to acquire traits. To solve puzzles and progress, you’ll need to take on traits from things that you eat - as the trailer shows, for example, acquiring a shell to become heavy enough to push open a door.

[previewyoutube][/previewyoutube]

So, welcome Strange Seed to the Slug Disco publishing portfolio! And of course, welcome Chris of Chronicle Games (the developer). Check out the above trailer and find the game’s demo - we think you’ll be as utterly charmed by it as we were. Join its Discord while you're at it!

[h2]Company News - New Hires[/h2]

For anyone who’s interested in our company goings-on, please welcome Ethan and Kartik, who have joined Slug Disco as C++ developers. They’ll be helping us out with Empires of the Undergrowth, and a variety of other stuff as well. We’re also near the end of the process of hiring a dedicated creature artist, for similar reasons. 2025 will be full of developmental goodness!

[h2]Screenshot Central[/h2]

Always my favourite part of these newsletters - if you’d like to be included in the future, the easiest way to get these to me is to join our Discord and post in the dedicated screenshot channel. To get some interesting angles, hold shift while pressing the photo mode button to uncouple the camera from the ground plane.

A topical Festive Spider shot from ArmyAntGaming

A fishing spider blocks the way of the fire ants from Zvistic

Cinematic driver ants from Medin

[h2]The End of Launch Year[/h2]

Finally, in this last newsletter before 2025 arrives, thank you from the very bottom of our hearts for being here for Empire of the Undergrowth’s full release. We’re not exaggerating even slightly when we say that we’re nothing without your support, and you’ve stuck with us through nearly 7 years of early access. We are far, FAR from done with EotU - and there will soon be an updated roadmap detailing our intended path through 2025 and beyond. See you there!

Empires of the Undergrowth is on sale!

Empires of the Undergrowth is available at a 50% discount as part of the Autumn Publisher Sale running until December 4th.

Command an ant colony and wage strategic battles in the insect kingdom. This ant-based RTS challenges players to build, defend, and expand their colony, using unique pheromone-based strategies and powerful warrior ants to survive against formidable foes.

Hooded Horse Autumn Publisher Sale 2024



https://store.steampowered.com/app/463530/Empires_of_the_Undergrowth/

Nominate Empires of the Undergrowth for the Steam Awards

Hello, colony caretakers!

Now that autumn is here, your local ant colony might be seeking a warm place to hunker down. But we’re seeking something a little different – a nomination for Most Innovative Gameplay during this year’s Steam Awards.


Since we launched Empires of the Undergrowth earlier this year, we’ve received a swarm of positive feedback about its unique blend of colony management simulation & RTS gameplay. It’s been such a pleasure to immerse you all in the complex world of ant colonies.

https://www.youtube.com/watch?v=ELSOKmgDRvA

Over the last year, we’ve released several updates to ensure Empires of the Undergrowth is the best game it can be. These updates have introduced a number of new features and key gameplay improvements.



[h3]Here’s a look at some of the most important features we added over the course of the last year:[/h3]


Custom game map: Imprisoned

New custom game playable colony: Matabele ants

Reworked difficulty settings



Custom game map: Strawclutch

New custom game playable colony: Termites

Revamped main menu



Custom game map: Sand Spit

New challenge: Six-spotted Fishing Spiders

Expanded arachnophobia mode options



Full story mode

New challenge: Assassin Bugs

New music tracks



Final Campaign Tier 5

New savannah creatures added to custom game modes

Increased rewards for first-time level completions



100 new achievements

New Extra Level: Tug of War 3

Enhanced Battle Arena options


And there’s plenty more to come! For a more complete look at some updates from the last year, you can check out our update notes:
[h3]New Features Now Available in Beta[/h3]
We’ve been working on the game's next steps, and the beta branch is now live on Steam.
Here’s what’s included:

  • Two New Custom Game Maps: Savannah-themed environments offering unique challenges.
  • Custom Colony Options: Use any ant species in custom games.
  • New Game Mode: Remix: Replay levels with different or customized colonies.
  • Tier 5 Achievements: New objectives for players to complete.
  • Balance Changes, Fixes, and Optimisations: Adjustments and updates for a smoother experience.
How to Access the Beta
You can access the beta branch on Steam now. For instructions on how to join, click here and use the provided password. Your feedback is appreciated as we finalize these changes.

[h3]Empires of the Undergrowth: Thank You for an Incredible Year[/h3]
Creating Empires of the Undergrowth has been a truly spectacular experience for our team. While we knew we could make a great colony management sim, we never expected to build such an incredible community alongside it. Your support has been invaluable in making Empires of the Undergrowth’s v1.0 launch a fantastic success. We’re so thankful to have your support now and for all the future updates to come.

Competition is high for the Most Innovative Gameplay award, so every nomination helps. Check the “Nominate” button at the top of this post to nominate Empires of the Undergrowth for this category in the 2024 Steam Awards.

Thank you all,
Slug Disco