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Empires of the Undergrowth News

First Post-Release Newsletter! May-June 2024

We’ve put many of our best years into Empires of the Undergrowth, and it is finally released. Welcome to our first newsletter in a post-1.0 world! For all of the many new people who are joining us, you are most welcome, and we hope you’ve been enjoying the game since launch on Friday, 7th June 2024. It’s been a rollercoaster of a few days for us, to say the least, and we’ve got a lot to talk about - so let’s get to it.

Matabele ants in a custom game from Zvistic

First and foremost, thank you so much for making sure that our launch to full release was a successful one. So far, our highest concurrent player count was on the Sunday after launch - peaking at 6,367 - absolutely annihilating our previous best of 2,509 which happened nearly 2 years ago when the fire ant update was set live. These are stunning numbers for our little ant game, far higher than we could have hoped for, and we will be eternally grateful for that.

On launch day we also posted a new roadmap, detailing some of our plans for the immediate future of Empires of the Undergrowth. This newsletter will mainly deal with that, but we’ll also talk about some of the coverage that the game has been getting and how the launch itself went.

1.0 Launch


In the early evening of 7th June, we took a short break from our preparations to do a short livestream celebrating the reach of 1.0. It was great being able to take a quick breather with more than 800 of you watching at one point, and to be honest this was for us as much as it was for everyone else! The recording of the livestream is available on YouTube for anyone who would like to have a look:

[previewyoutube][/previewyoutube]

We did all the traditional things you do in a launch livestream - briefly interrogate an environment artist, mix a themed cocktail, that sort of thing. Cue me getting through the entire livestream in good humour only to get emotional at the very end of it - an absolute classic. As always, a privilege to share a little about our process and our team at the end of the road. Well, at the end of this road, anyway.

The Immediate Aftermath - Roadmap


Even after a project that has done objectively fairly well for several years, you can never guarantee that that will translate to a bigger player base at the end of proceedings. Thankfully, you folks came out swinging for us, and we had both our best day of sales AND concurrent player count on launch day, up until that point (beaten over the following weekend, however!).

Roadmap:



On the day of launch we also released an updated roadmap. While our roadmaps are always subject to changes in ordering and even inclusion, it gives a good idea of what our immediate priorities are to continue content and improve what’s there. Let’s go through the roadmap now and discuss the major points in a bit more detail.

[h2]Fixes & Improvements[/h2]

Our first port-of-call is to fix the inevitable list of glitches and issues that pop up when a lot more eyes are on the game all of a sudden. Obviously we did our best to get everything tested properly before release, but with a small dev team and a volunteer focus group (as well as some limited professional QA) it isn’t possible to catch everything until a whole bunch more people are seeing it. Over its long development time, Empires of the Undergrowth has become a fairly big project, after all.

Some of the very common ones have already been identified and fixed, and we in fact hope to get back to doing optional betas fairly regularly. The first of these may well be ready in the short term - so look out for that.

Savannah AO improvements - before & after

In the above pictures, we've included some improvements to the ambient occlusion system that are currently in the works in a before / after form - this should add extra detailing to bare areas like the open parts of the savannah. We hope to get this into a test build as soon as we can.

[h2]Balance[/h2]

When in a closed testing environment, one of the things you have to be aware of is that everyone who is involved is at least somewhat familiar with the game and therefore things are likely to be a touch easier for them than the average player. This is really a ‘feel it out’ kinda situation, and although we’re relatively happy with how the difficulty turned out there is certainly some work to be done here. 5.1 could probably do with being a shade easier on lower difficulties, for example, but the general consensus will develop over time in what we need to be doing here.

Balance therefore won’t be one of the things that is worked on immediately (we’ll be working on glitch fixes first) but as it becomes clearer what direction we need to go in it will come a little bit later.

[h2]Tier 5 Achievements[/h2]

One of the things we were a bit perturbed to have to leave out of 1.0 is achievements for the final tier of the formicarium story. This was simply a time thing, but we absolutely intend to go back in and finish off the ‘chieves for tier 5. We promise not to make them too devious this time. Maybe.

[h2]Rainforest Art Refresh[/h2]

About 3 years ago we hired a dedicated environment artist to the team. The 3 core devs are all generalists, really, because that’s what you have to be with an ambitious project and a tiny team! DanC’s art has now defined the look of Empires of the Undergrowth, and the last bastion of the old style remains in the rainforest biome that the third tier of the game takes place in (as well as some extra levels and custom game maps).

A trail of leafcutter ants from Heolx

We have gone through the game and updated the earlier artwork, so the rotten log and the beach are now up-to-date with the more modern look. The rainforest was left until last, since it certainly represents the best of the older style. With 1.0 now out of the door, there’s time to go back and update the jungle to fit better into the rest of the game.

[h2]Savannah Maps[/h2]

Our lovely new savannah biome has a sort of semi-arid beauty to it, and it’d be a real shame if we didn’t create some custom game maps using them! At least 2 new custom game maps using these assets are planned in the short term, perhaps with more to follow. They will of course feature the towering spires of the termite mounds, which are the primary visual feature of the savannah.

Driver ants clash with stink ants in this shot from AntBZK

[h2]CSV Setup for Custom Games[/h2]

This system is still very much a work-in-progress, but the idea here is to allow users to create custom game setups via CSV (comma-separated value, or spreadsheet). It will require the users to learn a little bit about the system (we’ll provide some simple documentation when the time arrives) but it should allow for some more funky stuff to be achieved than just basic setup saving.

If this all goes to plan there’s no reason why we couldn’t open this up to the Steam workshop, and allow people to share and download clever custom game setups that way.

[h2]Ubers / Huge Creatures[/h2]

We are also due some variants of the tier 5 creatures being added properly into custom games. The sun spider, African giant centipede and emperor scorpion are all due to make an appearance as huge creature landmarks in their larger or ‘titan’ forms.

The emperor awaits, from Orion (Dilphy)

5 new creatures will also get uber variants, because who doesn’t love a walking lightshow that is an existential threat to your colony? I won’t spoil all of them now, but one of them will be the uber alligatorback scorpion.

[h2]New Extra Levels[/h2]

Freed from the stress of completing a nearly decade-long project to 1.0, we will have a bit more time to do some of our more fanciful / experimental (or both) levels. For those who haven’t tried them yet - making extra levels takes practically no time at all compared to the campaign, because they typically don’t involve extensive new asset and / or system creation. Given that they exist outside of the canon of the game, they also give us creative license to be more experimental and create scenarios that wouldn’t be appropriate to the campaign.

An overview of Adventure, one of the more ambitious extra levels

As the roadmap says, these extra levels may come at any time as they are devised. They take a few hours to a couple of days each to produce compared to months for the campaign, and if developer John (who has made all the extra levels thus far) gets an idea he likes he may well just do it and release it in fairly short order. We’ll try to give a little bit of a heads-up about that, though, so keep those eyes peeled!

[h2]Further Custom Game Changes[/h2]

It is likely that custom games will remain an area of tweaking and changes for some time to come, and it is by far the game mode with the most subjective taste involved. Although it is very customisable, getting those default values right always takes experimentation and iteration, as well as getting the gist of player consensus as well. Another option open to us, which we haven’t used yet, is individual stat changes to creatures that are different to the campaign.

The AI is also due further tweaks and changes, and although its newer decision making system is more sophisticated than the old one by a large margin, there are still some areas where it can get stuck in a logic loop that prevents it from sending trails out, and we’ll be weeding this issues out as we continue.

[h2]Firecracker Mode[/h2]

No comment. Coming 2025. Boom.

[h2]And more![/h2]

We’ll be continuing to do changes, new maps and extra levels, and perhaps even bigger updates for the foreseeable future. The roadmap will continue to be updated every 6 months, and we’re very happy to have been secured by the successful launch to continue work on the project. There is a lot more stuff we want to do, and we now have the chance to do it.

Thank You


The part of the launch live stream that turned me into a big soppy mess was when it came time to thank you, our players. You have been exceptionally kind and patient with us, as we completed our dream game and brought it to fruition, over a far longer time than we ever expected it to take us. Oh, our naivety all those years ago!

Thank you to our players, those who have contributed with testing and suggestions, our supporting artists and voice talent. Also to Hooded Horse, our co-publishers, whose guidance and superior wisdom has steered us through the trickiest part of the project.

Screenshot Central


It feels like it’s been an age since I got to do my favourite part of the newsletter, but it hasn’t even been 3 months (it feels like a year). If you’d like to contribute to this section in the future, the easiest way is to get on our Discord and post in the appropriate screenshot channel there. Alternatively, you can post to the Steam community and I will occasionally have a search through there. This month it is, predictably, tier 5-themed.

An Aloe shadow looms over the savannah from ~SlushieChris~

A basking rainbow lizard from NightEqual2374

Bonk! An emperor scorpion stuns its prey from AhYesAnts

I'm not watching trailers this weekend, I'm playing this ridiculously good RTS about ants




It's one of those grand weekends of lots of trailers, aka the 2024 summer gaming showcases, but I'm not watching those. I'm playing Empires of the Undergrowth, an absolutely excellent RTS about controlling an ant colony. I'm enjoying it so much, in fact, that the only one of the shows I'm going to break for is ours—The PC Gaming Show. Otherwise I'm only putting down the reins of my little ants for work. Like what I'm doing as I write this...
Read more.

1.0 Launch - Empires of the Undergrowth 1.0 is OUT NOW!!

[h2]IT’S FINALLY HERE![/h2]

Empires of the Undergrowth’s version 1.0 is now released, featuring the Matabele ants as the final focal species of the game, as well as the termites in a co-starring role. The whole campaign is now playable start to finish, along with all of its challenge modes and a greatly expanded custom game offering. But we’re not finished yet.

Please enjoy the launch trailer!

[previewyoutube][/previewyoutube]

The major changes as well as the significant improvements and quality of life alterations are detailed below, but this release is much too big to fit everything into a reasonably-sized post! After the changes, read on to see our updated roadmap, showing where we intend to take the game now it has reached version 1.0.

Headline Features


[h2]Main Game Modes[/h2]
  • The story of Empires of the Undergrowth reaches a cataclysmic conclusion, now playable in its entirety with a fully narrated documentary-style campaign inspired by real world scenarios, and shocking challenges in an adjacent sci-fi setting
  • Battle for survival in the wild, then bring the spoils of war back to your formicarium and unlock ugradeable ant species to meet the challenges set by the evil scientist
  • Play endlessly customisable missions in skirmishes and freeplay games against environmental creatures, AI colonies, or both!
  • Take on the Arcade with a multitude of inventive extra levels, both nature-inspired and more fanciful, and the Battle Arena to watch the chaos unfold
  • The campaign is repeatable with end-game rewards and New Game Plus

[h2]Final Campaign Tier 5[/h2]
  • Enter the heat of the African savannah with the Matabele ants
    • Obligate termite eaters, they must raid nearby nests as their only long-term viable food source
    • Mighty titans of the undergrowth threaten the very existence of the Matabeles at night
    • Driver ants and African stink ants give fierce competition to the Matabele ants
    • The Matabele will nurse their wounded back to health - a near-unique trait among invertebrates
  • Play a special campaign level as the termites!
    • Play a scenario as one of 3 termite colonies under threat of the Matabele, stink ants and other hungry predators
    • Farm for fungus by collecting decaying plant matter from the surface, but beware the midday sun!
  • Return to the formicarium for the REAL final experiment, where the plans of the scientist are finally laid bare and the ultimate battle must be won
  • Beat the campaign to add the end-game reward of mighty bullet ants to your colony, as well as several other units!
  • Take your enhanced colony into custom games, or repeat your colony’s journey with tougher challenges in New Game Plus - but this time you can take your formicarium upgrades into the mission with you!

[h2]New Challenge Modes[/h2]
  • Take on the fire ant missions with an added twist; the six-spotted fishing spider has joined the fray, causing havoc at pontoon construction sites
  • The sinister assassin bugs prowl the savannah in the Matabele ant missions, taking victims and disguising themselves with the dead bodies of their prey

[h2]Custom Games[/h2]
  • Matabele ants and termites are now selectable as separate colonies in custom games!
    • Matabele colonies must search out termites to eat
    • Termite colonies must find patches of lignocellulose to grow into fungus
  • New savannah creatures will now spawn in custom games when activated - take on alligator back scorpions, earwigs, centipedes and more!

[h2]New Extra Level - Tug of War 3[/h2]
  • Tug of War 3: battle with new units, including the enormous bullet ants and Matabele, in this continuation of the tug-of-war style of extra levels we’ve added previously

[h2]Other Major Changes[/h2]
  • New main menu, loading screens and buttons
  • Expanded arachnophobia mode (you can just have the hat to be visible)
  • Increased rewards across the board for first-time level playthroughs
  • New music in 5.1 & 5.2, as well as in the final formicarium
  • New Battle Arena (surface) and new options for creatures
  • New decorations and underground looks for the formicariums

[h2]Quality of Life Changes[/h2]
  • New Inspect tool (right-side of the pheromone panel) to show creature stats; stats will also now show in tooltips
  • Clearer display of challenge mode and its rewards
  • Important notifications should now be more obvious
  • Numerous small quality of life changes

[h2]Fixes[/h2]
  • Fixed an issue preventing fire ant’s ‘Last Stand’ ability from triggering
  • Improvements applied to swamp and beach environments
  • Several issues with minor improvements fixed
  • Numerous small fixes


The Future


Finally, as I mentioned earlier, we’re not done yet. A few days after release there will be a newsletter going through this more closely, but we wanted to put the post-1.0 roadmap out a little early with the launch, so people can see what the immediate plan for the months ahead is.



Now, off to the savannah with you! And if this is your first time playing Empires of the Undergrowth, welcome. If it’s been on your radar for a while, we hope it’s been worth the wait! It’d be odd not to get slightly emotional at the end of a huge project like this one, and indeed I'm close to bawling my eyes out writing this out now. Thank you so much to everyone who has supported us through the years. We love you all, and we literally couldn’t have done it without you.

We’ll see you in the Undergrowth,
The Slug Disco Team

Ant colony RTS 'Empires of the Undergrowth' hits 1.0 in June

I haven't played this for a while, but I remember it making my skin crawl. Damn bugs everywhere. Empires of the Undergrowth is a pretty great RTS that puts you in charge of an Ant colony.

Read the full article here: https://www.gamingonlinux.com/2024/05/ant-colony-rts-empires-of-the-undergrowth-hits-1-0-in-june

RELEASE DATE REVEAL!! Empires of the Undergrowth Version 1.0

It's been a long time coming. Version 1.0 is coming very soon, so please enjoy this special new gameplay trailer for the whole of the game that reveals the release date at the end of it.

Spoilers for the release date from this point on, so watch the video first!

[previewyoutube][/previewyoutube]

Empires of the Undergrowth will hit version 1.0 exactly one month from this post, on June 7th 2024! The final story tier of the game will feature the fearsome Matabele ants and their surrounding species. Here's a breakdown of the major features:

  • The Matabele ants, termite-eating specialists, feature in 3 brand new fully voice-acted campaign levels in their own environment of the sub-Saharan African savannah!
    • Harvest food from the towering spires of the cathedral-like termite mounds, carefully managing this precious resource
    • Matabeles have a special medic class, allowing them to revive injured colony members!
    • The scorching savannah is rich in biodiversity, and rife with danger
    • Encounter marching lines of driver ants & solo-hunting African stink ants
    • New huge titans, deadly scorpions, spiders, earwigs, beetles and more!
  • New Game Plus mode will activate upon completing the campaign, unlocking new units and new options for further playthroughs
  • Once you're done in the savannah, return to the lab and add the Matabeles to your home colony for one final climactic formicarium challenge - the REAL final experiment!
  • Sweeping changes to custom game modes
  • Many quality-of-life tweaks and improvements


Later on this month there will be a newsletter with an updated roadmap, taking us past 1.0 and into the future for Empires of the Undergrowth.

This long, long journey that we've been on and has transformed our lives is so close to completion now, and the kind patience of our community has allowed us to make our dream game into reality. From the very bottom of our hearts, thank you. We'll see you in the savannah.