Colony simulation · In development
Subterrans
A spiritual successor to SimAnt. Tune pheromones, dig your nest, out-think the rival colony below. Above ground is just the surface.
Phase 3 is shipped: real combat math, an AI that invades on its own schedule, and a neutral predator. A round now has a beginning, middle, and end.
From the devlog
All posts →Getting out of the player's way
The controls got a four-stage rework: a tool palette instead of overloaded clicks, a camera that actually zooms, a game that shows you your own queued commands, and controls that teach themselves — all of it render-only, with the simulation untouched.
What people are saying
Early playtester puns
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“I found a bug. It’s an Ant!”
— Early playtester
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“I saw some red ants, those must be the antagonists!”
— Early playtester
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“I can already see myself as the great antihero of this game!!! It would be nice if there was a healer class, but then the workers would have to leave the hive to study antonomy.”
— Early playtester
The game
Seven essential systems. A colony you can lose. A world that rewards patience.
The experiment
Built with AI coding agents as a real part of the toolchain, not a gimmick.
The roadmap
Where things are, with phase names and statuses. No dates.