Colony simulation · In development
Subterrans
A spiritual successor to SimAnt. Tune their priorities, 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 →The ants learned to be afraid
A month of work in one post: seven sim versions of new ant behavior — fleeing, risk-aware foraging, battlefield scavenging — plus a full architecture review and the thirty-odd PRs it caused, touch groundwork, and a licensing decision that lets anyone ship Subterrans to an app store.
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.