Skip to content
Subterrans

Colony simulation · In development

The game

Subterrans is a spiritual successor to SimAnt (Maxis, 1991). You run a colony — queen, workers, larvae — by tuning priorities rather than micromanaging individuals. The nest is yours to dig. The surface has food, rivals, and hazards. The win condition is the one that mattered in 1991: kill the enemy queen before they kill yours.

One enemy colony, one yard, programmer art. Depth and breadth come after the core loop is proven fun.

Seven essential systems

The stripped-down feature set that answers one question: is the core colony-management loop fun? If yes, the full game will be great. If no, no amount of additional features will save it.

  1. 01

    Ant colonies (player and AI share code)

    Queen, workers, larvae, food storage. Queen produces eggs, eggs hatch, workers feed the colony, food feeds workers. Enemy colonies are real colonies — same data, same systems — with a rule-based controller instead of a keyboard.

  2. 02

    Underground excavation

    Click tiles to mark them for digging. Workers with dig priority clear a BFS flow-field path to the marks. Excavated tiles become chambers — queen chamber, nursery, food storage — and chamber purpose changes what ants do there. This is the SimAnt "design your nest" loop.

  3. 03

    Above / below view toggle

    Same world, two projections. Surface view is top-down; underground is a side-view cross-section, depth on Y, surface X preserved. Toggle is instant and cameras stay aligned.

  4. 04

    Surface food sources

    Food piles scattered across the surface. Workers find them, haul them back through nest entrances, deposit into food-storage chambers. Eat, starve, repeat.

  5. 05

    Pheromone grid

    Two scalar fields per colony — food trail and danger trail — stored as flat Int32Arrays. Workers deposit into the cell they stand on and follow gradients in the neighbors. Decay runs across the whole grid each tick, so cost scales with grid size, not ant count.

  6. 06

    Behavior controls

    A forage/fight ratio sets how workers split between surface foraging and combat. Digging is auto-assigned based on outstanding dig marks — not a slider the player manages. The allocator retasks workers at idle checkpoints so changes feel directed, not instant.

  7. 07

    One enemy AI colony

    Rule-based state machine: forage in peacetime, shift to war footing and probe raids as fighters accumulate, commit a full invasion toward the player's queen when ready. Kill their queen before they kill yours.

What makes this different

The game layer is small. The architectural commitments underneath it are the interesting part — they're also what makes it possible for AI coding agents to do a real share of the work without things falling apart.

There are three more principles — lightweight ECS, strict sim/render separation, and snapshot saves with replay logging. They're covered in the experiment write-up and the devlog.

What's still ahead

Phase 3 is shipped. Next: yard-scale maps (Phase 4), audio and pixel art (Phase 5), mobile (Phase 6), and the longer-term depth of Phase 7. See the roadmap for the full sequence.