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Subterrans

Roadmap

Subterrans is built in phases. We are around v0.3 today, aiming at v1.0 — a feature-complete, genuinely fun game. This page tracks where each phase sits.

Phase 1

PRDs & Architecture

Shipped · 2026-04-14

Requirements and architecture for the seven essential systems, written down in enough detail to build from.

Phase 2

Playable POC

Shipped · 2026-04-28

The simulation runs in a browser. Two colonies, pheromone trails, digging, combat, a rule-based AI opponent, autosave.

Phase 3

First Real Round

Shipped · 2026-05-27

The first version where a match has a beginning, middle, and end. Seven new mechanics give a round its shape.

  • The spider — a neutral predator with a hunger clock that interrupts both colonies
  • A telegraphed threat reticle — 6–8 seconds of warning before an attack lands
  • A player command to mark high-priority targets
  • Worker self-scatter under threat — emergent response without micro-management
  • Danger pheromone propagation — the colony remembers where things go wrong
  • A reproduction lever — food surplus accelerates eggs and maturation
  • Difficulty tiers — asymmetric AI rates and world pressure
Phase 4

Yard Scale

Planned

The world expands from a single patch to a yard of connected territories. Multiple biomes, linked by ant traffic corridors, with different terrain challenges and food densities across each patch.

Phase 5a

Sensory Pass

Planned

Strategic stings and ambient audio give the colony a voice. Pixel art replaces programmer art throughout. The game begins to feel like a finished product.

Phase 5b

Variety Pass

Planned

Additional predator types, multiple map seeds, and expanded round configurations increase replayability. No two sessions should feel identical.

Phase 6

Mobile

Planned

Touch input and a performance budget targeting mid-range phones. The same game, playable anywhere.

Phase 7

World & Social

Long-term

Castes, weather, day/night cycles, and deeper simulation variety. Multiplayer is also in this phase — we are exploring what form it would take, not committed to a design. The architecture preserves the option (deterministic simulation, replay logging), but no design work has started.

Version 1.0

Feature-complete, genuinely fun

Destination

The destination these phases build toward. Not a date — a standard. When Subterrans is feature-complete and genuinely fun, that is v1.0.

The roadmap is subject to change. Phases may be reordered, split, or dropped as we learn what makes the game fun. The devlog tracks what shipped each week, with the thinking behind it.