Name | Empires of the Undergrowth | ||
Developer | Slug Disco Studios | ||
Publisher | Slug Disco Studios | ||
Tags | |||
Release | 2017-12-01 | ||
Steam | 19,99€ 15,99£ 19,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  311  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  50,000 .. 100,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 291 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 291 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Empires of the Undergrowth Depot Linux [2.13 G] |
|
Every couple of months we like to do a vlog. This is a big one, both literally and metaphorically. It's a big roundup of all the tier 5 news that has been announced over the last few weeks, with a few new tidbits thrown in, as well as having its very own big creature reveal. I was holding one back especially for vlog 10 - and I'm glad I did! |
Empires of the Undergrowth is now 35% off until April 29th. Command a colony, build, and battle in the bustling world of ants. Every decision, from food collection to frontline combat, matters in the undergrowth empire. |
Just in case the change in the winds isn't perceptible to all yet, Ill spell it out - we're approaching a point where we'll soon be ready to announce our release date for version 1.0 of Empires of the Undergrowth. Official reveals for the setting and species you'll be encountering have begun, and so this newsletter will focus firmly on that. |
Hello! From now until March 21st, you can save 35% on Empires of the Undergrowth, and get great deals on all other games published by Hooded Horse during the Steam Spring Sale. Come check the game out! |
Empires of the Undergrowth is participating in the Digital Tabletop Fest: Roll of the Dice, hosted by Auroch Digital. |
The final chapter of the story is not too far away, so let's talk about the final ant species you'll be playing as in Empires of the Undergrowth. The video below is a creature feature style one to reveal a little about the ants and their environment, and their eating habits. |
From now until March 10th, you can save 35% on Empires of the Undergrowth. Come check the game out! |
We've decided internally on a release date for Empires of the Undergrowth - it's now full steam ahead to meet it! We'll be doing some creature and setting reveals for the final tier soon. This vlog, while necessarily short, should plug the gap between calm and storm. |
Hi everyone! |
So, were in Empires of the Undergrowths release year now! Thats a terrifying and exciting concept. If you watched last months vlog, youll have seen that weve managed to narrow down the release window of the game to a slight 12 months. Well done us. |
The recently-implemented automatic crash reporting system in Empires of the Undergrowth has highlighted some issues that have been lurking in the dark for a long time, that weve now been able to root out and patch up. This update deals with the most pressing of those.
[h3]Notes for Windows 32 bit / Mac[/h3] Achievements
Other
|
Welcome to 2024! This patch fixes some issues with achievements and extra levels that have cropped up over the Christmas break - and I thought Id throw in a reminder about the New Years Feast level as well, which is now active and playable through until the end of February. Its a little early for Chinese New Year, but we figured we should be early with something for once.
[h2]Other [/h2]
|
Hi everyone, get Empires of the Undergrowth for 20% off during the Steam Winter Sale! Command swarms of warriors at an unprecedented scale of warfare. Lead ant colonies against the many fearsome threats of the insect world: |
Happy Holidays! From now until January 4th, you can save 20% on Empires of the Undergrowth, and get great deals on all other games published by Hooded Horse during the Steam Winter Sale. |
New custom game / freeplay maps! Achievements! New difficulty options! More generous mission rewards! This major update for Empires of the Undergrowth brings in a whole bunch of new stuff, and also puts us in good stead for the final chapter and full release coming in 2024. Thanks so much to everyone whos been helping to test all the additions over the past few weeks.
[h2]Other Additions & Changes[/h2] [h3]Mission Rewards[/h3]
[h3]Creature Changes[/h3]
[h3]Custom Game Changes[/h3]
[h3]Graphical Changes[/h3]
[h3]Localisation[/h3]
[h3]Other Changes[/h3]
[h3]Fixes[/h3]
|
This is very likely to be the final update to the optional beta before we set it live later this week, unless theres something that needs urgent fixing. Please test if you have some time - and thank you to everyone whos been doing that over the last few weeks!
|
Finally, doing the achievements in the beta will count on Steam! The 100+ new chieves have been properly hooked up into Steams systems and will now register permanently if you get them during the optional beta.
Fixes
|
Vlog 8 is here, and it's been increasingly clear to us over the past several months that we're finally approaching the full release goal for Empires of the Undergrowth. The long road of early access is drawing to a close, and release plans are being worked on. |
Another few fixes for the latest optional beta update!
[h2]Changes[/h2]
|
An update to the optional beta has been released.
|
A whole bunch of fixes and changes in this latest iteration of the currently running optional beta, including some experimental surface tunnel options for Strawclutch.
[h2]Fixes[/h2]
|
From now until December 13th, you can save 20% on Empires of the Undergrowth. Come check the game out! |
With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Empires of the Undergrowth for the Labor of Love Award.
We wouldnt be here if it werent for you, the community, supporting our game throughout development and with each update weve brought to Empires of the Undergrowth. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button thats part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards. Thank you, The Slug Disco team |
With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Empires of the Undergrowth for the Labor of Love Award.
We wouldnt be here if it werent for you, the community, supporting our game throughout development and with each update weve brought to Empires of the Undergrowth. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button thats part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards. Thank you, The Slug Disco team |
Weve fixed and changed a few things in our ongoing optional beta - if you arent participating yet and would like to, see the previous post for details on how to join.
[h2]Changes[/h2]
[h2]Known Issues[/h2] Weve run out of time for this patch, and these issues are known but didnt make it in this time (or we dont yet have enough information on them) - theyll be fixed next week once we figure them out. If you are experiencing any of the following and have a save game file that demonstrates them, please send us an email to crashes@slugdisco.com with the save files attached (the instructions on how to find your files are in this thread)
|
With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Empires of the Undergrowth for the Labor of Love Award.
We wouldnt be here if it werent for you, the community, supporting our game throughout development and with each update weve brought to Empires of the Undergrowth. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button thats part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards. Thank you, The Slug Disco team |
New custom game / freeplay maps! Achievements! New difficulty options! More generous mission rewards! Were close to pushing a large update, and were now at a point where were inviting anyone whod like to test it a bit to do so.
Patch Notes - V0.32 [h2]Headline Features[/h2]
[h2]Other Additions & Changes[/h2] [h3]Mission Rewards[/h3]
[h3]Creature Changes[/h3]
[h3]Custom Game Changes[/h3]
[h3]Graphical Changes[/h3]
[h3]Other Changes[/h3]
[h3]Fixes[/h3]
|
This will be the last newsletter of 2023, with one more vlog to come in December. 2023 has been a formative year for Empires of the Undergrowth with the freeplay / custom game mode being brought much closer to its final form, and the bulk of the systems and level work on the final stages of the game being done. |
For those of you who have joined us since last time, welcome to our infamously difficult Halloween level, which will earn its conquerors the rarest achievement in Empires of the Undergrowth. To celebrate this time around we've made an updated 4k trailer with the newer environment artwork. Enjoy! |
It's the 1 year anniversary of the Slug Disco vlog! In this episode, Mike talks about the Empires of the Undergrowth map contest results, progress on tier 5, achievements, roadmaps, and a probably stupid idea he had for his yearly attempt at EotU's Hungry Spider level. |
Hi everyone! Empires of the Undergrowth and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out! |
Welcome to September, the worst month of the year (or so I'm told). I'll do my best to ensure you don't have to listen to Green Day on repeat to get through it, with some lovely news about achievements, map contests and difficulty changes coming to Empires of the Undergrowth. If you think that'd cheer you up, read on. |
From now until September 4, you can save 20% on Empires of the Undergrowth at the Steam Strategy Fest. Come check the game out! |
In Slug Disco Vlog 6, Mike goes over changes to the difficulty settings for EotU and also the map contest that is currently running. We're expanding difficulty to have 5 options instead of 4, with better gradiation between the lower ones - this should help people who want to step up or down to a different difficulty get a better feel for that. |
Thank you everyone who has supported, tested and played the recent release! We're very happy with the reception, and it sets us in good stead to press forward to the completion of the campaign. There are some issues that have cropped up, and those are at the forefront of the next patch that is likely to come in a few weeks, along with some other stuff. |
Empires of the Undergrowth is featured on the front page of Steam today, with its first ever 20% off sale. The discount will run until July 29th. Come check it out! |
It's time for a big overhaul of freeplay, a whole bunch of new art, and a campaign rebalance! Welcome to Empires of the Undergrowth version 0.31, and thank you to everyone who has helped test it for the past week and the focus group who have been on it for the past month or so.
[h2]Freeplay / Custom Game[/h2]
[h2]Story Campaign[/h2] Most levels in the campaign have been changed. In general, in the 1.x & 2.x levels aggressive creatures drop less food, whilst environmental food is increased. In the 4.x levels, aggressive creatures drop slightly more food. The 1.x, 2.x & 4.x levels should now feel fairly consistent in that regard. There are many other changes, too. All beach, forest & rainforest creatures have had their food quantity recalculated & reduced All swamp creatures have had food quantities increased to bring them in line with the new values in the rest of the game 1.1 New Home & 1.2 Subjugation
2.1 Rising Tide & 2.2 Queen of the Hill
3.2 Front Line
4.1 Cold Blood & 4.2 A Bridge Too Far
[h2]Artwork Changes[/h2] The beach environment has been updated to bring it up to the fidelity of the more recent swamp & rotting log environments. 2.1, 2.2 & the freeplay / custom game maps The Dunes & Towhead all use these new assets.
[h2]Enemy Climbing / Mounting[/h2] In this update, many more creatures can be climbed and mounted by your ants - not just the very largest creatures! As a general rule of thumb, most creatures as big or larger than a large tiger beetle can be climbed - but there are some exceptions. Smaller mountable enemies cannot be climbed by larger ants - for example, a leafcutter major cannot climb a wolf spider. Ants mounted on enemies deal bonus damage, and apply a damage buff to allies attacking the creatures from the ground. There are circumstances where you may be better off disabling enemy mounting, however - if speed is an issue, it takes ants time to climb up and down larger creatures, and if a creature despawns with ants still on it those ants will be lost. The pine woods tree frog is currently unmountable but this will be changed once weve fixed a crash related to it. [h2]Extra Levels & Festive Levels[/h2]
[h2]Other Changes[/h2]
[h2]Fixes[/h2]
[h2]Known Issues[/h2]
[h2]Further Balance[/h2]
|
Optional beta V0.31005 is out. Unless theres something catastrophically wrong with it, this is likely to be the final patch before we set the update live for everyone, but please dont stop giving feedback on bugs and balance!
[h3]Additions & Changes[/h3]
|
Optional beta V0.310046 is out. If you're not participating in the optional beta yet and would like to, follow the instructions in the original post!
[h3]Changes[/h3]
|
Optional beta V0.310045 is out now.
[h3]AI Colony Changes[/h3]
|
If you're not participating in the optional beta yet and would like to, see the original post for details on how to participate.
[h2]Changes[/h2]
|
A large update is imminent - large enough that were running an optional beta to test it out before we make it permanent. Theres a complete reworking of the freeplay / custom game mode AI, a new streamlined setup mode called Skirmish, major rebalances for the campaign, a big extension to the enemy mounting system, and lots of new artwork to replace older assets.
Patch Notes [h2]Headline Features[/h2]
[h2]Freeplay / Custom Game[/h2] Freeplay now lives in the Custom Game menu, along with the new Skirmish streamlined setup mode.
[h2]Story Campaign[/h2] Most levels in the campaign have been changed. In general, in the 1.x & 2.x levels aggressive creatures drop less food, whilst environmental food is increased. In the 4.x levels, aggressive creatures drop slightly more food. The 1.x, 2.x & 4.x levels should now feel fairly consistent in that regard. There are many other changes, too.
[h3]1.1 New Home & 1.2 Subjugation[/h3]
[h3]2.1 Rising Tide & 2.2 Queen of the Hill[/h3]
[h3]3.2 Front Line[/h3]
[h3]4.1 Cold Blood & 4.2 A Bridge Too Far[/h3]
[h2]Artwork Changes[/h2]
[h2]Enemy Climbing / Mounting[/h2] In this update, many more creatures can be climbed and mounted by your ants - not just the very largest creatures! As a general rule of thumb, most creatures as big or larger than a large tiger beetle can be climbed - but there are some exceptions. Smaller mountable enemies cannot be climbed by larger ants - for example, a leafcutter major cannot climb a wolf spider. Ants mounted on enemies deal bonus damage, and apply a damage buff to allies attacking the creatures from the ground. There are circumstances where you may be better off disabling enemy mounting, however - if speed is an issue, it takes ants time to climb up and down larger creatures, and if a creature despawns with ants still on it those ants will be lost. The pine woods tree frog is currently unmountable (we intend to change this before this update leaves the optional beta phase). [h2]Extra Levels & Festive Levels[/h2] All festive levels are now active for testing - access these by clicking on the spider web for Hungry Spider, the gift for Festive Spider, and the hanging lantern for New Years Feast. These will be reverted to their timed form when this update leaves beta.
[h2]Other Changes[/h2]
[h2]Fixes[/h2]
|
[previewyoutube=UvPU0OwS59o;full][/previewyoutube] |
We've had the last of our extra levels in the 'sequel season', so it's time to re-evaluate the road ahead with an updated map. The compressed parts of the previous one are fast approaching, so we can 'zoom in' on that part of it, as it were, to give a bit more detail. Most of this newsletter will deal with breaking down what'll be arriving in the near future.
Note that this change is unlikely to come until we leave early access, but plenty of people have been asking if its going to be a feature so we wanted to confirm that and get some of the details out nice and early. That covers the updated roadmap - please feel free to join us on our Discord, or discussion forums, if you have any questions! We will endeavour to update this roadmap every 6 months or so going forward, until the project is finished. Its likely that everything up until the Interim Update part of it will be ticked off in relatively short order. Hooded Horse A short while ago, we got to know the lovely people from Hooded Horse - an indie publishing company that has been making some waves for the past few years with its strategy, sim and RPG games. Empires of the Undergrowth seemed like a good fit for them! Weve partnered up with them to get the word out about Empires of the Undergrowth to more people. Whilst we maintain complete creative control of the project and management of our own resources, Hooded Horse can bring their more extensive business acumen and experience to the party when it comes to promotion and marketing. This can only be a good thing for EotU - it should mean more eyes on the game, more feedback for us, and ultimately a more successful project. If you see some changes around the EotU store pages in the near future, then that's the work of their wise hands. The jumping spider-eyed amongst you may have noticed that EotU is part of publisher bundles by Hooded Horse for the time being, and were very happy to be counted alongside games such as Against the Storm and Clanfolk! ANTCON & Gamescom Theres an event in Wales on 13th May called ANTCON, in Carmarthen, Wales. Its a small event for ant enthusiasts, focusing on their keeping and care. Weve been invited to attend and give a talk, so a few of us from the team will be visiting and director / developer Liam will likely be doing that short presentation - and Ill make sure its recorded! Ill be documenting the whole event and editing a highlight video for our YouTube channel, so make sure youre subscribed to us (why arent you already? We put some really good stuff up there!) so that you can see that as soon as it goes up. Later in the year there is a very good chance well be attending Gamescom 2023 in Cologne, Germany, in some form - our new publishers Hooded Horse will be there also. Thats in August, so if youd like to meet some of the team (and play a whole bunch of awesome indie games whilst youre at it) then theres plenty of time to get tickets! Screenshot Central If youd like to submit a screenshot for this section of the newsletter, by far the easiest way is to join our Discord and post in the appropriate dedicated screenshot channel. Its a very friendly community and aesthetically pleasing screenshots are always well-received. This time, though, I've gone through the Steam Community screenshot posts since I've been neglecting those for the past few newsletters. To get a better angle on your screenies, hit shift whilst you press the photo mode button (F9 by default) for a camera that is uncoupled from the ground for maximum freedom! A wasp mantidfly perches on a pitcher plant in this shot from Philippe Echtebaise An aesthetically pleasant ultrawide shot of the rotting log from matrixmod Not even the froglings survived - it's a massacre in the swamp from TheeGamerTv |
The Culling 2 - the final level in the 'sequel season' series - is out now in Extra Levels! |
Hi all, |
With the Earth Appreciation Festival in full swing, we thought it'd be a good time to do a short livestream of Empires of the Undergrowth! Community manager Mike will be playing one of the more recently added campaign levels (4.1 'Cold Blood') for the occasion. Please join in, and ask any questions you like! |
The Earth Appreciation Festival is now live on Steam! Slug Disco is a co-organiser of the event this year, along with Mechanistry and Straw Fawn. |
Challenge mode, and game plus, and new artwork, oh my! |
The penultimate level in our Sequel Season is here - the short-form extra level Enemy of my Enemy 2 puts your queen in the middle of a map, surrounded by hostile creatures. All of them must be eliminated to win, but only a small garrison of Royal Guard ants protects the queen. |
We're entering a stage of development where we're making some pretty fundamental changes to both the campaign and freeplay mode, in order to get them closer to their final implementation when the game leaves early access. That's been the priority for our devs in the past few weeks - and we'll detail some of the changes that are coming in this newsletter. |
Our third company vlog is out now, and there's a few juicy details in the Empires of the Undergrowth section. Our creature artist Matt has made a new Formica fusca queen model, and there's some details about upcoming extra levels and large changes to freeplay coming in a major update a bit further down the line. |
The Empires of the Undergrowth auto-battler mode is back with a new level. Tug of War 2 continues our Sequel Season of extra levels - with a new set of ants to use, and a whole different set of enemy builds to fight against. Tug of War 2 is a short-form level versus an AI opponent. Army composition is everything in this auto-battler game mode. |
Theres a new seasonal level, New Years Feast, and its available now with the latest patch! We like to break from reality with our extra and seasonal levels, and weve had a lot of fun making this one. Play it by clicking on the lantern that has appeared in the main menu.
[h2]Other Fixes & Changes[/h2]
|
Hang on a minute, where on Earth did 2022 go? That whole fire ant update thing went by in such a blur. It still feels like it was last week, but it was very nearly six months ago now! Welcome to a brand spanking new year - 2023, which kicks off with several more extra levels in our 'Sequel Season', as well as a surprise or two along the way. |
Occupation 2 is available now in the Extra Levels section! |
We're back with another vlog! This time Mike goes over upcoming changes to freeplay, how the Adventure + update went (and some changes coming to Adventure in the future) as well as talking briefly about a new unique seasonal level that will arrive in the not-too-distant future. |
What could get you more into the spirit of the season than defending gifts against a horde of insects and arachnids using more insects and arachnids? |
We've made some updates to the free demo - if you've not taken the plunge yet then now's a great time to try out the demo, and if you like it, the game is 10% off for Steam's Autumn sale! This update adds the tutorial level that we recently added to the main game, as well as a limited form of the Battle Arena - a mode where you can easily pit the various critters found in the demo against each other to see what wins.
|
V0.302036 has been released, addressing a few issues that came up over the last couple of days as well as making some mainly visual changes to the Hungry Spider level.
Fixes
|
Surprise, were doing it now! As it turns out, everything we talked about in yesterdays newsletter is good to go, so here it is! The Adventure + update is available now.
[h2]Adventure[/h2]
[h2]Tutorial mode[/h2]
[h2]Main menu rework[/h2]
[h2]Rotting log tile set[/h2]
Other Changes & Additions
Fixes
|
We've had a remarkably busy couple of months since the last newsletter, and there's a fair few things to discuss relating to the next update for Empires of the Undergrowth. Most of this newsletter will be going over progress made in matters written about in the previous one. We're currently in a consolidation phase, working on improving under-the-hood systems to increase the efficiency and reliability of many game systems, as well as improving the onboarding process for new players and revamping some of the older artwork. We've also made some fairly extensive changes to the main menu. |
Tucked away in a dark corner of the world, this wolf spider hungers... |
Time to talk about the immediate future of Empires of the Undergrowth, in video form. |
This hotfix is currently only for Steam Windows 64 bit users but we thought it was crucial enough to get a fix out for our biggest user base as fast as possible. The fix for Windows 32 bit, Mac and other storefronts will roll out over the next few days.
|
A whole bunch of fixes have been made, mainly regarding the fire ant update and freeplay (theres plenty more changes to freeplay coming in a larger update a bit further down the line). Extremis fans will be pleased to know that level is now playable again, and the poor bullfrog will no longer get beaten up by its lunch!
[h2]4.2 A Bridge Too Far[/h2]
[h2]Formicarium Challenge 4[/h2]
[h2]Freeplay[/h2]
[h2]General Fixes[/h2]
[h2]General Changes[/h2]
[h2] Known Issues[/h2]
please let us know in the discussions if you see any of these issues! |
Weve made a bunch of fixes and some changes since the fire ant update, so many in fact that we want to run an optional beta before full release to make sure we havent damaged some vital system somewhere. This opt-in beta will run for a short while.
Any and all feedback on this optional beta is very much appreciated - please post it to the community discussions! Patch Notes 4.1 Cold Blood
4.2 A Bridge Too Far
Formicarium Challenge 4
Freeplay
General
EDIT 2nd September: A couple of things that don't warrant a new version number but have been added:
|
Its been a while since the situation has warranted one of these newsletters we said that after the last one in March, we didnt want to spoil anything else and just wanted to concentrate purely on getting the fire ant update ready to go, and so we did! Welcome to the first newsletter as the sun rises in a post-fire ants world. |
Here's a moment we've been waiting for as long as you have - we're burning with joy to be releasing the fire ant update to everyone! Let's keep this introduction short, because I'm certain you want to dive right into that lovely swamp as soon as you can. Here are the full patch notes for the update.
[h2]Formicarium Challenge 4 Awaits![/h2] Once youve completed the documentary scenarios and are back in the formicarium with your rewards, the fire ant soldiers will make a fine addition to your collection. Add them to your formicarium to help you with the challenges ahead! They have 4 formicarium upgrade options:
After youve completed your upgrades and stocked up your resources, the scientist has an idea - and hell take the opportunity to put it into action. As always, Formicarium Challenge 4 will be a climactic test of your colonys prowess and your own skills as a player, so be prepared. [h2]Other Changes[/h2]
[h2]Fixes & Optimisations[/h2]
[h2]Localisation[/h2]
[h2]Known Issues[/h2]
|
Just a very short post to confirm that the launch of the fire ant update won't be occurring at midnight but at 6 pm UK time tomorrow, or approximately 23 hours after this is posted. Converted to some other times this comes out as: |
Hey |
We are delighted to announce that the fire ant update is coming on July 27th 2022! Grab an eyeful of the updated trailer that shows off the new environment and (some of) the new enemies that come along with it. |
This will be a shorter-than-usual newsletter, just catching up with the last of the things weve posted on our social media before the fire ant update. Were rounding the corner to the home stretch on that front now, and whilst were not quite ready to announce a date (that will come out of the blue one day with a trailer) we are at a point where we dont want to spoil anything else, as we still want there to be plenty of surprises for when the update drops. |
The main feature this time is full support for gamepads (Steam Deck, XBox One and PlayStation 4 controllers are all officially supported). If you prefer to play with a gamepad or would like to try it out, now is the time! We are also adding six new languages localisations (we are not updating our store page to say we officially support these yet; they should be considered to be in beta for now). The languages are Czech, French, Japanese, Korean, Dutch & Polish.
Other Fixes & Changes
|
Welcome to the year of the fire ant! For those of you wondering how were doing with the 4th / fire ant tier, weve recently gotten the last of the dialogue and voice acting into the game, and sent things off to translators for localisation. Keep an eye on our social media for further public narrowing of our release window. As always we wont give a date until were certain we can hit it. The marketing team have indeed been working on the trailer as the art team completes the detailing on the levels, and were positively itching to show it all off to you but we have to be patient too. |
A minor patch tonight to correct some small issues that have cropped up. This should resolve a recent freeplay crash related to leafcutters and a more long-standing issue causing problems with the "Play More" feature.
Also, our apologies to Mac players - there's something that's making Hibernation crash on loading and we've not been able to get to the bottom of that yet. Since the Mac build also had the two issues detailed above, it is preferable to roll back to the previous build for now whilst we investigate further, so we've done that. |
We've recently been working with our voice cast to record all the lines for the remainder of the campaign. We realised that we wouldn't be able to hit our planned release of the 4th tier levels this year (see the most recent newsletter for more on this), but we still wanted to do something extra special to see out 2021.
This is likely to be the last time I post news this year, so from all of us at Slug Disco studios, I'd love to wish you a merry Christmas and a happy new year. As for the promised news before year's end, we've narrowed down our release window a little and our marketing team recently took the rare step of meeting in person (we are a work-from-home studio) to work on a trailer for the fire ants. We'll be releasing that hopefully early in the new year when it's done, and at that point we'll have a firm release date! See you in 2022 for the continuation of our journey into the Undergrowth, together. |
Today, we pre-emptively released a build with the intention of getting ahead of things for the planned release of our winter level on Wednesday. Unfortunately it seems that we missed a glitch when testing - level 2.1 Rising Tide seems to have problems with food spawning in the new patch. |
Once again, the Hungry Spider has crawled out of his hole. This time he's in a better mood, having just finished his Christmas shopping and gotten everything wrapped and ready for the little ones. However, envious eyes are looking over his haul - and he'll need to protect it! |
Welcome to 2021s last newsletter! Well get straight to the point about where were at with the fire ant release plans after this introduction. Weve also got a very special extra level set to come out shortly before the holidays next month so plenty of details on that. Theres a final creature we want to show off, some finished animations and game mechanics for a creature revealed a while back, and some finished artwork for the swamp environment in which the 4th tier will be set, as well as the first of our carnivorous plants. |
It's that time of year again. The nights are drawing in, the air is getting colder.... and the Hungry Spider awakens, and finds that he is ravenous. |
Discard the shackles of oppression - in our latest extra level Beetles Rise Up!, you must grow your beetle pack to annihilate your captors. All of your beetles are controlled by a single pheromone marker - simply move near beetles to add them to your pack, bolstering your strength. Kill all enemies and free all beetles to win! Game knowledge from your campaign and freeplay experiences will be helpful; it'll allow you to gauge threats before you take them on. For those concerned about extra levels taking up dev time, please know that compared to the campaign content, these missions take practically no time at all to develop - just a few short hours apiece (you can watch us do most of the development for these on stream). Because they all use existing assets, systems and artwork, one of our devs can create an extra level very fast indeed. |
At this stage in the development cycle for the rest of Empires of the Undergrowth, were very close to having all of the creatures for the 4th tier complete (as well as a sizable chunk of the 5th tier ones). Our environment artist is working hard on perfecting the aesthetic of the Green Swamp, as the art team populates it with appropriate (and sometimes dangerous) flora. |
We love events, but for obvious reasons we've so rarely been able to attend them recently. Enter the Gamescom 2021 Indie Arena Booth, an online event that is running from 25th-29th August! We have a booth in the virtual world, which you can visit with your 2D avatar. There's an NPC representation of the scientist there to answer some questions, and of course we'll be there ourselves too!
[h2]Improvements / Changes[/h2]
[h2]Fixes[/h2]
[h2]The Promised Land[/h2] Your Solenopsis invicta fire ants are trying to reach a bountiful area of the jungle. Build floating bridges to nearby islands by placing a pheromone marker on it, when water allows. New objectives will appear as you complete the existing ones. Beware the bombardier beetles! |
Time for the last of the extra levels we put out in beta earlier this year to be released - it's The Culling! In this black ant level, packs of enemies will slowly swell in number during the daytime. If you allow them to grow too large, they will overwhelm your colony when they attack en masse at night. For those concerned about extra levels taking up dev time, please know that compared to the campaign content, these missions take practically no time at all to develop - just a few short hours apiece (you can watch us do most of the development for these on stream). Because they all use existing assets, systems and artwork, one of our devs can create an extra level very fast indeed. |
Its been an important last couple of months for Empires of the Undergrowth, and those of us at Slug Disco Studios! Work continues apace on the fire ant update, and were not too far away from having all of the 4th tier creatures complete and ready for placement in the levels. Weve also decided that now is the time to expand our dev team, and weve brought in a fantastic new artist to work on our environments Ill introduce you to Dan (yes, this is the 2nd time in the past year weve hired someone called Dan) a little later in the newsletter. My name is Dan (Dan.C/Dan 2) and Im the new Environment Artist here at Slug Disco! This means Ill be working on some seriously cool level art for EotU and any future projects (spoilers). Swamp Underground Environment The most pressing concern for our new environment artist is of course the look of the Green Swamp, the nature reserve in North Carolina in which the fire ant levels are set. So far Dan has nearly completed work on the underground look for the levels, deciding on a teal glow to contrast the red of the critters themselves. The new underground look. Fungus is a placeholder from the leafcutters; itll be replaced Its early days yet and theres lots more to come, but check out the general aesthetic that Dan is going for in these in-engine shots. One really big advantage of joining a small team is that you can have a quite sizeable influence on a project, and were looking forward to seeing Dan really get his creative teeth sunk into Empires of the Undergrowth. Bathed in the teal glow of the swamp Size Comparison Ive found it to be a lot of fun to do size comparisons like this every so often, to give people some perspective of what to expect when new content arrives. The fire ant levels will feature our first official titan-class creature the great blue skimmer so here it is in comparison to some of the other new arrivals coming with the 4th tier. [previewyoutube=AlS0f3dB1jc;full][/previewyoutube] Heres one which is more thematic, given the spiders feel that this newsletter has! It should give you a clear idea of how our new green lynx spider compares to the big boys. The huge whip spider still reigns supreme in terms of sheer bulk, but the lynx gives the juvenile form a run for its money! You have no idea how hard it was to get them to keep still Deep Dive: AI A couple of weeks back, Dan P (our marketing content creator) and Liam (dev) sat down to have a deep discussion about the colony AI systems in EotU, and the incoming changes that will be happening to them along with the 4th tier. Liam has been working on a much more flexible, modular AI system for the game, which will be used in all of the remaining campaign levels to varying degrees and will eventually find itself transplanted into freeplay, allowing for much more sensible decision making by the AI colonies in that game mode. Take a look at the vid if youve got a spare hour! [previewyoutube=K_FNnDNe1Dw;full][/previewyoutube] Whilst its often very appropriate to have more heavily scripted AI colonies, as in 2.2 or to a lesser extent in 3.1, the more generalised approach feels like its been worth the effort for us. Such a tweak-able system will be extremely useful for any future content we create, from potential post-release additions to future extra levels. Screenshot Central Think yourself pretty handy with the photo mode tools (F9 by default)? Im always glad to see them sent my way. By far the easiest way these days is to join our Discord; friendly nature-loving gamers guaranteed! We have dedicated screenshot categories for all three of our games. Alternatively, you can email your snaps in (mike@slugdisco.com). Lets have a look at this months selection! Angry army ants attack an uber mole cricket from SheevPalpatineee An uber jumping spider from TheRealStormCZE Tip: hold shift whilst entering photo mode for a free camera, like in this shot from GamingAnt13 |
There's a new extra level for Empires of the Undergrowth - and this one is rather unique. In Enemy of my Enemy, packs of enemies are hostile to each other - the trick is to get them to take each other out before they reach your queen. It's a short game mode, with lots of different solutions - the puzzle of how to unlock the packs gets more complex at higher difficulties. For those concerned about extra levels taking up dev time, please know that compared to the campaign content, these missions take practically no time at all to develop - just a few short hours apiece (you can watch us do most of the development for these on stream). Because they all use existing assets, systems and artwork, one of our devs can create an extra level very fast indeed. |
Cramped is a new extra level for Empires of the Undergrowth, and it's out right now! This leafcutter level is very tight on space - with a tiny underground nest and many enemies that must be slain, only a superior knowledge of the game systems will allow for victory. Find the level now in the "Extra Levels" section of the menu. For those concerned about extra levels taking up dev time, please know that compared to the campaign content, these missions take practically no time at all to develop - just a few short hours apiece (you can watch John do most of the development for these on stream). Because they all use existing assets, systems and artwork, one of our devs can create an extra level very fast indeed. |
Good lord, its May already. This newsletter will spotlight some more enemies coming for the fire ant update, with a particular focus on natures favoured form the beetle. We also have some talk about new AI systems that weve been working on over the past few weeks, which will be used in the last of the campaign levels and eventually in freeplay too! |
Occupation - a new extra level for Empires of the Undergrowth - is out now! In this level not unlike the campaign mission New Home, you control wood ants (with mortars) with the simple mission to kill all nearby creatures. Beware - your occupation of this prime nesting location will not go uncontested. |
A localisation issue that didn't come up in testing meant we had to roll back yesterday. This has now been rectified, and so version 0.23 has been reinstated. |
Hi all, |
Apart from 4 new levels set to roll out over the next few months (thank you to everyone whos been helping test and balance them) the main bulk of this update is under-the-hood changes.
[h2]Fixes[/h2]
[h2]Changes[/h2]
[h3]Known Issues on Linux[/h3] We have become aware that some Linux users are experiencing graphical problems with this version. In our tests these have only been minor but some may be having more serious issues. As a first step we would suggest ensuring you have the latest distribution of your particular OS (with an approved graphics driver), but if there's still no joy please let us know your distribution version and system specs, and we can put some time into properly troubleshooting the issue. It's possible that forcing use of the Vulkan API might fix some Linux graphical problems you're having. You'll need to add the -vulkan command line argument as a launch option. Thanks to DiloDog_ on Steam for the screenshot used in the artwork for this post! |
We're likely to run this beta just overnight and get it out onto the main branch some time tomorrow, as long as no huge problems are discovered! Whilst it doesn't have much in the way of new features, v0.23 is a significant patch because we've upgraded the engine that Empires of the Undergrowth runs on (Unreal Engine 4), and we've spent a significant amount of time fixing problems that arise from that.
[h2]Patch Notes[/h2]
Thanks to LilRenn on our Discord for the screenshot used in this post! |
Weve got another few Empires of the Undergrowth critters and some size comparisons from the upcoming fire ant update to show you in this edition of the newsletter. Weve also done an engine upgrade which has had us banging our heads against our keyboards for the past few weeks! Those of you who have been having issues on certain laptops, whilst a small number, will be pleased to know that the next update will fix this problem in a roundabout way. At the time of writing this patch (0.23) was coming towards the end of optional beta testing. See this thread for more detailed discussion of the issue. |
In order to fix a crash that was happening on certain laptops with Intel chips we have had to update the Unreal Engine version Empires of the Undergrowth is built on. Doing so may have some performance improvements but mostly the experience should be the same.
We highly recommend making a backup of your saved games before you run an optional beta, on the off-chance that some changes cause them to be corrupted. To see where your saves are stored, see the information in this thread on the Steam forums. [h2]Fixes[/h2]
[h2]Features[/h2]
[h2]Updates[/h2]
Thanks to syrian dugong on our Discord for the screenshot used in the artwork for this post! |
In our first newsletter of the new year, covering news from December 2020 and January 2021, we have some critters from the fourth tier of the formicarium story to talk about (and perhaps a tiny little sneak preview of a story mission), as well as some discussion of some new extra levels that will be coming your way over the next few months. Also, on the company side of things (which we do have to occasionally think about) weve recently launched an updated version of our website, which should make it easier to find information about Slug Disco Studios Ltd. and the games we publish. Thanks to Dan, our recently-hired marketing content creator, for his stellar work on bringing the website into the 2020s!
Extra level The Culling has some unique enemy spawning mechanics At the time of publishing (29th January 2021), these four levels have recently begun undergoing optional community testing on Steam. If youd like to help out, please follow this link and see the instructions there. Once the testing period is complete, they will be properly released a month apart, as with previous extra levels. Were thinking of running a little speed running competition for Enemy of my Enemy in particular! Fixing Stuff Quite a lot of time has been spent dealing with old issues, and new ones have cropped up in the meantime. Starting in early January, an issue started to be reported amongst a small subset of players of the game suddenly stopping working altogether, which puzzled us as the game hadnt been updated since before Christmas. Its almost certain that an operating system, driver or proprietary software update is to blame, but getting to the bottom of it has been very tricky. Weve found some commonality in that everyone who has this issue is using laptops with Intel processors, but frustratingly only a small percentage of that demographic is having any problems at all. Due to the kindness of the community (particular thanks to Scyobi_Empire who has uncomplainingly helped us test various things) weve found a workaround that involves upgrading the engine version. This is something we intended to do in the not-too-distant future anyway, but its likely that our priorities have changed because of this issue so that will be happening sooner rather than later. Upgrading the engine will inevitably lead to crashes and plenty of things game-wide that need fixing, so we may be asking for some help testing that in the near future. In other fixing stuff news, there have been some recently-reported resource gathering issues in the currently running beta. Liam spent time trying to get to the bottom of this by making a special scenario where he could quickly test ants trying to reach resources at the bottom of a cliff. The below video is representative of his entire afternoon. [previewyoutube=a1fSWVAqYqg;full][/previewyoutube] Screenshot Central Once again, the best part of writing a newsletter has arrived where I trawl through recent screenshots to find the real gems that show off the beauty, chaos, or both of Empires of the Undergrowth. If youd like to contribute a shot to Screenshot Central, either upload your shot to the Steam Community or to the screenshots channel in Discord. By default, press F9 to enter photo mode, and hold down shift whilst you do it to get an unlocked camera and some really neat angles. Hydra? A quadruple threat of mantids from Dr. Spooks on Discord Night is no time to halt the harvest from Josselin17 on Discord A pleasingly-lit shot of beta level Occupation from BrickyGraph631 on Steam Until Next Time 2020 was a uniquely challenging year for many of us, and 2021 hasnt shown many signs of being much different thus far but its going to be a big year for Empires of the Undergrowth, and indeed Slug Disco as a company. Thank you for being with us throughout, and your gentle patience is as appreciated as your boundless enthusiasm! Youre a uniquely lovely bunch and as community manager I love that a good proportion of my job is interacting with the fantastic group of people that has built up around EotU and our other games. If youre not already more closely involved and would like to be, wed be absolutely delighted to have you in our Discord (where weve recently begun doing pre-releases of the optional betas) and our official forums. We hope to see you there. Mike & The Slug Disco Team |
Its time for an optional beta! This beta has some fixes for long-standing issues and, more excitingly, comes with 4 (!) new extra levels for testing and balance. Extra levels are fast to develop as most of them don't need extensive new systems and artwork; we can make one of these in just a few short hours but testing them for balance is another thing. They need some feedback!
[h2]0.2222 Patch Notes[/h2]
|
Thanks for the people who have helped us identify a crash with the recent short optional beta. This has now been fixed and we're ready to move this patch to the main branch just in time for Christmas. It is now possible to save your freeplay games that include AI colonies! This should make them more viable for long-term games instead of short skirmishes.
[h2]Fixes[/h2]
[h2] Optimisations[/h2]
Thanks to whoamijr for the screenshot used in the artwork of this post! |
Weve made big strides towards getting the freeplay AI save-able, and were at the point where we could do with some extra feedback before we declare it good to go. This opt-in beta build adds saving to freeplay games with AI colonies, which should make them much more viable in a long game.
WARNING - We highly recommend you backup your saves before testing this beta build. This beta is primarily testing saving so this is more important than usual - theres an above-normal chance of save files becoming corrupted. Save files are located at: C:/ Users / [YOUR USER NAME] / AppData / Local / EotU / Saved /SaveGames [h2]Headline Features[/h2]
[h2]Fixes[/h2]
[h2]Optimisations[/h2]
|
Did you think you'd seen the last of the Hungry Spider this year? He's back for Christmas, and his concerns are a little more wholesome this time. He's trying to protect his carefully-wrapped gifts for his spiderlings - but others are regarding his haul with envious eyes. |
Welcome to our November 2020 newsletter! The past few months have seen quite a few things happen, both for Empires of the Undergrowth and for us, Slug Disco, as a company. Very importantly, we are taking our first steps into expanding a little, and weve brought Dan on board as our Marketing Content Creator. Well have a little from Dan later on as he introduces himself to you all.
[h2]Pheromone Marker Changes - Ant Trails[/h2] Weve recently released version 0.22. As well as including some neat new extra levels like Excavators and Tug of War, as well as AI colonies in freeplay, some important changes to game systems have been made. Weve made some changes to the way pheromone trails work, and Liam put together a helpful video explaining whats been changed and why. In short, the updates to the way trails now work will mean more ants will reach the end of a trail faster, and some of the ants will be turned back along the way to form a seamless trail to the queen. [previewyoutube=9BQ2vdb4zGI;full][/previewyoutube] Newer players are sometimes confused as to why the game works like this instead of a more traditional RTS setup (for instance, units in StarCraft II). In short, we want the ants to feel like ants, and for the species that feature prominently in Empires of the Undergrowth that means trails. We can strike a balance between this naturalistic feeling behaviour and with the standardisation of the different methods of putting ants on and off trails, make the whole thing smoother and more responsive. [h2]Using Beetles to Fix Bugs[/h2] A few bugs resurfaced since the 0.22 update and weve taken some time out to track these down. Since adding some new resource collection behaviours for fire ants and beyond, some issues with these systems manifested themselves in other parts of the game. Something that has apparently been a long-running problem that wasnt significantly on our radar until recently is that it is still possible for some creatures to get stuck in nest entrances. The reason we hadnt come across it was because it required very low frame rates to occur, and so we had to develop a test that suitably stretched our hardware far beyond its limit. Once we were able to reproduce the stuck creatures, it was quite easy to find the problem. [previewyoutube=xy2FZl0r16E;full][/previewyoutube] Just us testing our hardware to the absolute limit to see if we can get beetles stuck in nest chamber entrances The creatures usually sweep themselves forward when they move, stopping if they hit something, but sometimes it is possible that a creature is already intersecting something when it begins its movement routine and so it cant sweep itself anywhere. In this case the creature will teleport, but theres a problem with that the lower the framerate, the further the teleport and if the teleport is long enough, it can go straight through a wall to the other side (which is what happens with these beetles). Although we foresaw this problem, the routine to protect against it happening had a typo - but thats now been fixed! [h2]Beetle Uprising Launch[/h2] The first game published by Slug Disco Studios to fully launch, Beetle Uprising by Iocane Games left early access and entered full release on the 5th of November. We had a fun launch for it, consisting of an informative if unconventional imgur post that talked about why sites like imgur are essential for marketing when youre a small team without a mega-budget for advertising! [previewyoutube=fLwrxRcdAyU;full][/previewyoutube] As well as the completion of the campaign levels, a new feature - Mystery Mode - has been added. This gives random rewards instead of set ones in the campaign, which could lead to some interesting beetle abilities and stats earlier on! We look forward to seeing what you get. Thanks so much to everyone thats helped get the game to this point through feedback and supporting it throughout its early access time. [h2]Screenshot Central[/h2] And so we come to the end of an unusually beetle-heavy edition of the newsletter! As always my favourite bit about this job is finding the amazing screenshots our fans produce on a regular basis. As a reminder - you can take a nice artily-angled screenshot using photo mode (F9 by default - and if you hit shift whilst pressing F9 youll get an unlocked camera). Upload your screenshots to the Steam Community page, send them directly to me at mike@slugdisco.com, or how about join us on our Discord and share there! Charge! A clash of giants as Steam user Alex and Raptors leafcutters take on a devils coach horse and uber spiny devil cricket A beautiful overview of the jungle at night from Steam user BrickyGraph631 A pleasing shot of leafcutters doing their thing from Steam user Professor Puffer |
Hey everyone! |
Not ones to miss a trend, we've made our own auto-battler game mode a good 18 months after it was properly in vogue in the form of Tug of War. |
Thanks for everyone who's tested our short optional beta over the weekend. We're confident that it's good for everyone now, so version 0.22103 is available for everyone from this point. There is one known issue detailed below the patch notes that didn't quite make it into this build on time - expect a fix for that next time round.
[h2]Changes[/h2]
[h2]Known Issues[/h2]
|
An update to the currently running short optional beta has been released. This will only affect you if you've opted into the beta - if you haven't and would like to, follow the instructions near the top of this link:
|
We're running a very short optional beta for this one. It's mainly a bug fixing patch, but the fixes potentially have some far reaching implications and we'd like to be sure we haven't missed anything huge. We'd appreciate any feedback on issues you experience in this beta - if you're on Windows 64 bit and would like to participate in this short beta, read on. [h2]Fixes [/h2]
[h2]Changes[/h2]
|
This update has been bubbling in the cauldron for quite some time, and we think it's finally tender enough for everyone to sink their teeth into. Thank you so much to everyone who has been helping us test this patch for the past couple of months - we've been able to resolve issues much faster than we would have done just by ourselves!
[h2]New Extra Levels[/h2]
[h2]Other new features[/h2]
[h2]Full Patch Notes[/h2] [h3]Fixes[/h3]
[h3]Balance Changes[/h3]
[h3]Changes and Improvements[/h3]
[h3]Performance[/h3]
|
Mac & Linux are now included in the beta; we're very close to full release of this content for everyone.
|
[h3]"Sticky innards..... glorious feast..... hunger still gnawing.... appetite must be sated!"[/h3] |
This is hopefully the last release in this current beta before we move it to the main branch. Enjoy the new extra level, Excavators, that features spooky crickets lurking in the dark, grouping up to attack you! Were fairly sure thats the first time anyone has ever called crickets spooky, but yknow, tis the season.
|
It's a bit overdue but due to popular demand we've set up an official Slug Disco Discord - and of course its main section is for Empires of the Undergrowth. |
Thanks to everyone who has reported issues, this has allowed us to get to the bottom of them quickly! Some issues remain however the worst ones have been solved.
|
Weve updated the currently-running optional beta including a new freeplay map! - this will only affect you if you're participating in said currently-running optional beta, detailed in this post.
Changes
Bug Fixes
|
Some crash fixes for the optional beta today. This brings the beta version up to 0.22034.
|
The latest changes to the optional beta have been released. This one includes an extensive overhaul of the freeplay setup menu as well as some extra features in freeplay, like randomised caverns below ground.
[h2]Changes[/h2]
[h2]Fixes[/h2]
[h2]Performance[/h2]
|
The last couple of months have been focused on some complicated systems for the fire ants as well as some large changes to freeplay, which are currently in an optional beta for Steam Windows users (details below). Whilst complex from a game design point of view, the extensions to the movement systems needed for the fire ants is getting there. We're close to having the fire ant bridge building system the way we like it! |
A small update to the currently-running optional beta has been released.
|
A small update to the currently-running optional beta has been released. No new features in this one, just some fixes for common issues. This brings the version number to 0.22031.
|
Weve updated the currently-running optional beta. As well as fixes and changes to the freeplay AI, this one also includes some rather extensive balance changes that will affect the campaign levels as well. Were particularly looking forward to feedback on these.
[h2]Balance Changes[/h2]
[h2]Fixes[/h2]
|
Weve updated the currently-running optional beta - this will only affect you if you're participating in said currently-running optional beta, detailed in this post.
[h2]Changes[/h2]
[h2]Bug Fixes[/h2]
|
An update to the currently running beta has been released - this will only affect you if you're participating in the currently-running optional beta, detailed in this post.
|
An optional beta is available to all Steam owners of the game running a 64 bit Windows system. The idea with these occasional builds is to give people access to new things that need wider testing, with the understanding that there are likely to be crashes and balance issues. We would appreciate feedback if you can provide it - post on our Steam forums, or our official forums. Due to the unpredictable nature of beta tests, we strongly recommend you back up your formicarium saves before you play: You will find your saves on Windows in: C:\Users\YOUR USER NAME\AppData\Local\EotU\Saved\SaveGames Note that AppData is usually hidden; you can either un-hide the folder in the files settings or just type it into the bar. If you make a copy of this folder and save it somewhere else, you can restore your saves by replacing this folder with the backed up one. Headline Features [h2]New Extra Level - Tug Of War[/h2]
[h2]Freeplay AI Colonies[/h2]
Fixes & Balance
|
It's a regular query, but we imagine not many of you here on Steam know the answer. We are often asked how big our team size is, and that's a very valid question - it affects many things about a game's development cycle. In our case, the answer is three - three developers on a very ambitious project that is laden with pitfalls. |
Did you think your colony was the only one the scientists have been giving a hard time? How would things look from the perspective of the counterpart Formica ereptor colony - the one that has been providing feeder ants for the primary colony to fight against in its challenges? |
During the last few weeks we've been able to really crack on with the fire ant update. After the long and arduous process that was re-designing the game's movement code from the ground up, we're really glad to be concentrated nearly solely on our Solenopsis invicta ants and all the accompanying flora and fauna that will bring them to life. As is always the case when we add a new formicarium tier to the game, there are several new systems that have to be designed and those are also in the works. |
A new extra level is available now for Empires of the Undergrowth - Extremis. The aim is to survive all the waves - but you won't do it first time. After you die, you are given a number of points (based on how far you got) to unlock new units for your army the next time you play! You might need to reinforce your colony with some wood ant ranged units, or save up for the mighty tanks of the leafcutters! |
Some fairly significant balance changes for the game in todays patch, as well as important updates to localisation and a bunch of fixes and minor changes, all detailed below!
[h2]Changes / Balance[/h2]
[h2]Fixes[/h2]
|
Welcome to our March / April 2020 newsletter! First of all, I'll address the corona-elephant in the room and hope that you and your families are staying safe during the lockdown. Let's all remember to be kind to everyone, especially to ourselves, during this pandemic. Let's hope things return to normal in a safe and steady manner. Play some video games, read a book, keep in touch with your loved ones, stay indoors when you can. Now, on to slightly more cheerful matters - including a new game that is joining Ecosystem as a Slug Disco publishing project - Beetle Uprising! |
For patch 0.213 weve addressed some issues that have come up in the past few weeks - in particular one which has prevented new content (the 4 jungle uber creatures) from appearing. Freeplay map Towhead has seen a fair few changes - increased landmark numbers and some new paths. Also a bunch of quality-of-life changes in this one.
Other Fixes and Changes
|
There's a new Empires of the Undergrowth extra level available now! In Baby Sitting, you have an AI-controlled sister colony. They're very plucky, but not that bright. You'll have to make sure they don't bite off more than they can chew and keep them out of trouble! Both queens must survive to win the level. To find the new level, choose "Other Modes" from the main menu, then "Extra Levels". Good luck! |
For many months we have been working hard on improving movement in Empires of the Undergrowth, and this patch represents successes in this area but also a bunch of content and quality-of-life changes that we hope you will be pleased with.
[h2]Extra Levels[/h2] We will be bringing regular extra missions to the game apart from the main campaign. Here we have allowed ourselves more freedom to do things in a more game-like fashion rather than true to nature, like we strive to be in the story.The first 3 maps will be released a month apart!
[h2]Third Tier Challenge Mode[/h2] Phorid flies are tiny, inconspicuous-looking insects that could easily be mistaken for fruit flies but are far deadlier. They lay their eggs between the armoured carapaces of insects, in particular your ants, leading to a time where they will be less effective followed by inevitable death as the larva eats away at the innards. All ants have a chance of fighting off the flies when they are attacked, but level 3 mediae and majors have a 100% chance to fight them off. [h2]First Tier Achievements[/h2] We have also added a bunch of achievements for the first tier levels of the game. This includes New Home, Subjugation and the first formicarium challenge. Multiple achievements have been added for various difficulties and challenge modes. There are the generic achievements, such as finishing a level on a specific difficulty, but also tasks that have specific conditions to achieve. Check your achievements from the in-game menu. Optimisation and Balance On top of all these additions there has been a raft of optimisation changes made that should also improve performance. Some areas have also seen balance changes including area-of-effect (AOE) attacks, insane difficulty on 3.2 Front Line and many others. Many of these changes are listed below. [h2]Optimisations[/h2]
[h2]Balance[/h2]
Selected Improvements
Selected Fixes
|
Last bits of balance and fixes! Just a very short test to make sure nothing weve added or fixed causes any major issues - and then this should be the last one before we set it on the main branch. Hang tight just a little longer if youve been waiting for the beta to finish!
[h2]Fixes[/h2]
|
We're entering the final stages of beta testing for the 0.21 update now - and for the first time in the game this update introduces achievements! The first batch (formicarium tier 1) are present here - more will follow suit later down the line. Weve also done some fairly extensive balancing.
[h2]Balance Changes[/h2] [h3]Aggrandise[/h3]
[h3]3.2 Front Line[/h3]
[h3]Formicarium Challenge 3[/h3]
[h2]General[/h2]
[h2]Fixes[/h2]
|
Some help for leafcutters in freeplay with regenerating leaves now being a thing (in freeplay only - campaign level leaves do not grow back). This is an optional beta - if youd like to join the beta whilst its still running, follow the instructions in the box near the top of this previous post. If you're already on the beta branch you won't need to do this; the game should update by itself. NOTE: The beta will only run on Windows. Once we've finished the beta period Mac and Linux will get the full finished update!
Fixes and Optimisations
|
A bug fixing update for the optional beta, dealing mainly with the fallout from reintroducing the story campaign back into it. Were homing in on having this update ready for the main branch but if youd like to join the beta whilst its still running, follow the instructions in the box near the top of this previous post!
As mentioned, we're not far from fixing the issues and bringing this update to the main branch. We likely have a round of balance changes to go before we reach that point, so we'll be taking into account all of your feedback before we set about doing this. Thanks to everyone who has been particularly helpful during this beta period (you know who you are!) and thank you to everyone who's given us clues about where glitches might be hiding - you've made the process much smoother. |
Welcome to 2020! We've been running an optional beta on Steam since late December which mainly introduces a reworked freeplay mode, and more recently adds the challenge mode for the third tier formicarium levels. Since that time we've been working through the veritable mountain of issues and other feedback with it, and we're now in the home stretch for bringing this out of beta and to the main branch for everyone to play. There's still time to join the beta if you haven't already - see the instructions near the top of this link if you'd like to join in.
Advanced freeplay settings, showing optional victory conditions As you approach your goal you will notice difficulty increasing sharply, so be prepared for the onslaught! After you attain your goal you will be given your score - you can then either quit to the menu or continue playing, having achieved what was set. Well done you. [h2]Exporting / Importing Freeplay Setup[/h2] You will be able to alter freeplay settings to your heart's content, save them as a preset, and easily export them to share with other players. Exporting works by creating a string you can copy to your clipboard, and importing works by reading such a string. Share on your medium of choice - in fact we'll be making a dedicated forum thread for your favourite setups when the update is released. Sharing a string for a freeplay setup called Island Nation 3.x Challenge Mode - Phorid Flies Along with the freeplay update, we will be completing the third tier formicarium levels by introducing the challenge mode to them. Phorid flies are tiny, inconspicuous-looking insects that could easily be mistaken for fruit flies but are far deadlier. They lay their eggs between the armoured carapaces of insects, in particular your ants, leading to a time where they will be less effective followed by inevitable death. A tiny phorid fly, very close to the camera, prepares to lay eggs on leafcutter ants All ants have a chance of fighting off the flies when they are attacked, but level 3 mediae and majors have a 100% chance to fight them off (there's an incentive to get upgrading!). A successful defence will cause the fly to leave. They appear on the minimap as a distinctive fly icon - so try to keep clear of these areas unless you have no other choice. Extra Level - Aggrandise We've long spoken about including extra levels apart from the main campaign, and with the coming update we're introducing the first of these - Aggrandise. It has a simple aim - kill the giant whip spider. Your objective: kill that guy There are no tricks here, no enemies hidden in caverns or surprise nest invasions. Simply start in the middle of the map, expand cautiously and use your knowledge of the game to decide which enemies to take down next for food. Once you have the forces, it's time to take on the big guy. The overview In this level you command a Formica ereptor colony with access to wood ant mortars and, for the first time, trap jaw ants! These ants have a powerful bite and can use their fast-moving jaws to propel themselves out of combat, healing in the process. This makes them deadly close range units with impressive survivability for their size. Control trap jaw ants in Aggrandise! Movement Code The primary focus of the coming update may be a rework of freeplay, but it is not the most fundamental change that will come along with it. For the past several months a majority of the work we've been doing has been completely gutting and re-writing the movement and path finding system that creatures use to navigate the map. Although this results in very few visible changes, it has been a monumental undertaking when considering the size of our small team - we've been replacing built-in Unreal Engine 4 functions with bespoke ones which are more fit for our purposes. We had used the default functions all over the project, and such a basal change to things is obviously going to have lots of issues. We're nearly there in working through these now. The primary motivation for all this work is optimisation - removing unnecessary calculations which reduce the frame rate and restrict the number of creatures that can exist in the world. We've previously announced that the focal species of the next formicarium tier will be fire ants, and we want there to be a lot of them - swarming over enemies and overwhelming them. As well as making current content smoother for everyone, the groundwork put into this now will improve everything for the future. Twitch Highlight - CnRNaggarock We've been delighted to see EotU get some great coverage recently, and lots of people have been getting lots out of the beta despite the issues it has had! Scottish streamer CnRNaggarock is a long-time player of Empires of the Undergrowth, and as far as I'm aware is the only person with a documented win of the Hungry Spider Halloween / full moon level with video evidence. We always get a kick out of watching his streams. Give him a follow on Twitter, subscribe to him on Twitch, and support his content! Twitch - https://www.twitch.tv/cnrnaggarock Twitter - https://twitter.com/CNaggarock Screenshot Central So after writing a particularly long newsletter, I finally come to my favourite part - looking through a few of the fantastic screenshots you lovely people take of our game on a regular basis, making it look much better than it has any right to be. If you'd like to contribute simply upload your screenshots to Steam - F12 by default takes a snap. To get some interesting angles press F9 in-game to get to photo mode. If you hold down shift whilst you do this, the camera will be freed up for some really nice photographic potential. You can also email your snaps to me at mike@slugdisco.com. At first glance this shot from ant27rex looks like a crab nestling down in hay for the night, until you realise its a whole bunch of whip spiders A cheeky jumping spider waits for leaf cutters to emerge in another shot from Limey21 A pleasingly purple Formica ereptor queen from whoamijr |
We're not far from concluding the beta testing for this upcoming large update - withj this patch we are re-activating the campaign mode with the entirely new movement code. If any of you in the optional beta feel like starting a new campaign run, now is the time, and report back any issues to us! To access the beta, follow the below steps: We have renamed Formicarium to Story as we feel it points better to where a player should start. Some content and settings have been added to the story. Additionally, there are a load of fixes added, some projectile optimisations and some substantial balance changes to ubers and AOE attacks. [h2]New Content[/h2]
[h2]Balance Changes[/h2]
[h2]Optimisations[/h2]
[h2]Bug Fixes[/h2]
|
Some freeplay balance, some monthly level fixes and improvements, some optimisations, some other fixes a bit of everything!
[h3] Optimisations[/h3]
[h3]Freeplay Changes and Balance[/h3]
|
Thanks to plenty of reports from everyone kind enough to help us test, we've identified a very common crash in the most recent beta test (V0.2112). It was to do with creatures spawning underground and therefore affected just about every level, eventually. Due to lots of people very kindly taking the time to send in their crash reports to us it took us practically no time to identify the issue - this is a hotfix for the currently running beta to fix this issue only.
If you're currently participating in the beta your game should update automatically to fix this issue. Again, thank you to everyone who helped us - you made finding this issue super easy. |
This beta patch includes several fixes, some new freeplay features and optimisations! This is an update for the currently running optional beta.
[h3]Freeplay[/h3]
|
We've released a bug-fixing (yes, we've heard the joke before!) update for the currently running beta. All of the most recent changes are listed below. If you're not participating in the optional beta and would like to, it is still running and as long as you own the game on Steam and use Windows, you can participate.
|
Thanks to everyone who has taken part in the beta test that has been running since Christmas eve! We have an update to that beta, available now, that introduces a new extra level (Baby Sitting) and a new freeplay map (Embankment) set in the rainforest environment, as well as a lot of bug fixes from the extensive feedback we've received. We're also extending the Christmas Hungry Spider event until the end of January to allow more people to play it - look for the gift on the main menu!
Fixes
Changes
Movement changes and fixes
|
Merry Christmas all! We've got an optional beta build for testing the freeplay leafcutters & reworked freeplay setup ready for those that would like to help us test. We also have a very festive special level for you to try!
Guess who's back? WE HIGHLY RECOMMEND BACKING UP YOUR SAVE GAME FILES before attempting to play freeplay. Please see this thread on the forums for information about where your saved games are stored so you can back them up. [h3]How to Access the Beta[/h3] To access the beta, follow the below steps: 1) Find Empires of the Undergrowth in your Steam library, right-click on it and choose "Properties" 2) Choose the "Betas" tab 3) In the box titled "Enter beta access code to unlock private betas", enter christmasants 4) After the "Access code correct" information appears, make sure you've chosen "openbeta" from the "Select the beta you would like to opt into" drop-down menu 5) Press close - the game will now update to the beta branch. By doing so, you are acknowledging that this is a beta and things are not in their finished state. We are quite happy for you to post and share videos / screenshots of everything in this beta - in fact we're looking forward to seeing if anyone can beat the new Christmas level, which is just as devilishly difficult as the legendary Halloween one! In fact, you might recognise the protagonist... To access the new Christmas level, simply click on the gift that appears on the main menu after opting into the beta. Oh boy! I wonder what it could be? Our aim is to expand the scope of the beta after the Christmas break, bringing the formicarium levels back in with the re-worked code and add a few extra bits and bobs, such as the challenge modes for 3.1 and 3.2. Once this is all sorted we'll activate support for achievements and release the update for everyone. |
And so, winter came. And with it, the season of darkness and cold but also the season of goodwill and cheer. A little bit of a shorter newsletter this month, as we are still (I know, I know) working through the last of the movement code changes. Keep an eye open for the beta announcement - before putting it onto the main branch, we will run an optional beta for all Steam Windows players to help us pin down the last of the issues. |
The Hungry Spider level is now back for the spooky season! This devlishly difficult level sees you play as the aforementioned arachnid as he eats his way through a web-shaped map. Okay, enough alliteration. |
Autumn (or fall if you're that way inclined) has well and truly began to take a hold in our part of the world. The nights are drawing in, the temperature is dropping and there is some fun stuff being worked on for Empires of the Undergrowth. Or boring technical stuff, depending on your point of view. Either way, we shall detail it here for your perusal! |
With the summer coming to a close we thought we'd publish another newsletter for you guys. This time we'll be talking about a few extra systems we've been working on (such as achievements) as well as talking about us as a company taking the intrepid steps into working with some other indie developers. So, we'll be introducing Tom and his game Ecosystem a bit further down! |
All Steam users of Empires of the Undergrowth now have access to cloud saving! From now on, your games are backed up automatically to the cloud when you exit the game. This means that for people who log in on another system or those who come back to the game after changing their setup, the saved games they've made should always be ready for after launching the game from Steam. |
We are now deep into our open-engine surgery of the game which will streamline and reduce computational overheads allowing for bigger armies, faster frame rates and smarter enemies. We detailed this a fair bit last time. Whilst this is happening we've also been working on a new, hopefully regular feature that will be debuting along with the next large update - extra missions!
Screenshot Central If youd like to see your screenshots in this section of the newsletter simply upload them to Steam in the normal way, or you can email them to mike@slugdisco.com if youd rather be a little more direct. Whenever we write a newsletter we trawl through recent additions and find our favourites. A Formica fusca ant faces down a pack of beetle larvae from Steam user 1269053484 This ant is about to go on a very unpleasant journey from Steam user redmoth27 A neat overview of the jungle from Steam user Medin |
Just a little interim news post in lieu of the full newsletter to let you guys know we're still working hard! We're currently in the midst of lots of deep, boring changes to the code that don't produce much in the way of visual excitement. Expect the newsletter in a few days! |
To start with, a small distraction from the main event - Steam have recently held a summer promotion whereby leaving reviews gains you points. The recent reviews have been pushed into "overwhelmingly positive" territory - and we recognise that's directly down to you guys. Thank you so much! Now, on to the actual content of the newsletter!
The downside is that this is such a fundamental change to the way the game works that it is likely to break more or less everything, so it'll take time to work through the resultant issues. We know you're a patient bunch and are great with waiting for good things, and this is a good thing that will make the game better for everyone, forever. When we're getting close to having the optimisations done, we're very likely run a public beta on Steam for all owners to allow lots of feedback on them. Freeplay Update As detailed in the previous newsletter, the next large update for the game will come in the form of an update to freeplay. John has spent a lot of time recently working on the new menu system for this updated mode, which with the planned changes is a major consideration. The end result will be a much more friendly-looking menu with presets. The advanced options will be there for people who want to make a custom setup - and you'll have the ability to share them. Whilst he's making significant progress on this, its timing will be affected by the aforementioned optimisations. The update to freeplay will arrive at the same time as them. John has been streaming his work on this. See a recent one below - at around the 2 hours 12 minutes mark of this one he also shows a little preview of a creature that was cut from the leafcutter update for time purposes, the velvet worm! We intend to finish and add the velvet worm in a future update. https://youtu.be/uZJiTu3CHS4 Kickstarter Reward - Myrmecia ereptor One of the Kickstarter rewards was an option to have a Myrmecia ereptor colony instead of Formica ereptor. Our artist Matt has been working on the necessary changes. Below are some screenshots of the Myrmecia ereptor workers. The addition will be purely cosmetic, and will likely be activated in the form of a Steam key sent out to backers of the appropriate tiers. It'll be our first foray into working with DLC systems so it'll be a learning experience for us as well as everyone else! Please note that for now this is an exclusive cosmetic for Kickstarter backers. YouTuber Highlight - Snootz TV For the past couple of months Snootz has been covering Empires of the Undergrowth at the highest difficulty settings with his trademark calm, soothing manner. We've thoroughly enjoyed his playthroughs. His more recent attempts at insane difficulties for the third tier levels may well precipitate some balancing on our behalf. https://youtu.be/6pG3TwMs_Hw Screenshot Central If you'd like to contribute to this section then simply upload your screenshots to Steam (F12 by default) or mail them to mike@slugdisco.com. You can enter the cinematic photo mode by pressing F8 - and if you do that whilst holding shift you'll have free movement of the camera, allowing you to get some really interesting angles. Night falls from Steam user Raymond2500 Whip spider circle of death in freeplay from Steam user Lord Distruct Ladybird beetle in flight from Steam user Fazan008 |
It's been just over a month since we unleashed our first major update for Empires of the Undergrowth - the Leafcutter Update - upon the world. We've worked through most of the glitches and balance issues now, and it's been a joy to see you guys have fun with the new additions to the game. Feedback has been almost entirely positive and we're so happy that you guys seem to be enjoying it! |
This is mostly a bug fix patch (should be the last before the freeplay update barring game breaking bugs) but also includes the final support for simplified Chinese and a couple of minor features.
Fixes
Improvements / changes
|
Since we launched the update two weeks ago we have received plenty of bug reports and fixed most of them. Additionally we have made a couple of balance changes. We also now have full interface localisation for German, and almost full for Simplified Chinese.
Features
Changes / Improvements
Fixes
|
We're very pleased to announce that our first major update for Empires of the Undergrowth, the Leafcutter Update, is now available for Windows, Mac & Linux! Featuring an all-new rain forest environment with new critters of all sizes, two new levels which will see you face off against fully-fledged colonies, and a new Formicarium Challenge where the dastardly scientists have something special planned for you.
Other changes and improvements
Balance changes
https://youtu.be/5j4xo7WiwC4 |
Only a few days to go now ... get ahead a little by looking at this brief explanation of the leafcutter food mechanics. |
Please enjoy our updated trailer, featuring the leafcutter ants and rainforest environment! |
Although we have a policy of not announcing dates until were 100% sure, it is safe to say we are now very, very close to getting the leafcutter beta out to Kickstarter closed beta tier backers. Those of you who are on this tier, please keep an eye on your emails over the next week or so. The coming build for you guys will be feature-complete from a gameplay perspective, but will be missing some things like sound effects (the new creatures currently all sound like the Devils Coach Horse adult). Those will be added in throughout the beta as we continue development.
Screenshot Central Weve been spoiled for choice on the beautiful screenshots this past month you lot have really been upping your game! Its been difficult to choose three really good ones from many very pretty examples, but here they are. As always, take your screenshots on Steam (F12 is the default key) then upload them when you exit the game from the window that pops up. You can get some great angles by using Photo Mode (F9 by default). Alternatively, you can manually email screenshots to mike@slugdisco.com. Uber beetle bearing down from returning contributor AK_tion_47 Ladybird massacre from Hilfspage Beautifully captured tiger beetle larva from returnee MorPacke |
We're now much closer to our first major update, featuring leafcutters. As well as continuing development of the update to completion, we've been dealing with quite a lot of meta-requirement systems in the meantime, such as subtitles (which will be a long-overdue feature beginning with this update). Once we're at a point where we can get meaningful feedback from our closed testing group, we will release it to them and that will soon give us a good idea of how long it will take to correct any detected issues. As always, our policy is to not give vague guesses on release timing, only solid dates once we're certain of them - but we're feeling good about the current pace of things and the rate at which the remaining task list is being ticked off.
Screenshot Central Looking through the things you guys do with the simple tool of Photo Mode (F9 by default) or otherwise is always an excellent palate cleanser after writing one of these newsletters. It refreshes the soul. By default, F12 will take a screenshot in Steam. You can get it to us by simply uploading to Steam Community (a dialogue box allowing you to do this will pop up when you exit the game) or by manually emailing the screenshot to mike@slugdisco.com. MorPacke back again with this fantastic wood ant colony shot Sinister spider from Daethalion A valiant effort to ward off an uber beetle in this colourful shot from MasterAntlion |
Our first newsletter of 2019! A bright, shiny, spanking new year and itll be a big one for ants. After the holiday break the guys are back to working on the 3rd tier Formicairum levels. Weve also released a couple of glitch-fixing patches in the meantime to deal with some widespread issues. Firstly, lets get to whats ready to show from 3.1 and 3.2.
The Spiny Devil - one of the creatures getting several size variations
Leafhoppers doing leafhopper stuff John hopes to continue these sort of posts on an informal basis every so often just to give a little insight into the day-to-day work that goes into the making of Empires of the Undergrowth. Hell only be posting them on our own forums, so this is a good time to get yourselves signed up to them and introduce yourselves to our small but friendly community. The State of Play Were getting lots of people (quite rightly) asking how far away the leafcutter update is. Wed like to think that we can recognise things were not very good at, and its fair to say that estimating our release dates is one of those things. In our experience a missed deadline, even a vague and non-specific one like winter, is likely to cause disappointment in our fans and thats the last thing we want. The leafcutter levels (3.1, 3.2 and Formicarium Challenge 3) are each an order of magnitude more complex than anything and everything we did in the 1st and 2nd tiers, and it shows in our current testing. Rest assured, although we are taking our time, we are taking our time to do it right and the results will be worth the extra patience you lovely bunch have shown yourselves to have in abundance. Its been policy for a while, but to make things explicit going forward we wont be giving vague guesstimates only solid dates when were sure of our ability to meet them. Screenshot Central As ever, we love trawling through the screenshots on Steam to find the best of the uploads. Take your screenshots on Steam (F12 by default) and upload them once you quit the game. Photo Mode (F9) will help you get some pleasing angles on your snaps! If youd prefer not to deal with Steam, you can also email your pictures to mike@slugdisco.com. A festive snap from Smoky Battle lines from WiseOldWeaboo An easy-on-the-eye Formica fusca colony from MorPacke |
In this patch we have hunted down a bug that is crashing the game on Queen of the Hill. We thought we had it solved in the last patch but people were still reporting it. Thanks to our great community we have finally found it and interestingly it was to do with the ramp and ants falling through them when the tide rises. We have now changed how these work.
Changes / Improvements
|
We've pushed a hotfix update to Empires of the Undergrowth to fix 2 major glitches.
|
With the exception of a few necessary balance changes and fixes for the more recent playable builds, the teams sole focus for the past month has been the leafcutter update. Over the past few weeks weve been showing off some of the progress on the creatures of Ecuadorian jungle where these levels are based. Our artist Matt has been producing amazing work to bring this sublimely rich ecosystem to life within Empires of the Undergrowth. John and Liam have been working on bringing the creatures into the game and figuring out how they interact with our leafcutters. This newsletter will therefore focus mainly on the amazing biodiversity of the rainforest setting. Without further ado, lets get to having a look at some of these fantastic beasties! |
We've corrected some issues and resolved a final few things on our to-do list for Early Access V0.135. With any luck, this is likely to be our final patch before the upcoming major update (bar anything game-breaking). If you spot errors, please continue to report them in the forums, but as mentioned we're now cracking on full-steam ahead with the leafcutters!
Changes / Improvements
|
Winter is... approaching. Since the last newsletter weve released what weve called the interim update, version 0.13 - interim meaning between Freeplay and the upcoming major update. That update introduced the planned challenge modes to the 2nd tier Formicarium levels, added a new level to Freeplay, addressed several issues, and included a spooky spider-based extra that you guys seemed to have a lot of fun with. In the meantime, the guys have also been working solidly on the next set of levels for the game, which of course will feature leafcutter ants. Lets dive in and see how weve been doing! |
Happy Halloween! That and a few more changes to 0.13 make it the perfect time to try out the Hungry Spider level (click the cobweb on the main menu - before it disappears!). We've also made a few other changes. Notes below!
Freeplay Balance and Fixes
Hungry Spider Balance and Fixes
|
We've made some changes to the recent 0.13 build and released the patch for our Mac and Linux-running friends. Hurrah! If you experience any issues with the build, please pop by our Steam forum and we'll have a look.
V0.132 Bug Fixes
Improvements / Changes
Hungry Spider level
|
Its time for an update! Were calling V0.13 the Interim Update - it adds a several things that were missing from the game and prepares the path for the major update to come. Without further ado, here are the patch notes! The game should update automatically through Steam.
Other Features
Improvements / Changes
Bug Fixes
|
Greetings all! We hope you've enjoyed your summer. Time moves on relentlessly, and as we chug the first pumpkin spice latte of autumn we've made significant strides in the progress of the leafcutter levels as well as plenty of other exciting things. We've recorded with our voice artists Mary Jo, Eric and Callum (Scientist 1, Scientist 2 and Narrator respectively) for the next levels and we're delighted with their work. Before we conclude our work on 3.1, 3.2 and Formicarium Challenge 3, there are some missing bits and pieces in the existing game that need finalising in preparation. Our current plan is to do an interim update between now and the leafcutter update, and that's going to be fairly soon. Let's get on to what that'll include! |
Greetings everyone! This has been another one of those months where the general timings and various circumstances have meant we've not managed to get the newsletters done to the regular schedule - so enjoy this newsletter for both June and July! The biggest news since the last newsletter is obviously the release of Freeplay mode on the main branch. It's been available for everyone for several weeks beforehand in beta form, so those of you who were most keen are likely to have been fairly familiar with it when it finally landed for everyone on 2nd July. We've also got some great progress to show you with our next Formicarium update - Leaf Cutters ants! |
Freeplay Mode Added
Save-able Freeplay colonies can be saved and returned to later, allowing you to take your time and even try that horrible attack wave again. For now saving is manual and there is no backup; we are planning on introducing backups in a future update. Landmarks – let’s make this interesting! Landmarks are various interesting points on the surface. They are randomised in look, functionality and location, will appear and disappear as your game progresses and scale with the difficulty setting.
Aphid Farm Poppy Plant Funnel Web Nest Dead Fish Infestation Creatures fight each other In Freeplay mode creatures on the surface will duke it out with one another. However, they will not just attack anyone! Some of them will not attack larger creatures, or will ignore the smaller ones. In Freeplay every creature has a list of other creatures they do not want to fight. Random start location The player will start in a random pre-prepared start location. These undergrounds are similar in the resources that are available but the locations of resources are different, including where they start on the surface. Day / night cycle and spawning If turned on, the game will slowly tick from day to night and back again. When day turns to night nocturnal creatures will come out, and diurnal creatures will hide. Some creatures are about in both time periods. A full 24 hour cycle lasts 30 minutes in game-time. Food spoiling Creatures killed in Freeplay mode have a limited time to be harvested before they “spoil” and disappear (3m). Additionally, food generated by funnel web and poppy plant landmarks do the same so as to not cause too great a buildup of food. Uber creatures – oh boy, it’s a big one! Ubers are souped-up versions of some of the larger creatures. They can be identified by a red glow, increased size and will be announced in a message when they spawn. There are 4 types that are as difficult as each other and all provide 1000 food when killed. They take much longer to spoil than other creatures because of this (10m). The 4 types are uber hermit crab, uber beach tiger beetle, uber devil’s coach horse adult and uber beach wolf spider. Enabling Uber Creatures increases your score. Attack waves Up for a real challenge? With this enabled waves of enemies will spawn every 5 minutes after an initial setup period of 12 minutes. These wave will get stronger over time and do not drop food. How many can you survive? Enabling attack waves increases your score significantly. Difficulty settings Difficulty is handled differently in Freeplay mode. The difficulty changes as the game goes on and affects things such as the spawn rate of enemy creatures, how aggressive they are, how much food dead creatures drop and the difficulty of landmarks. You can set the start point of the game difficulty and how you would like it to change as the game progresses. There are several options.
Nest entrance can be dug out, and are hidden until done so (visible on minimap) In Freeplay, your route to the nest entrance is not dug out to begin with - giving you the freedom to plan your nest your way. You will know where the entrance is from the minimap, however you will need to tunnel to it to reach the surface. Select your species Choose from one of the species from the campaign (currently black ants or wood ants) or chose one of your Formicarium colonies to play Freeplay with! If you choose one of your formicarium colonies all the upgrades you have chosen for that colony will be available for your Freeplay colony (note the ants themselves do not transfer, just the upgrades). Fog of war Enemies and food will be hidden from you unless you are nearby, what will be lurking for you in the shadows? Fog of war greatly increases your score! Soft population cap (Upkeep) After a certain number of tiles have been built, further tiles will begin to increase in cost. This makes the end game more challenging whilst also keeping performance high. Workers have a seperate population. This can be disabled in setup. So, what’s the point?
|
There have been many changes since the last beta update. This will hopefully be the final version before general Freeplay release. Many of the changes have focused around having a better game experience, making the end game more difficult and improving performance. Along with this many bug fixes have been added.
Bug Fixes
Changes / Improvements
Freeplay
Performance Improvements
|
With this update to the Freeplay beta comes saving! Due to the complexity of this there are likely to be bugs here and there and we would very much appreciate reports of them. As this will affect saves we strongly recommend you backup your saves before trying this update.
As always, thanks for your help with this. We will soon be ready to test on Mac and Linux then finally release Freeplay officially. New Features
A screenshot showing two new features - classic RTS Fog of War (Freeplay only) and the ant trails being temporarily drawn when you place a pheromone marker Bug Fixes
Balance changes / improvements
|
Good afternoon, morning and variations thereupon ladies and gentlemen. We're back to the monthly newsletters after the dual one last time - we're about to pick up pace on the news front! It's very near the end of the transitory phase now - all three developers are full-time on the project from now on, and we're finalising the plans for everything going forward. However, we do have to give a special mention to one of our team - John, our lead Freeplay developer, has been celebrating the arrival of his baby daughter. Congrats to him on the expansion of his colony! |
We’ve just released our first feature-adding, bug-fixing and balance-altering update to the Freeplay beta build! We’re currently in the testing phase for Freeplay (sandbox) mode and it’s open to all owners of the game on Steam - if anyone would like to participate who currently isn’t doing so please see our most recent newsletter for details on how to join in (please note - the beta is Windows-only). Now, let’s get to the fun stuff.
Bug Fixes
Balance changes / improvements
Known Issues / Request for help We need help replicating these issues. If you manage to figure out how to achieve these issues we would really appreciate a step-by-step of what caused them. Additionally, any information about what was happening at the time the issue occurred will help.
|
Well met, one and all, for the March / April newsletter! As many of you know, a lot has happened since our last newsletter - the most important of which is the public release of the Freeplay beta. If you weren't aware of that and would like to participate, there are details on how to do so in the rather extensive section below this arbitrary introduction. In fact, let's end this arbitrary introduction and get straight to the best bit. |
We have activated the beta for Freeplay and are opening it up to all owners on Steam! If you'd like to participate and are familiar with joining beta branches on Steam, here is your access code: |
Hi guys!
This will happen in the next few days. A code will be given out on our Steam forums that people can activate to access the beta branch - instructions for those unsure how to do that will be included in the post. Keep your eyes on here for announcements! |
Hi all - gosh, March already! Time flies when you're having fun - and for that reason it certainly flies when you're developing a game about ants. We've recently been assessing the way we tell you all about the future of the project, and we realize there's a deep need for us to communicate better - as we posted in a mini-update a couple of weeks ago. Although we have been developing Empires of the Undergrowth for several years, we only launched on Steam in December and therefore we're new to having a big community that we have responsibilities to. We want you guys to feel justifiably assured that things are progressing well (as they are) - and for this reason we're going to be doing our best to communicate here. We've been doing these newsletters for some time - but this is the first time we've worked out that we can actually post them properly formatted to Steam, rather than just a link to elsewhere. Always learning. |
Hi ant fans! We're increasingly hearing complaints that we're not being communicative enough. We do our best - but we're new to this, so we're always learning. This isn't going to be a full newsletter (that will likely come next week) but just a bit of a round-up of what we're up to currently. |
Good morning, evening and variations thereupon everyone - we've compiled and posted our January newsletter for 2018! The newsletter focuses mainly on the upcoming Freeplay mode (which we hope to have out to you in its basic form in a few weeks). |
Note these are minor fixes added for a couple of issues that have come to light recently. Mac and Linux users do not yet have these hot fixes and so we recommend turning Arachnophobia mode off for these users. We will get fixes for those platforms up as soon as we can!
|
For now this is available in windows. We will try and get the mac and linux builds up in the next couple of days!
Balance Changes
Bug Fixes
|
Please note we are still making the build for Mac and Linux. We will update this message once it is available. This is a very small patch that fixes a couple of the most major issues (and a typo).
|
The Steam wizards have let us know we can release today after-all! Keep an eye out for us going live! |
TLDR: We cannot launch on Steam today however we are launching on itch.io RIGHT NOW and you can buy and download the early access version of the game from here RIGHT NOW: |
Finally. |