Colony simulation · In development
Subterrans
A spiritual successor to SimAnt. Tune their priorities, dig your nest, out-think the rival colony below. Above ground is just the surface.
Phase 3 is shipped: real combat math, an AI that invades on its own schedule, and a neutral predator. A round now has a beginning, middle, and end.
From the devlog
All posts →The enemy colony gets a new brain
The complaint I hear most — the AI is too easy, it always dies — finally gets a real answer: two sim fixes that give the enemy teeth. And the enemy colony can now be driven by Jev, TypeSafe's decision model, on standing orders you write yourself. Playtest coming soon.
What people are saying
Early playtester puns
-
“I found a bug. It’s an Ant!”
— Early playtester
-
“I saw some red ants, those must be the antagonists!”
— Early playtester
-
“I can already see myself as the great antihero of this game!!! It would be nice if there was a healer class, but then the workers would have to leave the hive to study antonomy.”
— Early playtester
The game
Seven essential systems. A colony you can lose. A world that rewards patience.
The experiment
Built with AI coding agents as a real part of the toolchain, not a gimmick.
The roadmap
Where things are, with phase names and statuses. No dates.