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.
Aah, the heady mists of winter! As we put the plum pudding aside and wipe the final crumbs of mince pie from our ever-increasing chins, the fog has lifted and we’ve now had enough time to collect our thoughts and make our plans going forward. Levity aside, we’ve not been idle over the last few weeks – far from it. Matt has been making some fundamental changes to the game’s workings and John has been continuing on his Freeplay mode project – which we’ve done a lot of streaming for.
“As the sun rises over a new day, the tide recedes. The nocturnal creatures return to the shadows and once again, the harvest must continue.” – The Narrator
A new year dawns. It feels like Empires of the Undergrowth has been out for at least a decade now. It’s been just under six weeks! A very happy new year to all of you – let’s talk about our plans in the context of 2018 and how well the game has been doing. In short, it’s done way better than we’d dared to hope and given the small size of our team, that has some quite profound implications. On to it!
It’s a little bit difficult to know where to start with this newsletter, given the massive kaleidoscope of experiences and emotions the last week has given us. Let’s just blurt out the immediately obvious stuff. The game launched on Steam. The game has been doing very well on Steam. The game has a very positive reaction on Steam.
To say that we’re grateful would be a comedic understatement. Whilst we’ve always been confident that we had a good idea when we went about designing Empires of the Undergrowth, we were never sure if other people would agree. I guess we should have picked up that other people thought so too when we had a successful Kickstarter, or when we had a bunch of YouTubers cover the game without us even asking, or when the demo was consistently in the top games of IndieDB, often topping it, and still is. But we’re a bit too thick apparently.
Enough of the humble bragging – the game is launched and it’s performing well. The most pressing question is what comes next? Well, we had a meeting.
Okay guys…… forget the drama of the last few hours. We have released on Steam!
Thank you so much for your patience and understanding everyone!
A very late October newsletter – but for a good reason! As I’m sure many of you are aware, we’ve finally announced the release date for early access – December 1st. As the media guy who isn’t directly involved in development of the game, I’ve been holding off on the newsletter since I was well aware that the guys were planning on an imminent announcement. And now that has happened! So I no longer have any excuses for procrastination.
You’ve all been amazingly patient, understanding and supportive as we’ve worked through our list of tasks and solved our problems, but we are entirely delighted to announce that Empires of the Undergrowth will be entering early access on December 1st, 2017!
“Ah. I see the queen has taken well to her new home”.
Those of you who backed the beta tier of the game on Kickstarter or Paypal – THE BETA HAS BEGUN! Your current Steam copy of the demo will update to become the new beta build.
If you backed the beta tier but don’t have a Steam copy of the game yet, please check your emails. A few months back you will have been sent a key to the email associated with your backing method. If you cannot find it, please send us a message and we‘ll do our best to sort it for you.
Aah, the temperate winds of October. To get the obvious out of the way – as predicted in our last newsletter, we haven’t hit the target we set ourselves of summer 2017. It’s now autumn / fall 2017, no matter how you spin it, but there’s no point looking backwards. We’re not making excuses, and we’re going to try to be as transparent as we can be. A recent internal audit of the work left to do to get the game to beta stage revealed that we’re likely several weeks out; in short we’ve underestimated.
We’re not the first developers to do so and we won’t be the last, but that doesn’t make it any less frustrating for everyone involved. We’ve opened our big optimistic gobs too soon and are a bit annoyed at ourselves for that. That said, development continues more intensely than ever.
To talk realistically about release dates – if everything goes as planned (and honestly that hasn’t been the trend recently) we’re talking closer to the end of this month for closed beta. Still, we refuse to rush it through and give you something unworthy of your time.
There’s an adage that more seasoned developers than us are very familiar with – the last 10% takes the longest, and we now understand that. If Empires of the Undergrowth were a piece of Ikea furniture we’d now be at the point where it’s basically assembled, but in tightening one bolt you realize another one needs more work, then that you’ve put a piece in the wrong way round, then another loosens – and boy do we have a lot of bolts to tighten!
That doesn’t mean there hasn’t been progress – there has, some of it really beautiful to look at – so let’s crack on.
Rise of the Colony
This short cinematic view of the rise of a colony was made by John. We had to ask him to double its length and make it a video rather than a GIF because we thought it was so good. A Formica fusca (black ant) colony rises from its humble beginnings.
Day / Night Cycle
As the sun sets and day becomes night, the shadows lengthen and the creatures of the Undergrowth stir. Many are more active after dark, meaning more danger for the colonies that live here. Perhaps it is best to stay hidden in the safety of the nest until dawn comes – as it always will, heralding a new day and new opportunities. The ever-changing landscape of the Undergrowth breathes as if it’s a living entity itself.
A lot of levels will have a day-night cycle that signals changes to the creatures you’ll be facing, in some cases making it safer to stay in the confines of your nest until day breaks. But sometimes desperation means you’ll have to venture out into the night – this is the balance you’ll have to strike if you hope for your colony to survive.
Victory / Defeat
Will you be leading your colony to defeat… or victory? Either way, you’ll have these to look at! A traditional part of RTS games and we wanted ours to be comprehensive and satisfying. You’ll get stats on your activity during the level, an overall score and an overview of the level’s achievements. Please note that the score screen itself is made up of placeholder information since it is a work in progress – sadly, there will be no dinosaur god in the game!
Think a game about insects carving nests out of the dirt can’t do drama? Think again. As a progression from the above victory / defeat screens, Liam and John thought it was all a bit impersonal. So they went about giving you a decent excuse for having a little cry about losing a level.
It’s all over. The queen is dead; her enemies are feasting on her corpse and some beautifully dramatic music is playing. If you don’t succeed in a level of Empires of the Undergrowth, you will at least be caressed into oblivion by a wonderfully mournful composition.
The music in Empires of the Undergrowth is responsive and modular – if your colony is engaged in conflict, it’ll sound more military than it will when they’re at a temporary ceasefire with the neighbors. This means there’s a lot of music to compose, and it’s been immensely satisfying for us to hear this as Liam completes it. Here’s 11 minutes of a track, which shows just how much has to be done.
Well now – look at this dapper young chap, off on his morning stroll along the beach, greeting his neighbors as he goes, dressed in his best top hat! “How d’you do?” he seems to say, in finest received pronunciation.
A brief look at one of the more whimsical features we’re including in Empires of the Undergrowth – arachnophobia mode! Off by default and completely optional, of course. We’re hoping the charming selection of headgear will make the spiders a little less threatening for those who don’t like them – and unlike Team Fortress 2, we’re not going to make you unlock them!