That is a huge question, maybe it would be a good idea to put a regular dev update together so everyone knows what we are doing. I can give you an overview of what is going on right now though.
Over December and for most of January we spent a considerable amount of time running stress tests and optimizing the game. Graphics optimization is not too urgent as it can be dealt with later on, but we had to make core decisions about what exactly ants could and couldn't do (particularly with regard to detecting each other), so that we could finalize the movement algorithms. It wasn't an easy task, but I am happy to say we got the results we were after in the end.
Now we are all working on more visible tasks in the run up to EGX at the end of March, where we expect to have a working demo of the over-ground with a nice level of polish. Matt has switched from deep optimization work to producing assets for the over-ground (insect models, animations, textures, etc.). John has been dealing with the technicalities of ant stats and combat which will help significantly when he comes to balance the new colony-vs-colony levels. He took time out of his schedule this week to put the forum together though; even with a template, it's amazing how fiddly it can get, especially when I am making unreasonable formatting requests. Mike also joined the team this month as our "antbassador" to help us with social media management. It's really helpful to have someone else on the team sharing this responsibility; he has already quelled stress levels in the group from "significant panic" to "general unease". Finally, for me: I have been making changes to the way ants move about (since the optimizations we have had to change the way ants perceive their immediate environment). I am also working on a dynamic music system, which is coming together nicely but has left me with more music to produce than I originally expected. That will go on hold this weekend though as I try to get our first AI colony bot working. If they can collect food and send out soldiers by Sunday night, I will be happy.
The overall objective at the moment is to produce a single player game to a high standard and have that with you as soon as possible. Once we are satisfied that we have done what we set out to do in the original Kickstarter proposal, I sincerely hope that we will be able to keep going. We have lots of ideas that we want to try out, but two things that keep coming up are "simulation / sandbox mode" and multiplayer. We don't want to get ahead of ourselves though, better to make a solid, focused foundation, than tackle a list of ambitious features and risk making a mess.