FAQ Frequently Asked Questions - Read Before Posting!

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Community Manager
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When will the next update be?

We have a policy of not announcing release dates before we're sure we can meet the date. To be honest this stems from a history of being terrible at meeting predictions we've made for ourselves! We're not alone in this - even the really big developers have trouble pinning down when an update will be done.

Smaller patches without major new features are likely to come unannounced, but larger patches will likely get a few week's notice.

What's next for the game?

The next major update will be formicarium tier 4.

The focal species for tier 4 will be fire ants (Solenopsis invicta)! Their levels will be set in a swamp environment with many new creatures, including several amphibians.

There will also be carnivorous plants. Like the 2nd and 3rd tiers, there will be other ants, too - the auxiliary species will be big-headed ants (Pheidole morrisii) and little black ants (Monomorium minimum).

New mechanics being introduced in this update include titan climbing (ants being able to swarm over large creatures), bridge building, and aphid relocation.

When will the game be complete?

We are calling the game version 1.0 once we've completed 5 formicarium tiers. That means that now that the leafcutter update is in, which is tier 3, there are 2 more major updates before we take the game out of early access.

That does not mean that development will end at this point. As long as things are still going sustainably we will continue to add new things to the game. At some point we will likely want to move onto a new project but excluding outright catastrophe we don't see ourselves ending support for the game entirely.

Why can't we move the queen? Queen ants move in nature.

We're fully aware that most queen ants are very mobile in the real world - but Empires of the Undergrowth is not a simulation. Quite simply this is a choice of game mechanics - Our primary inspiration for this game is Dungeon Keeper. It has a "Dungeon Heart" mechanic which is a central point that must be defended. The levels are designed and balanced around this.

If it were possible to move the queen, the obvious tactic would be to move her to a much more easily defensible position than she starts in, far behind your forces. Unlike most RTS games we don't have a wide open arena - the underground is bound by many walls and allowing the player to do this would cause insurmountable balance issues.

Why can't we build dirt tiles? Do you plan on adding this?

The answer to this is similar to the queen one above. Allowing the player to build dirt tiles would unbalance the game by allowing the player to create labyrinthine paths to the queen, or force clunky things like path checks to make sure there's always a way to access the queen and brood chambers. This feels inelegant. We've been thinking about the game mechanics since 2014 and haven't come up with a way for building dirt tiles that we like and doesn't break things.

If this were to find a place in the game, it's not at all likely to be in the campaign.

What are the creature / ability stats?

Eventually these stats will be in the game in the form of a wiki system, but for now here's the CSV sheet that the game uses for creature stats and abilities. You can see the base stats for the various ants, their upgraded versions and other creatures here:


Note: these are not in a user-friendly format, they are literally the spreadsheets the game uses, but you should be able to decipher them.

Will the game have multiplayer?

We're all fans of Starcraft, C&C, AoE and any number of other iconic multiplayer RTS games and we'd like to do a multiplayer mode for the game. Whether this happens or not depends on several things - and it certainly won't be a feature before we exit early access. Most importantly we will have to assess whether the months-long endeavour that is adding a worthwhile multiplayer experience to the game will be sustainable.

In short - we will be assessing this post-release and not before.

Will we be able to make our own maps?

The in-house solution we use is great for us but isn't fit for public consumption. A lot like multiplayer, making a level editor fit for purpose outside of the dev team would take a lot of time and we'd have to weigh up whether it'd be worth it. Also like multiplayer, it's something we'd like to do but certainly not before we leave early access.

Will you add more things outside of the main formicarium story?

Yes. Extra missions are going to be a regular feature - we're aiming for about one a month but it's likely to be a bit longer than that between them sometimes. Aggrandise, the first of these extra missions, can be found from the "Other Modes" option on the main menu. Two more are coming a month apart after Aggrandise, then more are in the works for after that!

We also plan on adding one-offs like the Hungry Spider level (which appears on the main menu on full moons and Halloween) for special events. Perhaps Christmas, Easter, summer holidays? Plenty of things we might do here.

Where are the saved game files located? Are you going to do cloud save?

For Windows users, the save files are at:
C:\Users\[YOUR USER NAME]\AppData\Local\EotU\Saved\SaveGames

If you're using a Mac, the save files are at:
/Users/[YOUR USER NAME]/Library/Preferences/EotU

For Linux, saved games are at:

The game uses Steam Cloud saving, and that's active by default for everyone playing on that system. We are aware that other systems such as GOG Galaxy also allow a cloud save - we're looking into it.

Is the game available on Android / iOS / consoles?

No, and there are not currently any plans for support outside of Windows, Mac and Linux. If this changes in the future we will make an announcement about it.

An important related point here is that if you see a game purporting to be Empires of the Undergrowth on any mobile stores, they are certainly not us and may in fact be dangerous to your device or personal data. Please report them to the stores and to us.

Are we going to get challenge modes for campaign levels that don't currently have them?

Yes - in the finished game, all the main branch campaign levels will have an associated challenge mode. These are usually added after their initial release.

My computer won't run the game / runs slowly / crashes. Why?

The most common cause of this is that your system doesn't meet the minimum recommended hardware specs for the game. These are listed below:

  • OS: Windows 7 64-bit or higher
  • Processor: Intel Core i3-4340 / AMD FX-6300
  • Memory: 4 GB RAM
  • Graphics: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
  • DirectX: Version 11
  • Storage: 2 GB available space
Mac OS:
  • OS: Mac OS X 10.12.6
  • Processor: Intel Core i3-4340 / AMD FX-6300
  • Memory: 4 GB RAM
  • Graphics: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
  • Storage: 2 GB available space
  • OS: Any reasonable new Linux distro (Ubuntu 16.04)
  • Processor: Intel Core i3-4340 / AMD FX-6300
  • Memory: 4 GB RAM
  • Graphics: nVidia GeForce GTX 660 2GB / AMD Radeon HD 7850 2GB
  • Storage: 2 GB available space
Please note that although many Mac systems are highly-specced in some areas, they often lack a dedicated graphics card completely and rely on a low-grade Intel HD solution. Although we support Mac and the game might run on such systems, performance will suffer greatly as a result. Make sure you check that your Mac system has a dedicated graphics card before you purchase.

I meet the minimum specs but I'm still crashing. How do I report it?

Make sure you're not just clicking the "send" button on the UE4 crash dialogue - that goes to Epic Games, makers of the engine, not us. Instead please follow the instructions in this thread on Steam to make sure the correct information gets to us.

Anything contextual you can give us when you send the email will be very helpful - your computer specs, what you were doing at the time of the crash, if it's easily repeatable, etc. The more information we have the faster we can get to the bottom of the matter.
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