
Command swarms of warriors at an unprecedented scale of warfare in this blend of RTS and base-building. Lead ant colonies against the many fearsome threats of the insect world, while building intricate nests, developing pheromone-based tactics, and evolving to meet growing dangers.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 7.71/day in the week to Aug 22 → 10.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Forge your empire in the world of ants, building extensive nests and managing an intricate hierarchy in a way that puts the real-time strategy genre under the microscope. Control a variety of warrior ant species in intense battles, command your workers to build and supply an ever-expanding base, and protect your queen at all costs while navigating the unique threats and opportunities of the insect world.

Hundreds of warriors clash in a melee of gnashing mandibles as formic acid artillery fires overhead. Nightfall has come and the last of the workers are rushing back underground, dodging beetles to deliver food to the nest. The stockpile is empty, and without more, reinforcements will not hatch for the ongoing war between the duelling Empires of the Undergrowth.
Starting from a central room hosting your queen, order your workers to develop and optimise your nest – a vast network of store rooms, nurseries, and hallways. Dig through a hex-based maze of soil and bedrock, seeking food and fending off other underground dwellers.
Push beyond the confines of your nest to see what the world above has to offer – with seeds, nectar, fungus, other insects, and even amphibians on the menu, there's plenty to choose from, but each food source comes with its own strategic tradeoffs and challenges. Will you venture forth and fight off the ladybugs that eat and deplete your source of renewable honeydew drops, or do the surrounding nocturnal creatures present too much of a risk for your fledgling colony? Each decision you make has a ripple effect that can doom your colony if you aren’t quick to react to evolving circumstances.
Manage a multitude of species with different attack patterns, natural weapons, and evolutionary paths to tackle the particular dangers of your current biome. Nighttime sorties are at times essential as you look to secure food supplies, though unsuspecting ants might fall prey to the dangers that lurk after sundown. Come morning, you’ll find yourself competing with other ant colonies instead, entering enemy nests to attack their queens while defending your own. Prepare to operate and coordinate simultaneous war efforts across multiple underground and overground maps as your threats and opportunities change with each passing moment – there’s no single path to domination.

Workers scurry in from the surface. Few have returned, but they carry valuable sources of food that will help reinforce the front as a new wave of warriors pour forth from the nurseries, eagerly following the scent of pheromones that tell them where to go and what to do en route. They are the last bastion of the colony, born with a singular purpose – hold the line!
Design and organise multiple nurseries and assign them individual pheromone groups, with each pheromone group taking orders through the placement of pheromone markers, adjustable rules of engagement, and context. Learning to navigate the behaviours of your ants, as well as each species’ strengths and weaknesses, is integral to securing success.
Each pheromone group can be specialised on the fly, told to exclusively collect food, partake in combat, or do both – the right decision can turn the tide of battle. In desperate times, when the colony is starving and new eggs have stopped hatching as a result, will your warrior caste focus on gathering food at the risk of being picked off by aggressive enemies en route? Or will the soldiers divide into escort groups for your remaining workers, ensuring survivability at the cost of overall efficiency elsewhere? Don’t forget to keep at least some workers at the nest to dig, build, and maintain the placement of eggs, to ensure the survival of your ant economy.
Each species of ant presents its own set of strengths and weaknesses on the battlefield. In special game modes where multiple species can be raised in the same colony, your decision to raise and upgrade one or the other will completely change the way you do battle. Trap-jaw ants fight in melee, occasionally leaping back to replenish lost hitpoints. Leafcutter majors fulfil their natural role as protectors by drawing enemy aggression onto themselves to give allied ants an opportunity to flank, regroup, or escape. Wood ants can evolve to fire formic acid as long range artillery or in a more rapid, straight line. Find synergies between the multitude of natural strengths and weaknesses of each species, and prepare to defend against them when warring with rival colonies.
Your enemies are equally varied – apart from other ant colonies, you’ll engage in combat against arachnids, amphibians, crustaceans, and a wide variety of insect species. These powerful and often (comparatively) gigantic creatures present a unique threat to an unprepared colony, and only superior tactics can overcome them. An envelopment manoeuvre can circumvent the adult devil’s coach horse beetle's stunning spray, while tactically isolating and overwhelming hermit crabs one by one will bring their demise faster than they can hunker down to heal.

Victory is certain! Reinforcing troops arrive in the nick of time, fearless in the face of the horrifying abomination before them. Today the sadistic scientist has blended hermit crabs with scorpions into a terrifying new threat, but the colony has evolved wisely after experiencing such unnatural foes before. After a protracted battle the fearsome chimaera teeters on the brink of collapse, but a new foe arrives on the battlefield – piercing through the skies above, the hand of some strange being comes down to crush half the reinforcing troops, and from the great beyond the scientist lets forth an evil cackle. The tide has turned once more…
Apart from the classic RTS skirmishes against the AI and unique seasonal challenges, Empires of the Undergrowth also features a narrative-driven campaign mode. Follow the simultaneous progress of a lab experiment centred around the mysterious Formica ereptor gene-thief ants alongside a documentary series that explores the various species of ants in their natural biomes. Earn resources through successful documentary missions to upgrade your persistent lab colony and evolve according to your preferred playstyle as you put your ants through a multitude of brutal tests conducted in the name of ‘science’ – but not all is as it first seems…
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 17.5Kreviews | 94% | — | $18.8M |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1096 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
本人为补票玩家,为还没购买的玩家提点建议 本游戏不支持联机,开发者也说过不会推出联机功能,想跟朋友玩的请考虑其他游戏 本游戏无论是创意工坊还是nexus都没有mod,未来也难说 本游戏优点: 剧情模式关卡优质 对比其他rts来说操作简单 每个种类蚂蚁都有不同游戏机制 自由模式可自定义的内容较多 0周目生物的数值不会太夸张 本游戏缺点: 只有主线蚂蚁才能加被动,其他蚂蚁只能加属性👎 高周目数值非常夸张,后期加点所需的蚁皇浆数量为天文数字,但每个周目蚁皇浆都是固定的 我配置是14600kf+5070ti,自由模式如果加入多个极限ai,后期的卡顿非常夸张,但显卡和cpu几乎不转风扇(我没看占用) 限伤的超级生物非常夸张,限伤6点但高星血量高回血快,我开挂每个属性加到千万都要刮半天 竞技场模式不提供加点和被动 没有mod👎👎👎 综上所述,本游戏只适合: 喜欢蚂蚁 觉得其他rts太难/想试试另类rts 喜欢纪录片形式的剧情(不夸张来说,剧情模式的关卡除了3.2都非常优质) 想玩单人 有一定作弊基础(原因等会说) 的玩家,上述有三样符合可以考虑,四到五样直接入就行了 长期游玩本游戏的乐趣不多,刚开始接触自由模式像打开新世界的大门,但玩个两百小时可能就提不起兴趣了,有作弊基础的玩家可以通过修改游戏数据、存档来给自己增加或降低难度,能再玩几百小时,但没mod终究很难破千,如果增加创意工坊... 本游戏关卡攻略: 1.1、1.2:新手关先堆兵蚁(数量19+)后升级 2.2、2.3:不要造兵蚁,工蚁和速射混搭就行,蚜虫农场可以两个都守也可以只守一个,不守难度小幅增加 3.1、3.2:开局真菌先造储存后造工蚁,获取食物顺序是:蚂蚁拿叶子回家->小工蚁(造蚂蚁方格附带的)搬运叶子到蚂蚁方格->获取真菌(食物)->消耗真菌->小工蚁把死真菌搬到垃圾场,工蚁和核切不要升级,叶子储存上限300-400差不多了,最后造7大切平推 4.1、4.2:火蚁无脑堆数量,堆到一定程度(40-50)升级,升到3级会附赠一个,第二关比较有趣,每次涨潮都有食物路径打开,但要堆的火蚁数量较多 5.1、5.2:不要升级不要升级不要升级,升级所需的收益与食物花费不成正比,不要逮着一个白蚁薅 0周目每章关卡不会应用加成和被动,养殖箱和1周目以上才可以 加被动推荐: 蚁后:皇卫/凶母(开挂可选重生) 黑蚁:肉盾/自保 速射木蚁:两个都选红的 投射木蚁:两个都选绿的 两个大切:防震/反伤 两个火蚁:两个都选红的 两个玛塔:延续/军医 爆炸白蚁:缩短爆炸所需时间/(随便加) 爆炸兵蚁:爆炸半径/毒液 子弹蚁:快速孵化/左边那个 0周目养殖箱: 每张解锁蚂蚁,每个蚂蚁都有有的选,但不能回退,要慎重考虑 木蚁:速射对单/投射对群,但极致对单=对群,因此速射 大切:嘲讽抗伤/眩晕内战,后者很垃圾 火蚁:普及有免费/亢奋有增益,推荐普及,亢奋的增益又不是永久 玛塔:麻醉打架/响应者治疗,其实都可以,主要看你对玛塔的定位 小技巧: 蚁巢周围没墙可以圈一层高速公路当墙(升级要看周围方格,空气+0,墙/一级公路/一级相同方格+1) 自由模式是可以改条的,条的百分比是单浮点数,10%你可以搜0.1 开挂时玛塔的大兵很好用,真的很好用,不开玩笑,前提是开挂 食物数量是由各个方格组成的,不能直接改总数,80上限搜10,造4个工蚁搜0,以此类推,直到最后8个4字节,改要连着总数一起改 本游戏没有修改器,没有风灵月影,wand不可用,想改自己搓,因此建议有点作弊基础 工蚁搭配木蚁时别升级,木蚁会跟不上工蚁 自由模式没白蚁别选玛塔,玛塔只能吃白蚁 正常来说不要把所有工蚁拉去打架,后期工蚁乖乖在家待着就行 子弹蚁很贵很贵很贵,还要3级才孵化,不打后期别用 窃种者常见搭配是大切+木蚁,自由模式用火蚁速推 第一次打极限ai害怕的建议用普及火蚁爽,但一定要先打投射木蚁,不然就被爽了 自由模式后期的“瓢虫”农场很给力,前提是你的蚂蚁得给力 开挂加移速1000就够了,本来游戏优化就不好,你加10000移速... 木蚁攻击范围和攻速别加太多,1000以内,不然木蚁会变成傻子 如果你不懂规划,可以按照34543的方式(中间画一条长度为5,然后两边画4,最后画3,形成一个标准六边形),然后周边围一圈公路 万人血书:请官方把其他所有蚂蚁加入主线,并为所有蚂蚁添加被动(1/10000)
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Simplified Chinese, Spanish - Spain, Russian, French, Czech, Dutch, Japanese, Korean, Polish, Italian +5 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is just peak gaming, you learn some new stuff about different insects and other bugs how ant colonies work and a bunch of interesting things throughout your experience. What is also funny is as I'm writing this I already have almost 2k hours on it, its just addicting. I hope this will help the game grow to have a larger community to hopefully grow mod development to help the overall experience.
为什么没有人提到3.2的设计问题? 我认为《地下蚁国》是一款制作精良的独立游戏,它的核心玩法、关卡创意、画面表现、音乐都非常优秀,能排到我独立游戏生涯的前五。但今天打3.2极限难度+挑战模式真的让我打的恶心,再也不想碰这游戏了。 3.2的问题不是难度高,而是整体的设计失误。很难想象3.2这种关卡竟然和4.2在同一个游戏里面.4.2的设计几乎完美,机制创新,规则清楚,压力大但给人的感觉是公平的,玩家需要不断在推进、防守、冒险和保守之间做取舍。它的紧张感来自决策本身,游戏进程取决于玩家对局势的判断。哪怕输了,玩家也知道是因为自己处理不好,下一次该怎么调整。 可是3.2给我的感觉完全相反。这关的设计完全错了,这关不应该靠螳螂、蜘蛛、螽斯、隐翅虫这些中立怪去撑强度。它应该把行军蚁本身做成真正可怕、清晰、稳定、有表现力的核心威胁。规则要清楚,反馈要稳定,玩家杀了什么、挡住了什么、逼退了多少,都应该能被系统明确承认。我可以接受一关难,但我不能接受一关把核心威胁做弱,把中立怪做强,把战线规则做糊,把成就做成折磨,把玩家的操作反馈做得像和底层脚本较劲。它不是让玩家在清晰规则下做艰难决策,而是让玩家被一堆不透明的进度条、异常刷怪、恶心寻路和互相冲突的成就拖进一个死循环里。 第一,行军蚁作为关卡核心威胁,被做得毫无表现力。这关的主题明明是行军蚁,是蚂蚁里最有压迫感、最有破坏力、最值得被好好塑造的蚂蚁。但实际体验是,行军蚁根本不是主要威胁。到了游戏后期,中立野怪的刷怪量呈指数增长,甚至后面刷三四只大螳螂可以替玩家把行军蚁挡在外面。你们作为一个热爱蚂蚁的制作组,真的对行军蚁的表现力满意?行军蚁的作用在哪?如果这关想表现行军蚁的恐怖,为什么不把行军蚁本身做得更强、更有破坏力?为什么要靠螳螂、蜘蛛、螽斯、鞭蛛、隐翅虫这些中立怪来堆难度? 你的旁白也知道这关的核心是塑造行军蚁,但是玩到后面,越听报语音越觉得嘲讽。一个是,白天行军蚁阶段开始时,语音会强调 行军蚁来了,切叶蚁的活动范围要收缩。可实际上也只有白天能出去采集,越往后晚上越没办法出门。另一个是,行军进度条满的时候,语音又会说 行军蚁要向蚁巢发起攻击了,蚂蚁有危险了。但实际上,行军蚁根本过不来,因为路线已经被三四只大螳螂堵住了。这也是设计问题,你给了一个进度条,但实际上很多东西完全没讲明白。我以为进度条满了就输了,事实上无事发生,连行军蚁数量都不会变多。 第二,行军蚁战线推进机制不透明。3-2 的核心目标是逼退行军蚁战线。那玩家最自然的理解就是,我去前线杀行军蚁,杀得越多,战线越往回退;我堵住前线,敌人就应该被压制。 但很多时候,我已经把队伍拉到前线,甚至堵着行军蚁的出怪口在杀,结果对面就是不刷行军蚁。没有怪给我打,但进度条还在那里继续增长,直到进度条变灰不刷怪(但实际上有时候进度条亮着也不刷怪)。可进度条还是会继续自然增长。那玩家到底应该怎么办?我没有东西杀,画面上也没有任何行军蚁,为什么进度条还在推进? 中立野怪击杀不计入推进也很逆天。既然这关目标是逼退行军蚁战线,那为什么中立野怪杀死行军蚁不算逼退?判定逼退的核心不应该是行军蚁被阻拦、杀死吗,为什么是我操纵的蚂蚁杀才算数? 第三,刷怪机制和行军蚁机制叠加在一起,就会出现这样的循环:前一天我已经把左侧战线打到一阶段进度条中间,后面条变灰了,行军蚁也不刷了,我只能回去。可是这个进度条还会继续自然增长。到了第二天,进度条出现,会直接涨到快接近判定点。我想第一时间过去压回去,但夜晚怪物刚撤,白天怪物又开始刷,我根本没法顺利直冲前线。等我赶到时,一阶段进度条满了,行军蚁从中线开始出现。 于是我只能先去中线。等我把中线打退,再回到左线,左线行军蚁又刷得很少,甚至不刷。进度条明明还亮着,却没有足够的怪给我杀。后面条变灰了,就更没有东西打了。然后我只能回去,条继续涨,第二天再重复同样的循环。 我能接受敌人强,也能接受资源紧张,甚至能接受失败后重新规划路线。但我不能接受的是:我一直在努力建立策略,系统却一直用怪不刷、条还涨、路线被野怪卡住这种方式,让我的努力失去意义。 第四,资源点、寻路和成就设计进一步放大了这关的折磨感。 地图上方的两个植物点就是非常典型的问题。采集一共两条路线,右线非常安全,左线有鞭蛛没办法过去。玩家把信息素放到右边植物,蚂蚁会走右线;但是放到左边植物,蚂蚁就会默认走左线,直接过去送死。这两个植物离得不远,却让一个默认走安全路线,另一个默认走死亡路线的设计,只会让人觉得恶心。你宁可不要放这两个植物,也不要这样这么去设计。玩家面对的不是资源取舍,而是在和游戏机制的设计缺陷较劲。 侦察蚁成就设计问题。困难难度要求不被侦察蚁发现,可问题是,当玩家推进到左侧战线之后,侦察蚁可能从中线刷出来,直接刷到玩家脸上,看一眼就回头,然后回到入口消失,马上判定报信成功。 成就系统本身也把这关的问题进一步放大。中等难度限时击败行军蚁,困难难度不被侦察蚁发现,极难难度不使用大切蚁,极限难度限时杀蜘蛛,挑战模式不升三级蚂蚁,挑战模式极限难度清空所有树叶。这些目标之间很难自然兼容,玩家往往只能一遍一遍重打同一关。偏偏3.2又是一个流程长、节奏慢、机制恶心的关卡,于是这些成就不再像额外挑战,而像反复折磨玩家的时间税。 其中最不能理解的是挑战模式极限难度清空所有树叶。这个成就除了浪费时间之外毫无意义。它不是有趣的策略挑战,也不是对玩家理解关卡机制的奖励,而是在最恶心的环境里逼玩家把整张图一点点刷干净。 另外,有时候行军蚁退到出怪点之后,会直接消失。玩家追过去堵口杀,本来是非常合理的压制策略,但敌人到了特定位置就没了。 还有,蚤蝇固定顺序刷出,存在背板问题,这些已经是这关最小的问题了。 我觉得3.2明明可以做得非常好玩。这关的题材本身很好,行军蚁是一个非常适合做成高压关卡核心的敌人。它们可以被设计成真正强大的、连续推进的、破坏整片丛林生态系统的外来威胁。切叶蚁、中立野怪和地图生态完全可以形成一个很有意思的三方关系:玩家控制切叶蚁,一边发展巢穴,一边利用地形和中立野怪拖延行军蚁;中立野怪不一定是玩家的朋友,但它们也会因为行军蚁的入侵而被卷入战斗;行军蚁则作为真正的毁灭性力量,一步步压迫整张地图。 这样设计出来其实会很有策略性。玩家可以选择引导行军蚁经过中立野怪区域,让生态系统本身参与抵抗;可以选择快速采集资源扩张,也可以选择提前清理路线、布置防线。这样一来,中立野怪不是抢走行军蚁戏份的数值怪,而是关卡策略的一部分。行军蚁也不再是被野怪卡住的背景板,而是真正让整个地图都必须应对的核心威胁。但现在3.2的问题是反过来的:行军蚁没有被做出足够的表现力,中立野怪却被堆得过强;行军蚁战线规则不清楚,玩家无法稳定判断自己的操作是否有效。 3.2这关在设计上完全不合格。它本来可以成为一关非常精彩的行军蚁压迫战,但现在它给我的体验,是规则混乱、反馈失效、节奏恶心、成就折磨。 最后,致敬还原生态系统的传奇游戏地下蚁国👍👍👍鬼王螽斯、鞭蛛、天鹅绒虫、魔鬼隐翅虫、蓝色隐翅虫、盲蛛、拟叶螳螂,能够相安无事、一致对外👍👍👍这寄吧游戏👍👍👍
It is with great sadness in my heart, yet optimistic hope for the future, that I must acknowledge that Maxis’s 1991 Sim Ant is no longer the best ant-based simulation game.
this is everything i've wanted in a game for so long. i relied on roblox for ant games and the best one was "Ant War" but this is the game i've been desiring. i get to control whole colony instead of trying to wrangle others in the server. of course, i can't forget the fact that my dad was the one who had spotted this game and gifted me it, i thank him greatly for it. overall i'd say this game is a 9.7/10 and the best thing to play when looking for an insect game.
Great concept, but story missions having no save or save-on-quit is baffling. It makes the game unnecessarily hostile to real life interruptions.
I enjoyed parts of Empires of the Undergrowth quite a bit, especially the atmosphere, swarm behavior, and constant activity on screen. Watching hundreds of ants move, defend, gather food, and overwhelm enemies is genuinely impressive and makes the colony feel alive in a way many strategy games don’t. That said, I ended up rating it lower because I was hoping for more of a true long-term colony simulation and less of a mission-based RTS. The game is much more scenario/combat focused than I expected, and while the ants feel believable as a swarm, the colony itself never became something I felt deeply attached to. The biggest issue for me was that larger battles eventually became very cluttered and chaotic. Huge ant swarms crashing into each other looks cool at first, but over time it became difficult to read strategically and often felt more like visual noise than satisfying tactical gameplay. I was also disappointed that the Formicarium progression felt strangely disconnected from the actual missions. I kept expecting my colony development there to have a bigger impact on the campaign, but it often felt more like a separate side system than a true evolving ant civilization. Honestly, I also got the impression that the game was developed over such a long period of time that it slowly lost focus. It feels like a lot of ideas and systems were added because they sounded interesting individually, even when they didn’t always fit together into a cohesive long-term experience. Still a very unique and well-made game — just not quite the “living ant civilization sim” I was personally hoping for.
小时候看硬汉阿雷玩就觉得特别好玩,长大后圆梦了,特别好玩
小时候看硬汉阿雷玩就特别想玩,现在圆梦了
Enjoyed SimAnt when I was a teenager, wish I had this game back then. It's good, good music, good presentation, missions all have a different flavor to them, different types of ants represented. The RTS element is very simple though, you're just sending your ants out at food and enemies, but it's still fun.
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