As is tradition for Empires of the Undergrowth, it has now exceeded six months since the last roadmap update, and so it is time for a new one. This newsletter will go over what the team has been working on recently, by taking a detailed look at the steps of the new roadmap.
A Myrmecia ereptor worker and her soldier guards from Dino Dude on our Discord
Outwardly, at least, the last few months of development seem to have focused on what might be considered fairly mundane things like texture optimisations and controller support - but these are important steps in themselves. Inwardly, though, we have been working solidly on our next DLC, as was spoken about in last month’s vlog (even though we can’t reveal the exact details of it just yet).
So, let’s start by posting up the lovely new roadmap for August of 2025 - based on Firebreak, one of the extra levels that came along with the Exploding Ant update in March, for a very distinct look to it - and then taking a look at each stop along its path.
For those of you who have joined us in the last few months and haven’t seen a roadmap update up until this point - welcome. The roadmap is a broad-strokes way of letting the community know what our goals are in the relatively near future, and those change quite often - hence the roadmap not being a static thing that stays the same forever. Here is the updated one for August 2025:
Let’s go over each step and discuss what it implies for the project, going forward. We’ll skip over the first step (the Exploding Ant update) since that is now in the past.
Two of our team members (Kartik & Ethan) have been, for quite some time now, dedicated to making Empires of the Undergrowth a truly great experience on controllers. Alongside this is a more general overhaul of the UI elements - almost every piece of UI-related artwork will be updated alongside the improved controller support. Radial menus will be introduced (but only when you are using a controller). I have asked the devs if I could show you a little preview of the revamped UI, but they’d rather get on with it than open it up to premature criticism just yet.
Early in the year, two new artists joined the team - Jack and Aron. They’ve already left their mark on the project with artwork changes to creatures, and they’re far from done. Aron has since specialised to be our technical artist (more on that in the next point) and Jack has been working through a list of artwork updates. Creatures that will be getting the upgrade treatment include the juvenile eastern newt, emperor scorpion, red velvet ant.
Unreal Engine 4, which EotU utilises, has many useful features such as texture streaming which are designed to make experiences better on older or lower-end hardware. If we’re being strictly honest, EotU has not been particularly well optimised to make the best use of such features - until now. The update that went out a few weeks ago included some of the earlier work on this, but more is to come - our technical artist Aron has been going through the game and making optimisation changes to much of the artwork.
The overall effect of this should be improved loading times and frame rates for people using older hardware, as well as more stable frame rates on the whole and more efficient VRAM usage. The days where I have to advise people experiencing problems to disable texture streaming entirely should soon be a thing of the past!
The ever-present wildcard which may or may not get used - extra levels can sometimes happen when one of our designers gets struck with sudden inspiration. Imagine, if you will, a designer waking up in the dead of night with a level-based EotU itch they just can’t scratch. That’s when you might get an extra level!
Custom games are so varied and changeable that I don’t think we’ll ever be done tweaking them, but there are some more tangible changes that will be coming to them. Our environment artist DanC has been working on updating the older art styles that persist in some of the maps to reflect the newer ones, and there are changes coming to balance, AI priorities and suchlike.
Oh, to be by the shoreline as the sun sets!