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Ant Colony: Wild Forest DemoNews40 000 Wishlists - How Ant Colony Came to Life [PT2]
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40 000 Wishlists - How Ant Colony Came to Life [PT2]

Ant Colony: Wild Forest Demo · published 20 Feb 2026, 13:26 UTC

All newsPlayers around this dateRead on Steam

We have reached a new milestone of 40,000 wishlists! That means it's time for the second part! This is a continuation of the previous post about our team. In this post, I will tell you how Ant Colony started its way to became exactly what it is.

If you open the game page today and look at the tags, you can see: City Builder, Colony Sim, RTS, Tower Defense. A lot of mid-core tags, lots of control, management, strategy.

But originally, Ant Colony wasn't intended as a strategy game at all. The first prototype aimed to create a simple simulator where the player could just watch their ant colony develop.

The idea that led to 1,000,000 downloads

Back in 2018, ant terrariums became popular on YouTube. I was just learning how to make games and tried prototyping concepts in random genres and settings. The terrarium theme seemed interesting to me; writing artificial intelligence for units is always fun, and ants even more so! We teamed up with a developer from the forums and sketched out a prototype in 2 weeks.

The essence of the game was very simple - you play as the ant queen, you can only spawn the necessary types of units, and they do everything themselves. It was a cool experience, we built a version for Google Play to send to friends and family, and went on to do other projects.

3-4 months pass. I receive a notification from Google Play that some libraries in the game need updating. I go to the developer console and decide to check the reviews while I'm at it.

I read one

two

ten

a hundred... wait.

I check the downloads. The game is featured.

Downloads are flying at a rate of 300,000 per month. A ton of organic traffic.

The prototype proved its viability. People turned out to be interested in a small pixel art game about an ant colony. A game without ads or in-app purchases, for 30 minutes of gameplay, with no optimization for mobile devices. It was almost magic. In total, the game surpassed 1,000,000 users and even caused a wave of clones in the Play Market.

A couple of years later, it was decided to make a full product. A second part that would take into account the players' wishes. The team found me themselves. Everyone came from the first part. They wanted a sequel, they wanted to make a big game about ants, this time now not just about spawning units, but something more.


So, from a simple observation simulator, a strategy began to be born.

And in the next part, I will tell you exactly how Ant Colony turned into a game with management, control, and defense.

Also, as promised, I am sharing a couple of concept arts of the game that have not been published before:

More from Ant Colony: Wild Forest Demo

Other announcements

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In-game event4 Sep 2026Dev Diary #7: New Mountain Location DesignHello to all ant colonies! It's time to talk about the design of the new locations. Four new episodes went through many stages of technical and artistic design. We assembled each map from different control zones, placed creatures where they would actually settle in nature, and distributed food sources so that capturing different areas of the map would bring tangible benefits to the colony. In a…In-game event28 Aug 2026Dev Diary #6: The First Ranged EnemyHello to all ant colonies! This is the bombardier beetle. When we added a ranged unit to the game, a huge number of players sent us this exact insect and suggested adding it. Yes, we are adding it. It's awesome. Shooting is a completely new mechanic for our game, so we are introducing it carefully. First, we test how it works in various game situations, and only then do we expand its use. We ha…In-game event21 Aug 2026Dev Diary #5: Map EventsHello to all ant colonies! One of the main new features is map events. This idea was inspired by the spiders from the marble quarry: sometimes they could eat their neighbors or even a raid that was heading towards the player. It looked unexpected, alive, and very funny. We decided to develop this mechanic and teach enemies to interact with each other. At the same time, we deliberately did not t…