No ant knows the plan. Each follows simple local rules: smell pheromone,
find food, return home. Global order — the trail network, the cemetery,
the defensive perimeter — emerges from the bottom up. Watch it form.
Workers
–
Food Stored
–
Enemies Killed
–
Cemetery
–
Runtime
0:00
watch trails form between nest and food sources
balance randomness ↔ evaporation for emergence
Level 1Survive 60s
First Steps
Theme
Sim Speed5
Global time multiplier. Scales ant movement, pheromone evaporation,
decomposition, and enemy spawning together so the relative dynamics
stay intact at any speed.
Field Size100
Zoom out to reveal a larger world. Existing objects stay in place;
new rocks appear in the expanded horizon.
Colony ▶
Colony Size60
Initial worker count. More ants means denser pheromone coverage and
faster trail formation — but also more competition for food and greater
sensitivity to enemy raids.
Randomness20%
Angular noise in ant movement. Too low: ants lock onto a single trail,
can't adapt when food depletes. Too high: pure random walk, no trails
form. The sweet spot lets trails emerge while staying adaptive.
Evaporation4
How fast pheromone fades (negative feedback). Low: old trails persist
long after food is gone — the colony stays locked in. High: trails
vanish before reinforcement can occur. Evaporation is what keeps the
system adaptive rather than frozen.
Trail Strength5
Pheromone deposited per step by returning ants (positive feedback).
High: highways form quickly and are very obvious — but can overcommit
to a single route. Low: trails are subtle, requiring many successful
trips before they influence other foragers.
Queen Birth Rate4
How often the queen produces new workers (costs 1 food each). This
creates a negative feedback loop: colony grows → food depletes faster
→ fewer births → colony self-limits. The colony size self-regulates
around the food supply.
Ant Lifespan5
How long workers live before dying of old age. Lower values create
faster colony turnover and more corpses; higher values let individuals
persist longer.
Environment ▶
Enemy Frequency8
How often enemy scouts appear at the colony perimeter. Enemies walk
toward the queen. Workers nearby will break from foraging to fight
locally — no alarm signal, just proximity. High pressure forces the
colony to trade foragers for defenders.
Giant Boot3
How often a giant boot descends from the sky. A growing shadow marks
the impact zone — any ant or enemy still under the sole when it lands
is squished flat. Ants can't look up; even the queen isn't safe.
Food Respawn Rate45
Seconds between new food sources appearing. A new source spawns on
this timer regardless of whether existing sources are depleted.
Depleted sources also self-respawn after this same interval.
Bacteria Size60
Maximum radius of the toxic decomposition cloud at peak. Larger clouds
cover more area and endanger more ants — but also draw workers to the
source for faster cleanup.
Bacteria Duration20
Seconds for a decomposing body to reach full cloud size. Shorter means
clouds swell quickly and then fade; longer creates a slow, creeping hazard.
Bacteria Strength0.5
Damage multiplier for bacteria clouds. Higher values make decomposition
a serious threat; lower values make clouds mostly cosmetic.
Rock Density8
Number of rock obstacles per 100% field area. Takes effect on reset.
Foraging worker
+ red dot = returning with food
Queen
Enemy
Giant boot (squish zone)
Food source
Pheromone trail
Cemetery
Toxic decomp cloud
Rock obstacle
LEVEL 1
FIRST STEPS
Learn the ropes.
Survive 60s to advance
Configure your colony
Workers60
Exploration20%
Trail Duration40s
Trail Strength50%
Birth Rate14/min
Lifespan37s
LEVEL COMPLETE
THE QUEEN FELL
The colony collapses. Reconfigure and try again.
ALL LEVELS COMPLETE
Your colony endured every challenge. A true emergence.