How Ant Laboratory works

A guide to the current development build for iPhone and iPad. Public release is still to come.

Ant Laboratory is a slow, living simulation of an ant colony. You choose one of six real species and release one newly mated queen into a glass ant farm. Everything after that happens by itself: digging, raising brood, foraging, burying the dead and the game’s queen succession system. In time the colony breaks out of the farm and spreads across an island of its own.

Getting started

Controls

Six species

Each species looks, eats and behaves differently, and each lives in its own climate and landscape.

The life of a colony

Founding

In the simulation, the founding queen seals herself into a small chamber and raises her first brood without leaving it, feeding them from her own body reserves. The first workers to emerge are small. Once they open the nest, the colony starts to forage.

Brood

Eggs hatch into larvae, which nurses feed until they spin cocoons and emerge as adult workers. How fast that happens depends on temperature: brood barely grows below 10°C and grows fastest near 28°C. Nurses carry larvae and cocoons to the warmest chamber of the right kind, near the surface in summer and deeper down in winter.

Work

Workers split into nurses, diggers, foragers and undertakers. Each ant has her own willingness to do each job. It shifts with age, so young workers stay with the brood and older ones go outside, and it grows with practice, so ants tend to stick with the job they know. The colony's needs set how many ants each job takes, and the most willing ants fill it.

Diggers carry soil up and out, building a mound around the entrance. Foragers lay scent trails to food and carry it back to the stores. Undertakers carry the dead to a refuse pile away from the entrance.

Food

The stores hold two kinds of food. Sugar, from seeds and sweet drops, fuels the adults. Protein, from insects, goes to the larvae and the queen, who need it to grow and lay eggs. When the sugar runs out, adults have to eat protein, and a diet heavy in protein shortens their lives. The colony panel names what is short, where, and whether food is already on its way.

Seasons and temperature

The surface warms and cools through the year, with spells of warmer and cooler weather. Deep soil stays close to 15°C all year, so the nest is warmer than the surface in winter and cooler in summer. In winter the colony rests deep in the nest and the queen stops laying, then everyone wakes up in spring. In summer a large colony raises winged princesses and males and sends them out on a mating flight.

Succession

In this simplified game model, when the old queen nears the end of her life, one princess stays behind as heir and takes the throne when she dies. If the royal line dies out completely, a new queen arrives some days later and founds a new dynasty in the old nest.

From the ant farm to the land outside

The ant farm stands in a small research shelter, with windows onto the species' own landscape. It is the colony's founding nest, where the queen lives, and it stays that way. When a few hundred workers fill it, the chambers crowd and scouts start testing the edges of the case. Then you choose: open the access port, a clear tube to the ground outside, or keep the colony contained as a challenge, sealing the seams its scouts find. In Observer mode the port opens by itself after a while.

Once the port is open, a scout finds the opening, a scent trail forms through the tube, foragers bring food in from outside, workers start digging nearby and the first outdoor nest is founded. From then on the colony grows out on the land, towards the size wild colonies of its species reach.

An island of its own

Every colony grows on its own island, shaped by a seed: hills and hollows, streams running down to the sea, ponds, coves and headlands, woods that follow the wet ground, and open country between. The island is named, and so are its regions and landmarks. The same seed and size always grow the same island; what the colony does on it is its own story.

Beyond the home range lie the island's other regions: woods, wetland, dunes, heath, meadow and more, each with its own ground, food, wild colonies and dangers. Spreading into them is meant to take seasons, not days.

Neighbours and nature

Weather and disasters

Weather happens out on the land, where the outdoor nests and the wild colonies live. The ant farm is safe in its shelter; only workers out on trips through the tube are at risk.

Choices and genes

Every few weeks something turns up that calls for a choice: a fallen fruit with an oily sheen, a wandering queen, orphaned brood, rival scouts, slave-makers on the march, a heat wave, a zombie fungus, a dead mouse, a fire bearing down on a nest. As Colony Keeper the game waits for you, or you can let the colony decide. As Observer the colony weighs it up and decides by itself, unless you step in. Results often show only days later. Settings can make these more frequent, or turn them off.

Each colony carries nine heritable traits in its queens: aggression, heat tolerance, cold hardiness, flood survival, fertility, longevity, disease resistance, body size and speed. Mutagens, new blood from other colonies and hard times change them: a heat wave leaves the survivors hardier, birds pick off the slow. None of them comes free: heat tolerance costs cold hardiness, bigger or faster colonies need more food, long-lived workers are slower. Changes from mutagens and meteorites go beyond real biology and are marked Experimental wherever they appear.

The Lab

The Lab measures the colony once per simulated day and shows it in nine sections:

Every chart has a table view. The island and simulation seeds are shown separately so you can keep track of a run. The game provides a model to explore, rather than a validated biological experiment.

Saving and time away

Real ants and the simulation

The simulation is built to be watched, so it bends a few facts: