How Ant Laboratory works

Ant Laboratory is a slow, living simulation of an ant colony. You choose from seven species, pick a soil and release one newly mated queen into a glass ant farm. The colony handles its own digging, brood care, foraging, hunting and succession. Keep it in its farm, where it grows on to fill it, or open its access port and let its workers spread across an island of their own while the founding queen stays in the farm.

Getting started

Controls

The Ant cam

The Ant cam is a close-up camera on one ant in the ant farm. It sits in the colony panel, under the queen. Beneath the picture it says who she is and what she is doing, where she is going, what she carries and why she does her job.

You can turn the Ant cam off in Settings.

Seven species, six soils

Each species looks, eats and behaves differently, and each lives in its own climate and landscape. Fire ants can start as one queen or many queens (the many-queen start is Experimental). Fire ants, leafcutters and carpenter ants raise their big majors once the colony is big enough to afford them.

After the species, you choose the soil for the ant farm, as you would for a real tank: garden loam, sand, clay, woodland humus, stony soil or wetland soil. Your species’ own soil is picked first, with a short line on what suits it. The soil changes only the look, its colours and texture; the ants live and dig the same in every soil. You choose it once, when you set the colony up. Turtle ants live in wood and dig nothing, so for them you choose the floor under the wood instead.

The life of a colony

Founding

The game starts with a queen in a small chamber raising her first brood. This is simplified across species: the wood-ant solo start is Experimental, because wild wood ants found colonies with help from other ants. The first workers to emerge are small. Once they open the nest, the colony starts to forage. When the colony has dug rooms well below her founding chamber, the queen walks down to one in the middle of the nest, as real queens do, and her attendants carry the eggs after her; her founding chamber becomes a nursery. In a grown outdoor nest the queen lives in the middle too.

Brood

Eggs hatch into larvae, which nurses feed until they pupate and later emerge as adult workers. Black garden, wood and carpenter ant larvae spin a cocoon to pupate in; harvester, leafcutter and fire ant pupae are bare, as in the wild. How fast that happens depends on temperature: brood barely grows below 10°C and grows fastest near 28°C. Nurses carry larvae and pupae 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. When a kind of room gets crowded, they widen the most crowded one before they dig another, and big ants need more room than small ones. Foragers lay scent trails to food and carry it back to the stores. Undertakers lay the dead on a small refuse heap a short walk from the entrance, usually where the soil the ants dug out meets the ground. As that soil spreads, they start a new heap at its edge, and the old one rots down into dark earth.

In the farm the ants keep to the floors, walls and roofs of their tunnels and rooms, and some walk the back wall or the glass in front: those at the back look smaller and in shade, those on the glass crisp and in full light. In an outdoor nest's cut-away, some cross a room over its back wall, and they pause now and then on their way.

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.

Hunting and live food

Drop live crickets or fruit flies with Feed, and meat-eating ants hunt them. One ant bites and calls her nestmates, and together they drag the prey home. A cricket too big for the door is cut up outside and carried in piece by piece. Vegetarian ants, the leafcutters and turtle ants, leave live prey alone; turtle ants lick a dead insect where it lies. Feed also has strawberries and blueberries, and leaves for the leafcutters to cut up.

Life together

Ants groom themselves and each other, share food mouth to mouth, feed the larvae and the queen, and help new workers out of their cocoons. When their path is blocked, they find another way.

Seasons and temperature

The surface warms and cools through the year, with spells of warmer and cooler weather. Deep soil stays close to the year's average all year (about 15°C where black garden ants live), so the nest is warmer than the surface in winter and cooler in summer. In winter most species rest 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. How the island looks and sounds through the year is under The seasons.

Succession

When the queen dies, another of the nest's laying queens takes over if there is one. If not, a princess who stayed behind as heir when the old queen neared the end of her life takes the throne (Experimental). While at least 20 workers are left to tend her, a winged daughter can take over too, or the workers can raise a new queen from an egg or a young larva (Experimental).

The end of a colony

If no queen is left and none can follow, the game tells you. The workers live out their lives, and you can watch to the end or start a new colony. A colony dies out only when every ant is gone: in the farm, on trips and in the outdoor nests. Then the game says so and offers Start a new colony, My colonies or Stay and look. The old colony stays in My colonies, marked with the day it died out.

The habitat

The ant farm is a small, living world. While you look at it, tap Habitat to set its light, water and warmth. Each change you make is noted in Field notes and flagged on the charts, so you can see what followed.

Data shows it all, with Formicarium chosen at the top: the brightness you set, soil water and humidity and brood lost to the habitat under Climate, and aphids, mould, springtails and the greening of the surface under Ecology.

The lodge

The ant farm stands on a bench in a small research lodge, drawn at its real size: a room about 3.8 metres across, with the farm 58 cm long. Its windows, in slim grey-green frames over an oak window board, look out on the land around the lodge: the island's own hills, trees, ponds and sea, your nests' mounds and the wild colonies'. They follow the season week by week: the nearest trees sway and the clouds drift in one wind, rain beads on the glass, and frost and snow come in winter. Pinch out from the glass to see the whole room. Pinch out further and the map of the land opens.

ANT OS and its games

The lodge's computer runs ANT OS. Tap the computer, or Data in the bar, to open it. As well as Data, it has:

In or out: the farm and the land outside

The ant farm 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: keep the colony contained, or open the access port, a clear tube to the ground outside. The port stays closed until you explicitly open it, even if you dismiss the invitation.

Kept contained

A colony you keep in grows on, slowly, for years. Each year it is kept in, the queen lays more eggs, so it grows a little bigger every summer, but only while it has food to spare. The automatic feeder keeps more food in store for it, enough for the winter. As it needs room, the workers dig new tunnels towards the emptiest part of the farm and new rooms along them, always with solid soil between rooms, and more entrances open.

Let out

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. The founding queen stays indoors, a small group of workers keeps the farm, and the tube stays connected until you close it again. 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 new colony gets an island of its own, grown from a seed. The seed shapes the whole land: a coast of coves and headlands, hills and hollows, streams running down to the sea, ponds, woods that follow the wet ground, and open country between. It divides the island into regions, each its own ecosystem, and names the island, its regions and its landmarks. The species' own home ground always lies around the lodge, and rival colonies already hold ground across the island.

The water looks and moves like water. Waves break into foam along a smooth coast, and the sea runs from its bed of sand or stones in the shallows through turquoise to deep blue. Streams wind down to the sea in pools and riffles, past gravel bars and grassy banks, and their water flows round the stones. Ponds have stones and sunken leaves in their shallows and catch the light. Raindrops ring the water, ice cracks in winter, and inside a flooded nest the water is muddy, with bits of leaf and twig on it.

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.

Life on the island

The seasons

A year on the island lasts 360 days, a little over an hour at 1×. The whole island changes with it: the map, the view from the lodge's windows, the ground over each nest and the sounds.

To play without seasons, turn off Seasons and winter hibernation in Settings.

Day and night

Night comes slowly: with Sky on Slow (the setting it starts on), a day and night takes about 12 minutes whatever the game's speed, and the light holds while the game is paused. The island grows dim at night, towards a cool blue-grey, never black, and dawn and dusk are golden. With seasons on, days are longer in summer and shorter in winter. Fire and lightning glow at night, the lodge's windows and the sky over a nest turn deep blue-black with stars and the moon, and on the map each species' workers come and go by its own hours. The ant farm keeps its own lamp, and the lodge's room stays lamp-lit. The slow sky only sets the mood: the colony keeps its own faster days. In Settings, under Display, Sky can also be My local time (night when it is night where you are), Time-lapse (the light on the colony's own quick days: deepest at 1× and 2×, very slight at 5× and 10×, a steady day at 25×) or Off, a steady day; it is always day too when your device asks for reduced motion.

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 the lodge; only workers out on trips through the tube are at risk.

Weather you call

On the island map, tap Weather on the bar (or press W). Pick one of its two tools, then tap the map where you want it.

Weather is only for the island. There is no Weather in the ant farm, inside a nest or in Cinematic mode, and the ant farm stays dry.

Battles

Rival colonies fight yours along the borders, and now and then raid an outdoor nest. You can watch these natural encounters and examine their effect on the colony. The ant farm never sends warriors or comes under attack.

Cinematic mode

Cinematic mode hides the controls and labels. Choose Hold this view to keep the camera where you placed it, or Tour the formicarium to follow the colony indoors. Once you open the access port, Tour the whole colony includes the outdoor nests, trails and island. The moving camera follows everyday activity and events as they happen. Observation summaries are optional; leave them off for a view without words.

Start it from More on iPhone, or the film camera in the bar on iPad. It only watches, and never changes your speed. Any touch, or any key, hands the controls back.

Data

Data measures the colony once per simulated day. Open it with Data in the bar, or tap the computer in the lodge: it opens on ANT OS. It opens to Field notes: the record’s first and last counts, its measured change and questions to investigate. At the top, choose what every chart shows: the Formicarium, the Outdoor nests or the Whole colony. Some things are recorded for one part only, such as the ages and jobs of the formicarium's ants, and the chart says so instead of guessing.

Every chart has a table view. The same island seed and simulation seed, with the same actions, grow the same colony, so you can rerun an experiment with one thing changed, such as the food mix.

Once the colony is full-grown, it tells its story so far: its queens, its age, workers, outdoor nests and its firsts. Your colony so far, at the top of Data, shows it again.

Sound

Sound is quiet and follows where you are looking. Outdoors, most sounds are recordings the developer made and set quiet: wind, rain, insects, water, fire, thunder and some of the birds. The ants' sounds, single songbirds and a few other calls are made by the game as it plays. The recordings are part of the app, so they need no internet, and if one cannot load, the game's own sound plays in its place.

iPhone Duo

Ant Laboratory works with iPhone Duo, including its tabletop mode, and it plays on both screens.

The game reads only how far the phone is open and where its fold is, to lay out the screen. It keeps nothing and sends nothing.

Saving and time away

Real ants and the simulation

The research behind the game is on The science.

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