
Apocrita

Gather resources, build your infrastructure, and set up production chains to keep the colony running.
Different species and castes have different behaviors, abilities, and roles. The trick is getting them to work together.


The insects have their own behaviors. They look for food, move around the colony, follow pheromone trails, and react to what's happening around them.
You don't control them directly. You figure out how they behave and use that knowledge to make the colony work.


Insects communicate through pheromones. Create trails and signals that influence where they go and what they do.


Insects aren't just interchangeable workers. Different species and castes can:
- behave differently
- respond to different pheromones
- produce their own signals
- perform different roles
- interact with each other in different ways
Put them together and unexpected things can happen.

The colony isn't completely safe. You'll have to deal with limited resources, enemies, and problems that can develop as the colony grows.
If every insect dies, it's game over.


Apocrita also includes a magic system that gives you unusual ways to deal with problems beyond traditional colony management.

The idea for Apocrita started with ants.
No single ant knows what the whole colony is doing. They follow simple behaviors, react to their surroundings, and communicate through signals like pheromones. Yet together, thousands of individual ants can behave almost like a collective mind.
We wanted to explore that idea in a game. What happens when you stop controlling individual insects and instead try to influence the colony as a whole?
That's what Apocrita is about.
Play the prototype and take our short survey to help us shape what comes next.

| Updated | 1 day ago |
| Published | 11 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Authors | Arttalegames, yckee |
| Genre | Strategy, Simulation |
| Made with | Godot |
| Tags | 2D, 4X, Godot, Indie, Management, No AI, Singleplayer, Tower Defense |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Content | No generative AI was used |

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