My Ant Colony
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Description
Grow and manage your very own ant colony. Hatch eggs to raise new ants, place them on your mound, and watch them feed. Collect crumbs to upgrade your colony, unlock rarer ants, and expand your mound as your empire of ants grows.
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Details
Overview
My Ant Colony launched in July 2026 and passed two million visits inside its first six weeks, with thousands of players in it concurrently at peak. It is a small-server simulation: hatch eggs, place ants on your mound, feed them, and spend crumbs on upgrades that compound.
I lead the scripting on the title. The systems below are mine, along with the update cadence that keeps them running.
Systems I own
Economy and progression. Egg hatching, ant placement, feeding, crumb income, and the upgrade curve that paces all of it. The rates are modelled before they ship rather than tuned by feel, so a change to one multiplier can be reasoned about against the whole curve.
The client-server contract. Every player action is a request the server validates and answers. The client asks; it never asserts. That single rule is what keeps an incremental economy honest once the game is in front of a live audience.
Interaction flows. Hatching, placing, feeding, and discarding are all built on tools and prompts, each one a state the server owns end to end so a mistimed input or a disconnect mid-action cannot leave a player holding something they already spent.
Live operations. Content updates and balance passes ship against players who are already in the game. Changes are validated on a staging place before they reach production, which is what makes a weekly cadence safe on a title this size.
How it is built
Rojo-based Luau, developed outside Studio and version controlled. Formatting, linting, and a full-project typecheck run before anything merges, and staging always precedes production.
Credit
Scripting only. Art, models, animation, and VFX are the work of the rest of the team.