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In the very early days of the project, when it was envisioned as a mobile tug-of-war game, we spent a lot of time making ant models. Honeypots, rasberry crazy ants, Indian jumpers, turtle-headed ants, you name it.
The problem was we didn't put enough thought into each of these species; we just mass-produced artwork and gave them all fairly simple traits, without much building up of the habitats they come from, how they interact with other species and without really any story to tell at all.
This was the wrong way to go about things. If we wanted to do things right, we had to reduce the quantity and increase the quality. After all, the core dev team has only ever been three people. We spent a lot more time on a smaller number of species. When we started taking this approach, we found the project got the interest and support it needed to make it worth pursuing.
This means many species you might find from earlier promotional material are no longer being considered for the game.
Count on it. We take a long time to make content with new assets because we're a tiny team with an ambitious and complex project but we get there in the end. Do you think we're producing all that stuff in the newsletters for fun?