Games · AI · Evolution simulation game / personal project

Gene Hive

A hex-based insect colony simulation you watch rather than command: autonomous workers forage, build, breed and defend the nest, and every insect's behaviour, body and small neural brain come from a genome that evolves across generations.

26 genes per insect
Godot 4.7 C# Genetic algorithms Neural networks
Role
Author, developer & owner
Platform
Windows (Godot)
Status
Playable foundation, in development
Workflow
AI-assisted, agent-driven

The player is an observer with a classic strategy-game camera over a hex world. The insects decide for themselves: they satisfy hunger, thirst, fatigue and social needs, gather nectar, water and resin for the colony, raise brood and fight off spiders. What drives those decisions is inherited, so a colony slowly becomes better at staying alive.

Genes you can see

  • Behaviour genes set how readily an insect forages, helps kin, shares food, raises the alarm or answers the colony’s needs
  • Morphology genes change the body itself: eyes, legs, abdomen, mouthparts, antennae, armour and defensive spines, each with a real effect on sensing, speed, carrying, disease resistance or combat
  • A small neural brain (11 inputs, 4 hidden, 11 outputs) steers decisions alongside authored scoring, and it learns during the insect’s lifetime
  • Painted bodies built from an artist-editable part rig show every inherited feature, with age visible too: freshly hatched workers look smaller and paler

A living world

  • Seasons, weather and a day/night cycle affect thirst, plant growth and harvest yields
  • Plants regrow, and corpses decay back into soil fertility
  • Ant-style pheromone trails, fungal spores that insects learn to avoid, and roaming spider predators that stalk, attack and retreat
  • Social behaviour emerges rather than being scripted: food sharing, grooming, alarm recruitment and collective defence
  • Two healthy adults with enough stored food produce a genetically crossed brood; immigrants keep the gene pool from running dry

Built to be measured

The simulation runs on a fixed 60 Hz deterministic clock with seeded random streams, so every run can be reproduced exactly and saved mid-flight. The same rules run headless for offline evolution: a genetic algorithm (with optional NSGA-II multi-objective selection) trains champion policies, and test-only tools hunt for exploits, measure throughput and compare runs across seed banks.