That’s exactly the kind of matchup I’d love Biter Born to grow toward.
For the first public alpha, the focus is single-player stability: Queen start, creep, living extraction, hive metabolism, brood command, and the early mutation loop. Multiplayer PvP/PvE faction support is not in the first release yet.
Longer term, I do want the architecture to support that kind of split-force play:
- one side as engineers / interstellar invaders
- one side as the brood / Hive Mind
- separate forces, tech paths, spawn logic, and victory conditions
- possible compatibility hooks for mods like The Other Invaders
The main blocker is that Biter Born is not just a faction reskin; it changes player body, crafting, power/metabolism, creep territory, brood control, and starting logic. All of that needs to be deterministic and multiplayer-safe before I call it supported.
So: not planned for 1.0.0 alpha, but absolutely on the long-term roadmap. The ideal endgame is a real asymmetrical war: CPU or player engineers expanding across worlds while the brood spreads, mutates, raids, and adapts.