Too many things happened since 2014... Well, we decided to concentrate on actual game development instead of writing here. Working our tails off and all that!

October 20, 2014 — site translation into English

The website was translated into English thanks to Laura Hendrickson.

September 21, 2014 — social media

Created accounts on Twitter and Tumblr and groups on Facebook to post news about the game.

July 1, 2014 — alpha 3.3a

The first demo of the third version has a new two-level tiled landscape, redrawn feeders, interactive trigger screens, lamps, and larvae. There are four levels, and in the last one the player can control the worm's prey, where to goal is to make it to the last screen without being eaten.

The worms can now jump, scrunch up by curling their tails, and lay eggs (triggered by the Shift key).

April 10, 2014 — final design of website

Website for the project finalized with all the necessary information.

January 31, 2014 — draft of site redesign

The page with a picture and a link that had been on up to this point is replaced by the draft version of the site.

October 29, 2013 — new member

Artist Andrey "Weilard" Lyapichev joins the project.

March 31, 2013 — verson control

Private Mercurial repository registered on From this point on, all changes to the source code are tracked.

August 20, 2012 — unpublished release 2.3

Debug release for verification of localization. Added French language localization by the company "All Correct Localization" won as part of a contest prize. Used multilingual version of Ivan Gladkih's Bicubik font.

July 10, 2012 — special prize from "All Correct Localization"

Contest ended. Insatia didn't win, but received a special prize from "All Correct Localization" for a localization in any language. Jury reviews of the game and congratulations published in a special post on

June 26, 2012 — entry in second stage of the "All Correct Localization" contest

The first stage of the contest ended, which aimed to maximize the voting audience. Insatia won second place with 14.5% of the vote. The next stage will be closed and everything will be decided by the jury.

June 15, 2012 — request for support on

A post supporing the game in the "All Correct Localization" contest published on Gut, the administrator and creator of, kindly agreed to run a banner for Insatia during the contest.

June 13, 2012 — publication on

A couple of reviews are published on in connection with the "All Correct Localization" contest. Insatia first crept out of the confines of Duplicating controls using the mouse was the right decision because some players use it exclusively.

June 8, 2012 — release 2.2

Release is prepared for the contest held by the company "All Correct Localization." Eliminated a critical error with the localization. Controls are fully duplicated for the mouse so that the game can be played without touching the keyboard.

April 22, 2012 — an email

Received an email from Alexander Zenko, a man who can't use the keyboard and uses the mouse in an untraditional way. He asked for a replication of the controls for the mouse so that he could handle the worm.

April 12, 2012 — epic fail

The choice of testers was statistically unreliable because there was only one Russian. Three weeks after submitting the release to the contest, I had a chance to show off the game to Fran, the author ofUnepic. It turned out that the game didn't have a chance in "Intel LevelUp 2011" because the characters typed in both language versions came out as gibberish. The localization used the Russian windows-1251 to convert from UTF-8 to Unicode-16.

March 26, 2012 — release 2.1

A previous release including user-editing of maps. The editing interface is in draft form, and you can only edit one map out of all of them, but there are no restrictions on the total number of units. Verdana HD posted a few screenshots with hundreds of worms on the map.

March 23, 2012 — release 2.0

Release entered in "Intel LevelUp 2011" contest.

March 19, 2012 — beta version 2.2b

Final testing of the release for "Intel LevelUp 2011." Continued to reduce difficulty, reworked the controls, added a training level with berries.

March 17, 2012 — beta versions 2.0b and 2.1b

Closed beta testing of the release for "Intel LevelUp 2011." Added sound effects, new music tracks, animation of the worms' jaws, a few background landscapes, berries, and two types of beetles (green and red). Implemented dual-language "Russian-English," with the name and all Russian dialogues translated into English thanks to Julia Nikolaeva. Seriously reduced the game's difficulty level in version 2.2b.

February 12, 2012 — alpha version 2.4a

A demo, now allowing use of the mouse to navigate the menu and a custom cursor.

January 20, 2012 — alpha version 2.3a

New soundtrack, shadows on the lettering, and a configuration dialogue at the beginning of the game allowing you to select the language, video mode, etc.

January 10, 2012 — alpha version 2.2a

Introductory dialogue, player registration, and a game menu with different settings and choice of levels. Game mode temporarily disabled.

January 8, 2012 — alpha version 2.1a

Demo including a dialogue, acted out by characters from the game using a special xml file. Uses two fonts (DejaVu Sans for the dialogue and Bicubik for headers).

January 7, 2012 — alpha version 2.0a

Demo that is just a progress bar. It was originally the game's logo, but later the logo was simplified and the earlier version was used for the loading screen.

September 17, 2011 — post-contest release 1.1

Added green worms, redesigned the algorithm shaping the bodies of the worms (to make them more solid), stereo sound effects, redrew all the sprites, redesigned the level selection. The last level is not interactive, the player watches the AI control the worm.

September 11, 2011 — won the Gaminator 7: Giger Arcade contest

September 4, 2011 — release 1.0

Release submitted to the Gaminator 7: Giger Arcade contest. Redrew all of the sprites, created several additional levels, modified the soundtrack.

September 3, 2011 — beta version 1.0b

Exclusive beta version published for the contest. Added the first live prey (sheep), red and green worms controlled by the AI, and the eggs they hatch from. All the sprites are drafts and there is only one level.

September 2, 2011 — alpha version 2.0a

Incorrectly numbered demo published at the same time as the Gaminator 7: Giger Arcade contest. The player can't control anything, it is just a demonstration of the AI-controlled worms moving, following objects, and avoiding obstacles.

September 1, 2011 — alpha version 1.2a

Introduced two ways to turn: the worm turns sharply by default, but smoothly when the up arrow is pressed. Used our own soundtrack, written by Stada, instead of a borrowed song (Imelda May — Smokers Song).

October 30, 2011 — new member

Dmitriy "Stada" Lopunov joins the project.

August 28, 2011 — alpha version 1.1a

Started using delta timing and experimental worm controls—from this point on the player controls the worm by alternating between right and left turns of different durations.

August 26, 2011 — alpha version 1.0a

Increased the number of frames per second and made the worm's body follow its head. Using the arrow keys (up to move forward, left/right to turn), the player can crawl on a flat surface and eat apples to get bigger.

August 24, 2011 — zero version 0.1a

First version published as screenshots: the worm's head can be moved around the screen with the arrow keys.

August 14, 2011 — the first concept

This is the first day of the Gaminator 7: Giger Arcade contest held by
At this point Insatia is just a name and a seven-point plan.