It’s another year and while we’ve slowed down a little after the holidays, we still have some neat things to show off and start the new year right. There has been a bit of brainstorming behind the scenes as we …
This week has been relatively more quiet as things have calmed down a little after our rush to throw out a patch for 0.5.6, but we are still going strong! We don’t have much to show off this week outside …
This week we have been focusing on preparing the 0.5.6.1 patch update which has now been released. This update drastically improves auto-evo’s performance, so players should no longer be playing a waiting game instead of a cell game. The update …
It’s been a week since we released 0.5.6 now, and we have been having a blast looking at all of the fan content that’s popped up after our release in stores. We’ve seen excellent reviews and feedback, entertaining videos and …
With the release of 0.5.6 quickly approaching, we picked up the pace a bit this week and managed to get a good amount of work done in preparation for our debut in stores. There’s only one more week until release …
Progress on the game has continued this week as well. Besides the programming notes below, the Steam build has progressed after a few issues. Turns out we need to compile the GodotSteam module ourselves as we also need Mono support …
First of all the store page for Thrive is now live on Steam so check it out and add us to your wishlist. The release in Early Access is planned to coincide with the 0.5.6 release. There are still a …
Progress towards 0.5.6 and the Steam and Itch releases continued this week. The Steam store page has been completed and it can be hopefully published next week. The Itch store page has also been finished, and it will be published …
This week we managed to fit in two devbuilds as we continue to prepare for the eventual release of 0.5.6 on the 27th of November. We’ve made plenty of progress so far, and plenty of time to go even further! …
We managed to see some excellent progress this week with a fresh burst of activity from our developers, allowing us to cook up quite the sizable sizable devbuild. We have also been putting our heads together to devise our steam …