To someone not following the project closely on our more active platforms (community forums and Discord) it may appear Thrive has fallen into a long, dark slumber. Nascent life extinct, factories gone cold, space relics left scattered about the cosmos.
But all is not as it seems. Life stirs below the surface.
The purpose of this Devblog is to state in no uncertain terms the second most repeated of our mantras (right behind no underwater civs):
Hey guys, Nick here, and welcome to the first in our new series of mini updates!
For a while we’ve been discussing the idea of having smaller development updates like this. The idea is to have them between the devblogs for a chance to keep you guys up to date with what’s going on in the project in the very rare (okay maybe not that rare) periods where there is no big news. We’re going to try it out, and if all goes well we’ll stick with it.
From outside the project, it might appear as if things have moved slowly over the summer. But we’re still going. The trouble with this period is a lot of work has gone into under-the-hood changes – that is, the Thrive game engine.
Before we delve into the issues with the engine, we should tell you about a few visible features that have been added. New programmer zyad137 gave us the suicide button, a handy device for offing yourself if you run out of ATP or want a change of scenery. He’s also provided notifications for organelle pickups and improved AI, and is working on a hints system to help players understand what they should do next. Developer crodnu also added improved camera zooming ability.
Good news: Thrive now has its own dedicated launcher. Even better news: there’s a whole new release available as a demonstration of its abilities. This Devblog will run through both, as well as the general miscellaneous updates we post to make sure nobody mistakenly thinks the project is dead.