A lot has happened this week, most of which has come down with the improvements from the new graphics engine progress (BSF Progress). Many thanks to hhyyrylaninen for the many days of continual work on that. Its a little sad that I can only give him one bullet point for all the work he has done.
We also have to thank the continual support from our community and all those that keep thrive thriving, we couldn’t do this without you! We strive towards the next update and all that it holds for us.
It seems there has been many people busy behind the scenes. Our small team has been actively working forward with many changes and updates, because of this, we have decided to continue on with a weekly progress update instead of a bi-monthly one.
However, there are going to be times where little or no progress is made in a week. Birthdays, lives, and other commitments take priority. However we will still post a progress update so that the community knows we are here and are still working forward.
In addition, there has been an influx of people doing different efforts on programming as well as getting a dev build of thrive going. These people are listed down below.
There is a lot of work and development that goes unseen by most, until it gets added in an update. This causes thrive to seem dead at times as progress moves forward behind the scenes.
We have decided to do a simple progress update to let you know what is being worked on recently.
These updates will come out at the end of each week (or every other week, we haven’t decided yet). They will be brief summaries, and if you have questions or comments join in on one of our social media channels.
It has been about 3 months since our last release, 0.4.0, saw the light of the world. Measured against the 1.5 years that lie between 0.4.0 and the version before that, it feels like 0.4.0 released just yesterday. Despite this, we hereby announce our latest release: Thrive 0.4.1.
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):
It’s TJWhale here again to talk about realism and Thrive and sort out some common misconceptions. What do we mean when we say Realism? What we mean is that a proposed feature is within the laws of physics and chemistry …
Thrive has a great team. There’s a lot of talent working on this game and there’s also a lot of commitment, people really care. Recently I have been promoted to Microbe Stage Design Lead, which is a role that used to exist but had lapsed. As a team we decided it is important to have a way to finalise decisions and having a Design Lead for this stage gives us this.
Hey guys, Nick here, and welcome back to another Mini Update. It’s time for us to cover some of the upcoming gameplay changes that are going to be included with the next release. We’ve got a lot to cover, so we’ll split this into several parts. Today’s update will mostly cover gameplay changes to the compound system and features associated with it.
Hey guys, Nick here, and welcome back to another Mini Update. Today we’ve got a longer update as it’s a post from one of our recent discussions on the Microbe Stage that we felt would be interesting to share. Instead of talking about any technical aspects of the development this time, we’re instead going to focus on some of the science behind the game’s design. What’s the topic? Planetary evolution.