
Saving is finally working, those donating to Hh’s patreon can download a new dev-build and test this new feature. There have been some changes on the spawn system too so it doesn’t spawn too many cells at once.
Read More →
Saving is finally working, those donating to Hh’s patreon can download a new dev-build and test this new feature. There have been some changes on the spawn system too so it doesn’t spawn too many cells at once.
Read More →
There’s more progress on saving and work on another features. Chemosynthesis, movement and respiration have been buffed so they are now more efficient. And we also have a new auto evo prototype based on some of Tjwhale’s old work.
Read More →
As usual, we discussed what new features are going to be in the next release. We want to make a bugfix patch before a bigger update, but we aren’t sure how easy that would be, so for now we can’t tell if that’s going to be released.
Read More →
It’s been only two months since we started the last engine change, and today we are proud to announce our newest release: Thrive 0.5.0!
Yes, it only took us two months to rewrite the whole game in Godot. So what does this new release bring and what’s so good about this new engine? Well Godot is user friendly, has a lot of documentation, an active community and no missing important features. In other words, it makes development on Thrive easier, meaning that with this (hopefully) there won’t be any more engine changes.
But what does this mean for players like you? Better performance and compatibility, with this update those with Intel HD Graphics cards will finally be able to play the game without issue. Even better, as long as we don’t need native code, this and future releases should be compatible with Mac!
And of course, this version runs much smoother and without random crashes, so stop waiting and give 0.5.0 a try!
If you use Mac, download the game directly from here, since the launcher is not Mac compatible.
Read More →
We are getting closer to the next version, in fact the 0.5.0 public beta is already here! You can download it from this thread and test it. Let us know if you find any bugs or have any issues. We also set May the 16th as a provisional release date, there are a few remaining issues to be fixed, but as you can see Thrive 0.5.0 will be ready soon.
Read More →
We have a new feature today, a settings menu. With it you can tweak things like graphics, cloud resolution, sound or to enable cheat keys so testing the game isn’t as tedious. Hopefully this can help the game go smoother for those who had issues with performance.
Read More →
Last week we took our first steps on particles and today we have some fancy effects to show you! We worked on new ways to represent toxins, currents and new environmental effects. Eventually every biome will have its own particle effects and lightning, making the game prettier than ever.
Read More →
More progress on Godot. This time we’ve finally merged the godot branch to master in GitHub, meaning that we are closer to the 0.5.0 release! With this change, new issues have been opened so if you want to contribute to the project and don’t know what to do, this list may help you.
Read More →
We have new concepts for the Planet generator UI, we are trying to figure out how many features and options it should have. In our current concept it has three options: Randomized, Themed and Preset (or Override, we haven’t decided the name yet), each option being less random and allowing the player to either change the settings to their liking or to stick to a given theme, like earth-like planets.
Read More →
This time we have another brief update. We’ve worked on some minor features, like fixing crashes or implementing engulfment. But there’s also something big, today’s highlight is the editor, which is now in Godot.
Read More →