Thrive, just like the creatures it simulates, is constantly evolving and improving. But to do that, we need effective channels by which we can hear feedback from the community.
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Thrive, just like the creatures it simulates, is constantly evolving and improving. But to do that, we need effective channels by which we can hear feedback from the community.
Read More →
It’s been a while.
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):
We’re not dead.
We’re back. And things are about to get exciting.
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Hi, it’s TJWhale here.
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.
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Is it too late to say happy New Year? Probably, but we’ll do it anyway. Happy New Year, and as 2017 takes its first steps we’re happy to present another update to Thrive: version 0.3.3.
A flashy new GUI, more realistic health and reproduction systems, and the first steps towards evolution are the flagship features, and you can read all about them below, alongside our recent podcasting efforts and plans for 2017.
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A short while ago, we posted a survey allowing everyone to express their views on Thrive. Honestly, we didn’t expect it to be this useful. Though the survey is still ongoing, this post features a detailed breakdown of the data so far.
Also in this Devblog: every Thrive release, music, tutorials and more.
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