Devblog #18: Thrive is Alive

Thrive’s back, baby.

We’re beyond excited to announce the release of the culmination of our efforts for the last whoever knows how long, Thrive version 0.4.0.

It’s true: we’ve returned from the dead. We finally have a new engine. And, as you’ll learn if you read on, a hell of a lot of other things too…

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Devblog #17: The Re-Emergence of Life

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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Devblog #15: Design Philosophy

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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Mini Update #6: Gameplay Updates Pt. 1

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.

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