Today we bring you a new bugfix release! It should fix most crashes and some bugs, like the rigidity slider using MP when it shouldn’t. It also brings some minor GUI and graphical improvements. You can check the patch notes here. We also updated our launcher to a new version, which, as always, you can use to download the new release.
It’s been around 2 months since we first changed over to the Godot engine and as may have been noticed, the developers have begun to lose a little steam as of late. We have not made as much progress as we would have liked, but fear not! We are still around with the intent of working on Thrive, many devs have simply been caught up in other things, such is life. With that said, we have decided to go ahead and release the changes we have made so as not to keep everyone waiting!
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.
Another release coming at you, here is Thrive 0.4.3.1! Wait, why isn’t it 0.4.4? Well that’s because after this release we are going to make some huge changes to the project. We are changing the engine once again, and we hope this time is for good.
While this isn’t a regular release, and certainly it isn’t the biggest one we’ve done, it brings a few new features for you to enjoy. Read on to see what’s new and what have we planned for Thrive’s future…
We’re back with another release for you, and just in time for Christmas! We present Thrive 0.4.3.
This new version includes the UI overhaul many of you have been waiting for, and a fan favourite, the pilus, letting you live out all your microbe-stabbing dreams. We’ve also improved existing features like the patch map with better patch condition displays and AI species spreading to other patches.
Download the launcher below to get the latest version, and read on for more information.
We’re back, and we come bearing a gift: Thrive 0.4.2.
As if one ecosystem full of dynamically evolving cells of all shapes and sizes wasn’t enough, it’s time to experience the might of several chained together, rife for evolutionary exploration. This release introduces the patch map, the first step towards a wider simulation.
As always, we recommend downloading via the Thrive launcher. Get the latest version here:
Read on to find out more about this latest release, along with all the general Thrive news…
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):
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.