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Releases: Revolutionary-Games/Thrive

Thrive 1.0.0

17 Dec 09:34
8db4bb2

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This is it, the big 1.0 release! Which means that the microbe stage is now complete. The last bit of the microbe stage development has focused almost entirely on fixing everything we can before the release to ensure that this is a polished release. The microbe stage should now be a complete gameplay experience from start to finish. Starting from the next release our official development focus moves to the multicellular stage, however there's still likely to be some changes to the microbe stage every now and then.

Read more in our devblog: https://www.revolutionarygamesstudio.com/devblog-50-microbe-stage-complete

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Fixed a massive error with the game being much darker than intended. This went unnoticed for a long time as the game looked normal when debugging, but much darker only in a release version.
  • Made some terrain chunks shiny
  • Fixed fun screen filter effects not working at all
  • Fixed microbe background particles never being freed thus they kept stacking infinitely
  • Fixed major problem with dying on easy mode giving population rather than taking it away
  • Player species spawn rate now immediately updates instead of only updating after the next editor cycle
  • The food chain tab is now centered on opening and can be dragged around better
  • Fixed preview microbe data checks being incorrect, which caused errors in the multicellular editor
  • Fixed a rare error when trying to generate small worlds that prevented specific seeds from working
  • Fixed a bug in the logic for making rotating an organelle free, now it should correctly detect organelles rotated in-place and make that free
  • Fixed population indicator circles using a low resolution texture
  • Fixed the banana chunks not appearing in the banana biome
  • Added extra error checking to the feature for continuing as another species on extinction so that it cannot suggest picking the current species again to play as
  • Fixed error in multicellular on editor exit when cell layout repositioning caused new cell overlaps. This slightly alters all organelle repositioning logic, even for the microbe stage.
  • Fixed errors triggered in multicellular editor in certain cases when the cell editor was not initialized
  • Fixed the button in the options menu for showing tutorials in the current playthrough not always updating correctly
  • Fixed warnings about the extinction box GUI anchors
  • Background task errors are now forwarded to the GUI unhandled errors popup
  • Optimized the museum species list refresh to only update deleted or added items instead of all
  • Tweaked the prototype stage world environments to make sure that they aren't just a single change away from a release mode brightness bug
  • Made MP amount update after duplicating a cell type in case there was some inconsistency
  • Adjusted a few comments and tweaked the now unused save upgrader to do some issue clean up
  • Updated some of our setup instructions related to Visual Studio Code
  • Updated gdUnit4 to 6.0.3
  • Updated System.Text.Json from 10.0.0 to 10.0.1
  • Updated System.IO.Hashing from 10.0.0 to 10.0.1
  • Updated our code checking tools
  • Updated translations

Thrive 0.9.2

06 Dec 10:12
76b407d

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To prepare for the 1.0.0 (microbe stage completion) release, this is the second of the smaller releases leading up to it. Hopefully this will be a lot more stable than 0.9.1 was, but please keep testing and reporting any issues with this release so that we can fix the remaining problems in time for 1.0. This release is mostly continuing with the fixes that didn't make it into the previous patch. In terms of new features we mostly have just upgrades to auto-evo, which now finally takes multiple new factors into account. Besides that we got a pilus rebalance and improvements to the terrain visuals.

There won't be a devblog for this release due to the short release cycle, but a PU post will be published later today: https://www.revolutionarygamesstudio.com/progress-update-12-06-2025

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Added ambient occlusion textures for terrain chunks to improve their visuals
  • Added suppression for the error popup opening in some non-serious cases
  • Added graphics preset options
  • Rebalanced pilus damage and made it deal continuous damage on collision persisting
  • Pilus damage sound now scales with the amount of damage dealt
  • Added more collision safety checks everywhere collisions are recorded as 0.9.1.1 only added that safety for pilus collisions
  • Fixed scene preload errors when moving between the later game prototypes
  • Fixed GUI jiggle in the evolutionary tree by turning off GUI element snapping. Please report if you notice any text blurriness or other problems after this change.
  • Fixed multiple NaN auto-evo result problems
  • Fixed the industrial stage not working due to accidentally left in duplicate pause menu instance
  • Added turning speed to auto-evo calculations and it can now place cilia
  • Improved efficiency of auto-evo to offset the cost from new features added to it
  • Auto-evo now has much better slime jet and sprinting related calculations
  • Auto-evo now takes binding and signalling agents into account
  • Auto-evo calculations now take cell max health into account
  • Fixed a save load error when multiple recently expelled entities were dead already
  • Fixed environment tolerance sliders just not moving if not enough MP for the desired change. Now the sliders jump as far towards the desired change as there is MP left.
  • Fixed too long text in the build commit hash being able to break the options menu
  • Auto-evo prediction in the editor now always waits for the previous run to complete to solve errors on slower computers where a further edit may have been done before the previous calculation finished which lead to an unhandled error
  • Microbe movement speed now impacts how loud the movement sound is for the cell
  • Added an option to select on which monitor Thrive is on with it defaulting to auto to keep the old behaviour
  • Adjustment the map life indicator amount based on species size
  • Fixed duplicate focus borders around the build date of the game in the settings menu
  • Updated code checking tools
  • Updated BenchmarkDotNet from 0.15.6 to 0.15.8
  • Updated translations

Thrive 0.9.1.1

26 Nov 17:46
c4aa441

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This is a small bugfix release to address the most pressing problems after the 0.9.1 release, which has been our most unstable version in a long while. This release should hopefully fix the prevalent crashing problem in 0.9.1 that was caused by the new division animation. And this also addresses many MP calculation related problems that should now make the microbe stage fully playable and the prototypes mostly working (we haven't had enough testing time to fully verify). There's also some balance changes included that we felt were small and important enough to put out now to get more feedback on them.

Read the significant changes since the previous major release here: https://www.revolutionarygamesstudio.com/progress-update-11-22-2025

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Fixed microbe division animation trying to apply for detached physics bodies. This is likely the cause of the flood of crash reports we received.
  • Fixed various cases of the new MP system not working correctly
  • Fixed the new MP system to work correctly for multiple cell type edits in multicellular and macroscopic
  • Buffed prokaryotic toxin generation amount
  • Buffed iron and chemosynthesis
  • All multicellular species' hex layouts can now be previewed in the tooltips instead of just species that have been edited in the editor
  • Fixed error on switching patch in the multicellular editor
  • Fixed auto-evo calculating NaN energy gains for species (when a patch was empty of ammonia)
  • Fixed cells spinning around when they thought they were taking hydrogen sulfide damage but actually weren't
  • Fixed cell editor light level trying to apply too soon leading to major editor errors
  • Fixed MP multiplier difficulty setting not working with the new MP system
  • Fixed saving in wide locales with certain length strings
  • Fixed saving not working when there is a cell remove action in the edit history of multicellular
  • Fixed a case where the pilus collision system may have tried to access a dead entity
  • Suppressed already connected signal error popup (this is a years old engine bug)
  • Updated some code dependencies and added some testing helper code
  • Updated translations

Thrive 0.9.1

22 Nov 11:10
095fd70

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To prepare for the 1.0.0 (microbe stage completion) release, we are making a few smaller releases to get more player feedback on the changes we are making. The biggest changes in this release are that all the reported save loading issues should be fixed now. And the remaining MP calculation system is totally redone, again, which should now result in there not being any MP refund exploits. However, due to the tight release schedule there has not been much testing at all so please continue reporting any MP related problems. There's also of course new gameplay features like new patch events and map visuals as well as multiple auto-evo and balance improvements.

There won't be a devblog for this release due to the short release cycle, but a PU post will be published later today: https://www.revolutionarygamesstudio.com/progress-update-11-22-2025

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Reimplemented the MP calculation system (again)
  • Added player population visualization dots on the map
  • Added a few new patch event types that affect compound amounts
  • Amount of ammonia in patches now dynamically changes based on consumption and production
  • Switched Thermosynthesis to produce glucose rather than ATP directly
  • There's a different intro cutscene now when starting with the panspermia starting location
  • Added a new GUI error popup that opens when the game runs into an unhandled error to make sure players can more accurately report these and not continue playing for a while without realizing which can lead to very strange bug symptoms
  • Auto-evo can now evolve toxin upgrades and they have an impact on the calculation now
  • Auto-evo now takes reproduction cost into account
  • Implemented a simple cell division animation based on physics pushing the new cell out
  • Buffed hydregonosome by 20% to make it a good upgrade again
  • Increased auto-evo strength on the player species in all difficulties
  • Instant kill protection against damage is now a disableable difficulty option
  • Stopped the player death timer when engulfed if the player has stored toxin as the player might be able to escape thanks to it
  • Endosymbiosis GUI is now grouped based on whether the species are present in the current patch or not
  • Added a sound effect for binding mode so that it finally has a unique sound rather than sharing the engulf mode sound
  • Tweaked the engulfing sound to make it loop better
  • The pause menu is now a singleton and the Thriveopedia as well to reduce allocations on scene change which might help with the random scene load bug
  • Made global glaciation trigger slightly earlier
  • Improved the microbe AI handling of escaping damaging hydrogen sulfide
  • Partial mod support should be now usable, which had been broken since the Godot 4 upgrade. Harmony using mods don't work on Linux but they should work on Windows now.
  • Removed inbuilt Harmony mod support as it was not working
  • Fixed code mod loading not working ever since we switched to Godot 4
  • Fixed loading saves where there are fired toxins
  • Fixed fog of war and a few other settings resetting in custom difficulty on loading a save
  • Fixed a case where sunlight was not properly restored after an event ended
  • Fixed compound storage durations display not correctly taking special storage space into account
  • Fixed major bug with auto-evo tolerance changes not actually working at all
  • Fixed distance checks being mathematically wrong in the terrain system and added sliding terrain around when it doesn't fit to result in much tighter packing being possible
  • Fixed the no longer eligible for achievements text appearing in freebuild as those games are not eligible anyway
  • Fixed changing worlds in the auto-evo exploring tool not working correctly for the displayed map
  • Reduced logging for Steam achievements sync
  • Fixed some dependency updates in Arch that broke some build tools
  • Fixed our setup instructions referring to the wrong Godot version
  • Updated AngleSharp to 1.3.1
  • Updated gdUnit4 C# package to 5.1.0-rc3
  • Updated code checking tools version
  • Updated BenchmarkDotNet from 0.15.5 to 0.15.6
  • Updated gdUnit4 to 6.0.1 and fixed our microbe hash tests
  • Updated test SDK version
  • Updated System.Text.Json from 9.0.9 to 9.0.10
  • Updated System.IO.Hashing from 9.0.9 to 9.0.10
  • Updated many other C# dependencies and checking tools
  • Updated translations

Thrive 0.9.0.1

04 Nov 14:49
dff9ccf

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Here is a small patch release to fix the most reported problems after the 0.9.0 release. This fixes multiple saving problems and multiple infinite MP exploits, but there are still some non-optimal MP refund behaviour in this release and probably some more complex edits can still lead to too large MP refunds. To fully fix the MP calculation system more time is needed than what was available for this quick patch.

Read the changes for 0.9.0 in our latest devblog: https://www.revolutionarygamesstudio.com/devblog-49-microbe-terrain

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Fixed loading a save where endosymbiosis was started or completed
  • Fixed 3 reported ways to exploit the microbe editor to get infinite MP
  • Fixed loading a save made in the multicellular editor where the player had a grown colony before entering the editor
  • Added a new system where known compatible save versions can be marked and those can be loaded without any warning popup
  • Updated translations

Thrive 0.9.0

01 Nov 09:37
6931d12

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After some delays due to remaking the entire saving system from scratch, Thrive 0.9.0 is here. The biggest new feature is the microbe terrain system that adds inert bits of terrain to many of the microbe patch types. There's also more planet customization options and multiple new graphics effects. The game balancing has also received very significant changes.

Read more in our devblog: https://www.revolutionarygamesstudio.com/devblog-49-microbe-terrain

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Added microbe terrain. More complex terrain configurations are not yet all made and many patch-specific terrain types are still missing.
  • Added more planet customization options to the new game settings and a preview of planet stats
  • Reimplemented saving using a new custom binary format. This makes all previous saves incompatible.
  • Saving is now possible in the multicellular editor
  • Added a new currents trail effect in surface patches
  • Tweaked and improved the water currents
  • Enabled specular highlights effect for microbe membranes
  • Added ambient light reflections to game objects
  • Made balance changes to oxygen and co2 generation
  • Debuffed iron and oxygen metabolism
  • Switched to Arch ECS library, which did not improve maximum game performance like hoped, but did improve the game simulation efficiency.
  • Updated to Godot 4.5
  • Updated the Jolt Physics engine
  • Hydrogen sulfide clouds now deal damage to microbes that cannot metabolise them
  • Made hydrogen sulfide decay speed up with the presence of oxygen
  • The button to eject engulfed objects now works in a cell colony and in multicellular stage
  • Added an achievements view to the pause menu
  • Switched the species fossilisation system over to the new binary save format. This also means that old fossil files are no longer loadable.
  • Added a new tutorial that tells the player about adding the binding agents to guide them towards the next stage
  • Adjusted engulfing tutorial to not be able to point to relatively very small targets
  • Added a popup asking the player if they want to load a previous auto save if they die too many times in a row
  • Made editor tabs show themselves as a safety fallback if tutorial is not active but the tabs are still hidden. This condition could be triggered when the tutorial was sequence broken.
  • Changed the whole underlying remaining MP calculations system to make sure tolerance sliders no longer get stuck when at 0 MP
  • Tolerance edits to separate sliders no longer combine into a single undo step
  • The temperature miche in auto-evo now penalizes sessility
  • Added a miche for endosymbiosis target to stay in. This makes endosymbiosis much easier as the target species stays alive.
  • Auto-evo now has bonus calculations from the chemoreceptor
  • Fixed auto-evo not using actual available enzymes in digestibility calculations and instead accidentally assuming lysosomes provided all possible enzymes
  • Improved visual water currents syncing to the simulation
  • Fast speed mode is now automatically disabled if the available CPU power is not enough to keep up with the fast speed
  • Switched the game to default to only showing new tutorials rather than all. The option to replay all tutorials still exists but must be selected now when starting a new game.
  • Changed quick save and auto save limits to 100 (up from 50)
  • Slow currents pushing a cell now no longer trigger the movement ripple effect
  • Added a workaround for player becoming extinct due to being removed from the current patch populations due to another bug (that has not not been discovered yet)
  • Added tolerance values to the species fossilisation dialog
  • Fixed bug with other behaviour sliders moving when moving multiple different sliders in a row
  • Fixed the hydrogenosome not being available through endosymbiosis like it should have been configured to be available
  • Fixed disk cache not using background threads to save like it was supposed to. This hopefully fixes the random lag spikes that persisted a while after they started.
  • Fixed the checkbox to only show new tutorials not working correctly after a save was loaded (and all tutorials got enabled even when selected not to)
  • Fixed GUI focus jumping a lot when resolving a key rebinding conflict
  • Fixed the Yum achievement not triggering for chunks
  • Fixed ice chunks not playing the dissolve animation
  • Fixed GDExtension build flags and fixed Mac crashing
  • Fixed the wrong patch being highlighted in the patch map that is shown on extinction when going extinct in multiple patches in a row
  • Fixed microbe backgrounds being very dark in OpenGL mode when blur is enabled
  • Fixed museum species card delete buttons not reacting to mouse hover and fixed duplicate click event when clicking it
  • Fixed code workaround for shuffling 2 item bags, which shouldn't have a gameplay impact as there was a workaround previously
  • Added a custom git mergedriver for .po files which should make working on Thrive a bit nicer to automate translation file update conflicts
  • Updated our import files for Godot 4.5 with automatically added properties
  • Updated some asset import settings Godot wanted to change automatically
  • Updated code checking tools
  • Updated xUnit library
  • Updated to gdUnit4 6.0.0
  • Updated BenchmarkDotNet from 0.15.3 to 0.15.5
  • Updated translations

Thrive 0.8.3

16 Aug 09:01
17dcdc3

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This release brings achievements and starting planet customization to the microbe stage. Also a new visual ripple effect has been added along with many more smaller bug fixes and new features for the microbe stage. The multicellular prototype has also received quite many improvements, the most major will probably be the fix to the cell layouts not being exactly remembered between editor sessions.

Read more in our devblog: https://www.revolutionarygamesstudio.com/devblog-48-planet-achievements

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Implemented a set of 12 microbe achievements
  • Added simple planet customization options to the new game screen
  • Added new hydrogenosome organelle
  • Added a microbe movement ripple effect
  • Improved auto-evo generation diversity
  • Made hydrogen sulfide diffuse between patches and buffed events that generate it
  • Increased max zoom out distance when playing as a large cell colony
  • Intercellular matrix is now represented in the multicellular stage with visual links
  • Implemented preview images of multicellular species
  • The multicellular editor now remembers the exact hex layout between sessions and no longer does a conversion process that sometimes shifted cells around
  • Implemented tooltips for multicellular cell selection buttons
  • Added a graphical setting that slightly tilts the camera towards the cursor, which can be enabled in the game settings
  • Made water currents affect bigger cells more strongly to be able to push them around
  • Updated the icon for hydrogenase
  • Tweaked balancing of the easy difficulty preset
  • Tweaked balancing of toxins
  • Mucocyst activation now requires 50% stored mucocyst to activate it
  • Buffed thermosynthesis and radiosynthesis by 20%
  • Microbe colonies now have passive reproduction enabled for them in the form of gaining free compounds needed for reproduction while part of a colony
  • Added an in-game list of achievements
  • There is now a new look to our options menu with checkboxes replaced by toggle buttons and various other tweaks were also made like moving options around
  • Metabolic stability pressure in auto-evo no longer penalizes sessile species as harshly
  • Fixed digestion being stuck at 0 / 0 when engulfed cell produces resources
  • Fixed tolerance tooltips sometimes always showing debuffs when the theoretically perfect tolerances calculation failed due to not taking organelle effects into account
  • Fixed the glaciation event ending leaving light levels in some cases to be incorrect
  • Fixed the move to patch button staying active when the patch extinction popup was triggered multiple times in a row
  • Fixed engulfing in cell colonies using capacity information from the wrong cell
  • Fixed key rebinding when there were conflicts not working
  • Fixed queued chunk spawns being able to spawn too close to the player's position
  • Fixed errors when glaciation ended related to re-applying original patch conditions
  • Fixed the 2x game speed mode not speeding up the day/night cycle
  • Fixed a problem with cell type colours not updating by making the colour part of the visual hash for them
  • Fixed ATP warning staying active in the multicellular editor
  • Fixed iron meteor event not being able to add iron to a patch that didn't have any iron
  • Fixed the hydrogenase tooltip claiming that the organelle used hydrogen as an input when in reality the fermentation process results in hydrogen being released
  • Fixed species preview images not updating when the species mutated
  • Fixed freebuild species missing tooltips showing what they look like. Note that species that go immediately extinct still don't have tooltips.
  • Fixed the process panel list being empty if opened initially when the game is paused
  • Fixed auto-evo being able to place macroscopic organelles in the microbe species
  • Fixed the timeline tab showing nonsensical glucose reductions if playing a single Thrive playthrough for a very large number of generations
  • Compound bars in compact mode now use a font with shadow for better visibility of numbers against the bar backgrounds
  • Improved the handling of scrollbars in the timeline tab with too tall scrollbars being now less likely to appear, but they still do sometimes
  • Fixed jittery creature movement in the ascension ceremony screen
  • Fixed editor cancel button focused mode visuals
  • Fixed organelle names in tooltips not updating when changing the game language
  • Fixed chemical equation titles not updating on language change
  • Made signalling agents from colony members available for use even if the primary cell doesn't have them
  • Save list now has a tag for saves that cheats have been used in
  • Added a popup message the first time cheats are used in a game
  • Removed accidentally leftover text in the new game setup screen about passive reproduction
  • Cell type editor now validates the new type name immediately on entering the name
  • Made sure species bacteria status is always up to date in the species class
  • Made the editor tabs disallow swapping between them if there is an in-progress action that needs to be completed first
  • Improved the direct stage start cell for multicellular
  • Converted all NodePaths in our code to direct node references that were added with Godot 4. Hopefully this makes long Thrive play sessions a bit more stable.
  • Steam: added achievements
  • Updated an outdated command in our setup documentation
  • Made our game export script to delete the test runner before starting as that caused failures
  • Tweaked our code checking tools to not report false positives on some Godot scene files
  • Tweaked our code checking tool ignore list
  • Updated unit testing framework, including updating gdUnit4
  • Updated xunit version
  • Updated Thriveopedia content
  • Updated translations

Thrive 0.8.2.1

14 May 13:06
998d80f

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This is a small patch release to address a few problems in the previous release. The most visible is that the cell guidance lines are now their proper colours instead of always being black. This small release is also meant to be the first version fully signed and supported on Mac (to coincide with Launcher 2.2.0 release).

Read our latest devblog for the major features introduced in 0.8.2: https://www.revolutionarygamesstudio.com/devblog-47-current-events

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Fixed the tutorial and chemoreceptor guidance lines always being black and hard to see
  • Improved background brightness for OpenGL mode when microbe background blur was enabled (it is still not as correct looking as Vulkan mode)
  • Fixed the mouse being unable to click in the top left corner of the screen due to a always present node that was not set to mouse ignore
  • Fixed process panel speed indicators not speeding up in double game speed mode
  • Clear the selected cell type in macroscopic when the type is deleted
  • Added a command line flag to skip initial mod loading
  • Some native library build tweaks
  • Updated unit testing packages
  • Updated translations

Thrive 0.8.2

03 May 10:22
caf9ab0

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This release adds a bunch of new environmental things to the game. There's now water currents that move microbes around along them making sessile cells easier to reach new places. The currents are visualized with particles flowing along them. There's also much more violent events in the form of meteor impacts and a global glaciation events. These events shake up the gameplay with new resources and new challenges like the entire planet surface freezing over and limiting available sunlight to photosynthesisers. Existing players will also notice a reworked and expanded tutorial as well as various graphical changes, a plethora of minor new features, and many bugfixes.

Read more about the latest major release: https://www.revolutionarygamesstudio.com/devblog-47-current-events

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Added water currents that affect microbes and particles that visualize the currents
  • Added a global glaciation event that reduces light on all surface patches and adds ice chunks
  • Added meteor impact events
  • Added resolution scaling options to render at lower resolutions for more performance
  • Added a loading screen for stages during which graphics are loaded and shaders compiled to reduce stuttering during gameplay
  • Implemented the bioluminescent vacuole, though the gameplay impact is minimal so far (the lights look pretty, though)
  • Added an option to change the world size when setting up a new game
  • Upgraded to Godot 4.4.1 (from 4.3) which has fixed many bugs we had with Godot 4
  • Tutorials now have a new mode where only tutorials that haven't been seen before are shown. And the old option of completely turning off the tutorials is now only in the options menu. We hope that this will help returning players who have historically skipped all new tutorials that they hadn't even seen before.
  • Added a popup after the welcome tutorial prompting the player to select their preferred 2D movement mode. Hopefully with this change there won't be more feedback on the default movement mode.
  • Added 7 new tutorials covering some extra parts of the microbe editor as well as the microbe stage
  • Fixed incorrect randomness sampling in the chromatic aberration effect which caused some weird looking edges
  • Reordered the organism statistics panel to put less important stats at the bottom and make the compound balances visible without scrolling down
  • Removed percentage symbol from the compounds chart
  • AI members of the player species dying now affect the population and reproductions give population bonuses
  • Added a button to play the game in double speed
  • Made organelles in the cell affect environmental tolerances, now the tolerances feature is more strategic as organelles can save on MP that would otherwise be needed to be used in tweaking tolerances
  • Increased maximum tolerance debuffs and MP costs
  • Added optimal value markes to the tolerances GUI
  • Made higher firerate toxins consume less toxin per shot
  • Lowered the volume of sound effects from non-player entities by 30 percent
  • Reduced player species spawn rate by 50% to make it less likely to experience the player's species overcrowding them
  • Increased the radius at which AI cells are no longer forced to move towards the player to "get on stage"
  • Buffed chloroplasts 20% to make them a more tempting upgrade from thylakoids
  • Iron metabolism no longer depends on co2
  • Fixed realism issues in the wording of iron metabolism
  • Added a large sulfur chunk variant
  • Added a button to view the classic text-based auto-evo report
  • Added instant kill protection for the player when the player's health is above a few units of health to prevent deaths from large single damage events
  • If the player moves to an empty patch an AI species is now forced to teleport there to ensure the player always sees other species in the environment, even if auto-evo hasn't managed to spread there yet
  • Added a 'T' suffix to primary displays of population to finally try to solve the confusion some players have that think that a population of 100 microbes literally means just 100 individuals, whereas in reality there has always been an abstract multiplier for the numbers as entire oceans have very high number of bacteria
  • Added an auto-save the first time the editor becomes available
  • Tweaked ice chunk visuals
  • Updated the look of the hydrogenase organelle
  • Added HUD message warnings when binding or engulfing mode ends due to running out of ATP
  • Added a graphics option to use low quality background blur for more performance
  • Added anti-aliasing type selection to allow switching to other kinds besides MSAA
  • Added anisotropic filtering options
  • Removed option to turn off passive reproduction as that mode was not balanced and was not going to receive any balancing work
  • Disabled tolerance warnings in multicellular as tolerances are not implemented for multicellular yet
  • Improved the performance of the patch map redraw logic to reduce lag when clicking on patches of the map
  • Added a tutorial prompting the player to place a nucleus after many generations in the editor in case the player forgot the early goal
  • Fixed the news feed no longer working with our new main website
  • Fixed tolerances making it harder to survive after getting a patch extinction and having to return to a previous patch. The game now helps out by adjusting tolerances automatically to not get debuffs in the new environment.
  • Fixed lag on the patch map with large maps
  • Fixed jittery particle emitters in main menu background 3 by enabling interpolation
  • Fixed some process input numbers not showing enough decimals and instead showing up as 0 when they are in fact above 0
  • Fixed temperature compound inputs never showing any decimals
  • Fixed ATP consumption bar to show 3 decimal places like the production bar already did
  • Fixed at noon light level label not using rounding
  • Fixed light level bar sizing in the editor
  • Fixed incorrect indicator colour not applying to save name text box
  • Fixed the radiation damage effect not being audible
  • Fixed initial compounds in multicellular not giving glucose correctly. A fix had been made earlier to the microbe stage but was forgotten to apply to the later stage as well.
  • Fixed incorrectly sized ground plane in the industrial stage
  • Fixed sizing of some tutorials
  • Fixed wording in toxin tooltips claiming they use oxygen by default
  • Fixed a typo in the auto-evo explanation popup
  • Fixed Easter Egg chunk causing warnings
  • Fixed fossilization buttons not taking screen distortion into account, their positions are more accurate now
  • Fixed an extra horizontal separator being visible in the rigidity tooltip
  • Fixed extra horizontal separator visible in the organelle upgrade tooltips
  • Fixed lysosome upgrade GUI being slighty too short
  • Fixed the auto-evo explanation popup being slightly too short by default when using a single energy source
  • Fixed art gallery sounds that were paused resuming on closing it
  • Fixed microbe benchmark using a bad seed and not generating interesting species
  • Fixed damage on touch system trying to deal 0 chunk damage
  • Added a safety workaround for loading saves with invalid compound cloud system state (the state is reset on load)
  • Added safety code to the evolutionary tree to allow displaying it even if some generation's data is missing. The tree can display itself now but the missing data will still be missing.
  • Fixed our shuffle bag implementation to shuffle bags with just 2 items
  • Fixed a crash when directly starting an editor scene through the Godot Editor
  • The game window clear colour is now set to to black in exported versions to hopefully avoid some bugs where a grey background is sometimes visible on Windows
  • Tweaked the minimum size of the process panel
  • Added a tooltip for the process panel toggle buttons
  • Improved multicellular growth code to not use a method for iterating that required extra memory each time
  • Added Mac build signing and notarization to our build script
  • Updated our style guide to begin with a brief section on special considerations as Thrive is a game
  • Updated code checking tools
  • Fixed some code warnings from new checking tool versions
  • Fixed localization update script looking in some folders it shouldn't and finding unintended build files
  • Enable automatic running of gdUnit4 tests by our CI pipeline
  • Fixed technical issue where Dependabot had deleted the Jolt submodule
  • Did various tweaks to our CI pipeline to try to share used disk space more efficiently
  • Updated setup instructions regarding .NET and Godot version
  • Updated System.IO.Hashing from 9.0.2 to 9.0.4
  • Updated System.Numerics.Vectors from 4.6.0 to 4.6.1
  • Updated Harmony from 2.3.5 to 2.3.6
  • Updated AngleSharp from 1.2.0 to 1.3.0
  • Added a new language: Alemannic
  • Updated translations

Thrive 0.8.1.1

24 Feb 08:47
c4b3e1d

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This is a small patch release to make multicellular stage work again as there was a major bug that slipped into the previous release that completely prevented playing the multicellular stage.

Read more about the latest major release: https://revolutionarygamesstudio.com/devblog-46-environmental-tolerances-update/

Installation

For easiest installation, download the latest version of the launcher:
https://github.com/Revolutionary-Games/Thrive-Launcher/releases/

Alternatively, download the relevant file below for manual installation.

Patch Notes

  • Fixed multicellular cells after the first one immediately starting to die. This should make multicellular now playable again.
  • Doubled decay of radiation when taking damage to reduce overall taken radiation damage once it starts
  • Fixed units of compound types shown in the GUI for how many seconds the storage lasts
  • Fixed extra horizontal separators being visible in the membrane tooltips
  • Added safeguards against cell colony members with missing components, now those colonies are force disbanded to allow the game to continue
  • Updated translations