Progress Update 5/30/2020

Posted on May 30, 2020
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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.

There are new concepts for the patch map as well, focusing on how to arrange patches in a hierarchy when a bigger patch contains them.

  • Progress on saving
  • UI Improvements
  • Fixed spawn system not removing spawners on patch change
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Progress Update 5/23/2020

Posted on May 23, 2020
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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.

Meanwhile, we also worked on rebalancing the game for the next patch, implementing a saving feature and also made some very cool effects for cell deaths and iron chunks despawning. And finally a new developer, Nokk joined the team!

  • New Scre…
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Devblog #24: And Godot arrived

Posted on May 16, 2020
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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) t…

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Progress Update 5/9/2020

Posted on May 09, 2020
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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.

We have a new launcher version and a new Godot pck tool too. The later one is for managing Godot pck files and it can be used fo…

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Progress Update 5/2/2020

Posted on May 02, 2020
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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.

As always we've worked on reimplementing old features but we also added a few new things, now compounds that your cell can't use won't appear on the Compounds Tab, so it won't get too cluttered. We also made iron to be rare…

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Progress Update 4/25/2020

Posted on April 25, 2020
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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.

We also had a lot of features reimplemented in the game, like the editor, better parallax effects, fluid mechanics or the patch map, but there's also new stuff, like an improved reproduction bar, a …

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Progress Update 4/18/2020

Posted on April 18, 2020
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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.

Another thing we've worked on is particle effects. Godot has a good and relatively easy to use particle engine, so we made a few particle effects, very necessary to give an underwater vibe to the game…

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Progress Update 4/11/2020

Posted on April 11, 2020
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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.

We have a new member in the team too, Phrenotopian, who you may know from his vid…

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Progress Update 4/4/2020

Posted on April 04, 2020
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This time we have another brief update. We've worked on some minor features, like fixing crashes or implementing the engulfment toggle key. But there's also something big, today's highlight is the editor. We are working on implementing it fully, while the UI is finished.

We also updated the release roadmap with a bunch of new features that we will be discussing in the future. We don't have any new features planned for the next release, since we have to focus on remaking everything t…

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Progress Update 3/28/2020

Posted on March 28, 2020
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Work on the Godot conversion continues, this time we don't have any new big features to show you since all the work consisted on porting small things, like shooting agents, the name generator or some UI functionalities.

This isn't as exciting as, say reimplementing the whole editor, but it's still necessary to make the game work. Speaking of which, we started to work on that too, so even if this time we don't have much to show you we want to make sure that work on thrive hasn't stop…

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