Progress Update 9/05/2026
Hello and welcome to your weekly Thrive Progress Update! Last week, we released Thrive 1.6.0, and we hope you're enjoying the update!
As is usually the case with such an extensive release, there has been a substantial number of bug reports. With that, this week there have mainly been bug fixes, including but not limited to auto-evo, mass budding, colonies, and membranes. Slime jet force has also been buffed by 10%, and physics timestepping has been adjusted to be lower quality when game performance is low.
Meanwhile, over on the Development Forums, release planning for 1.7.0 has started. The features we expect to work on next are enabling the axon in multicellular, size-related costs to offset the bonuses and specialization rewards and adding a proper condition for moving to macroscopic. There have also been some discussions on other topics.
Look below for some additional details if you're interested, and we'll see you next week for more updates!
Programming
- New Devbuild available to our Patreon Supporters:
- Buffed slime jet force by 10%
- Adjusted physics timestepping to be lower quality when the game performance is low. And added enabling a physics time slow down when performance is extremely low.
- Fixed germinating a spore not always starting from an initial growth state which could rarely cause very strange issues
- The game now forces an unpause upon selecting a new patch on patch extinction, this should fix a softlock
- Fixed delay-spawned colony members being able to be despawned before they got attached
- Fixed some colony engulfing checks and fixed reattaching to engulfers to stop cells just becoming broken
- Fixed clicking on evolutionary tree nodes when there are missing generations in the historical data
- Fixed a problem where a colony member was potentially still trying to generate a membrane when the leader was removed
- Fixed some errors caused by trying to use membrane data before it was ready
- Fixed debug entity labels causing errors on mass removal
- Refactored some auto-evo code to be more manageable
- Removed unnecessary HP offset in auto-evo
- Fixed incorrect math for slime jet score in auto-evo
- Fixed a minor code clarity problem in auto-evo prey speed calculation
- Added a debug check to ensure there's no gaps in the multicellular gameplay layout
- Updated AngleSharp from 1.7.2 to 1.7.3
- Updated code review settings to ignore other languages than English
- Updated outdated info in our style guide on method order
- Updated translations
Graphics
- A comment on sky and cloud rendering in Macroscopic Stage.
Gameplay
- Slime jet propulsion increased by 10% to compensate for the decreased effect some people have experienced due to it not depending on frame rate anymore.
- Game design discussions:
- Design of the axon/nerve cell in Multicellular Stage, as well as the possibility of having a “signalling complex” organelle instead.
- Discussing possible Entry and win conditions of the Multicellular Stage.
- Proposed changes to cell corpse chunks.
- A lot of continued discussion on multicellular parts.
- Proposed design for non-cellular parts, including the decision to not pursue this right now.
UI
- Nothing substantial.
Sound
- Nothing substantial.
Theory
- Nothing substantial.
Outreach
- The second loading screen art contest is still ongoing. Art submissions of any level of quality or experience are welcome!