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Devblog #31: Whats that smell?

Today we have released version 0.5.7 of Thrive which includes a new cell part for players to play and experiment with, and an expanded report tab in the editor. Players will never need to worry about not finding what they are looking for, because by evolving the new chemoreceptor part, cells will be able to sniff out resources from considerable distances! Suddenly realized a species is missing and want to know when they went extinct? The history of your world is now chronicled in the newest feature of the report screen; The timeline tab. Alongside these new features are a host of various bugfixes and optimization to ensure that everyone can properly enjoy Thrive at its fullest. We hope that everyone enjoys this release of Thrive as much as we enjoyed making it, and are looking forward to hearing what everyone thinks. Note that if you are upgrading an old save game to this latest version, the player cell needs to first die and respawn before the chemoreceptor functions properly. Patch notes for this release:

  • Added chemoreceptor organelle which shows lines towards detected compounds. Note: old saves are compatible but the chemoreceptor won't work until you die and respawn if you loaded an older save.
  • Implemented the organelle modify menu. For now only used for the chemoreceptor
  • Implemented the timeline tab in the editor showing world or patch related events that have happened in the game world
  • Updated to Godot 3.4.2. We are using a custom Godot build as our Breakpad code was not merged yet.
  • Reduced max entity count a lot again. This should make it so that extremely low performance of the game doesn't happen anymore. We are still investigating the performance issues and will increase the game entity counts again once we have addressed the part of the game that is actually too slow.
  • Added a crash dumping system back to the game. Combined with the latest launcher version this allows reporting the crashes to us developers to view on ThriveDevCenter Note that the crash reporting is not implemented for mac, yet.
  • Fixed the choppy intro video playback in the previous release caused by Godot removing optimized webm playback on Windows
  • Fixed flagella animations not working after update to Godot 3.4
  • The report tab of the editor now has a patch selector drop down that allows changing patches on that screen to easily view the graphs for other patches
  • Player species is now always printed first in auto-evo results and other species are in alphabetical order
  • Added a button on graphs to show the graph in bigger size to more easily see what the graph shows
  • Adjusted microbe movement sound
  • Added a separate ice damage sound instead of using the general damage sound for them
  • Double clicking a save now loads it or asks to overwrite it if double clicked in the create save menu
  • A few more tutorials are now forced (the close button for them has been disabled)
  • Cell speed calculation has been improved regarding flagella that don't point backwards. Now speed is calculated along the direction the player's cell can move the fastest in, which is not necessarily forwards.
  • Movement ATP drain was also updated with the above change, and now it also only considers flagella that can push in the maximum movement force direction. So no longer do forward facing flagella show up in editor as costing ATP when in fact they can't operate at the same time as backwards facing flagella.
  • Added scientific flavour text for the pilus
  • Disabled multithreaded rendering option which seemed to cause rare issues while not helping at all in normal use
  • Improved look and tooltip positioning for the editor sliders
  • Added a sound effect for when cells collide hard enough
  • Increased the fade duration when changing music tracks
  • Remade the trash icon as higher resolution and added a pressed state for the trash buttons
  • Graphs now group extinct species separately
  • Tweaked the visuals of the toxin particle effect
  • Tweaked the patch name display fade animation
  • Reduced small iron chunk mass so that they are easier to push around than the big chunks
  • Fixed external effects on extinct species causing errors
  • Fixed graphs using 32-bit integers to hold data, which caused the graphs to not display correctly when species populations got too high
  • Fixed tutorial boxes being on top of the pause menu in terms of mouse clicks
  • Fixed dialog resizing sometimes expanding them in the wrong direction
  • Fixed pause menu, win and lose screens not resizing when the game window is resized
  • Fixed a bug in our hybrid 3D audio player class not actually behaving spatially
  • Fixed the widths of a few organelle tooltip titles
  • Fixed refresh button in mod manager sometimes causing duplicate mod entries to appear
  • Fixed really long save names causing GUI layout problems by enabling text wrapping for them
  • Fixed pressing ESC in the game over load menu not closing the right thing
  • Fixed folders ending in ".thrivesave" being detected as save files and causing problems
  • Fixed the randomize species name button not being the same height as the text box it was next to
  • Fixed some scenes (that are intended to be used like this) not being able to be started directly from the Godot editor due to resource loading order
  • Disabled mouse wheel scroll on colour picker bars as they are usually within a scroll container causing issues depending on mouse positioning when scrolling
  • Auto-evo prediction runs are now cancelled earlier to try to avoid error prints regarding them failing due to the player editing their species again before the run finished
  • Reduced the volume of microbe-theme-7 to be more inline with other music
  • Slight source code cleanup by moving the food source classes to the namespace they should have been in
  • Updated our CI checking tools
  • Improvements to our build scripts
  • Updated translations


[ 2022-02-05 19:10:07 CET ] [ Original post ]



Thrive
Revolutionary Games Studio
  • Developer

  • Revolutionary Games Studio
  • Publisher

  • 2021-11-26
  • Release

  • Indie Simulation Singleplayer EA
  • Tags

  • Game News Posts 42  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (1021 reviews)


  • Review Score

  • https://store.steampowered.com/app/1779200 
  • Steam Store



  • Thrive Linux Content [649.7 M]

  • Public Linux depots

  • In Thrive, you take control of an organism on an alien planet, beginning with the Last Universal Common Ancestor (LUCA). Your goal is to survive in the environment, adapt your species by adding mutations, and thrive. Other species will emerge to compete with yours. They will evolve via a population dynamics driven simulation with random mutations - you must improve and spread your species to surpass them. The success of your species depends both on your skill in surviving as an individual cell and the changes you make in the editor.

    In the Microbe Stage, you control a single microbe or a colony of microbes bound together. You swim through a watery environment to find the resources your cell needs to stay alive and to reproduce. Once you have reproduced, you enter the editor, where you can review how well your species and others are surviving, move to new biomes, and modify your species. Add new organelles, change your membrane, and change your cell's visuals. Your goal is to become a more complex lifeform by first evolving the nucleus to become a eukaryote, then using binding agents to form cell colonies, the precursor to the first multicellular lifeforms.

    Current key features:


    • Control an individual member of your species and survive the environment
    • Predate on other species, use photosynsthesis or scavenge for resources
    • Edit your species to make it more successful
    • Compete with other species emerging on your planet via an evolution simulation
    • Explore different biomes
    • Fight other cells with multiple cellular level weapons
    • Try different gameplay styles by specializing in different energy sources in subsequent playthroughs
    • Learn about biology by using real compounds, organelles or parts inspired by real science
    • Spread your species via the biome map
    • Review and plan future actions by looking at population simulation results and graphs
    • Learn the basics of the game with a light interactive tutorial



    The major goals of Thrive are to create engaging, compelling gameplay that respects our players’ intelligence, and remain as accurate as possible in our depiction of known scientific theory without compromising the former. Thrive is an open-source project, and anyone with game development skill is welcome to join our team. The game uses the open-source Godot engine with the C# programming language.

    If you don't have game development skills, you are still welcome to join our fan community. We would love to have you along for the long ride!
    MINIMAL SETUP
    • OS: Ubuntu 20.04 or latest Fedora version
    • Processor: AMD Ryzen 3 3300UMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 530
    • Storage: 1 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 20.04 or latest Fedora version
    • Processor: AMD Ryzen 5 2600X or Intel equivalentMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 970 or AMD equivalent
    • Storage: 5 GB available space
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