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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!
Thrive
Revolutionary Games StudioDeveloper
Revolutionary Games StudioPublisher
2021-11-26Release
🎹🖱️ Keyboard + Mouse
Very Positive (1434 reviews)
Public Linux Depots:
  • Thrive Linux Content [649.7 M]
Thrive Release 0.9.1

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.\n\nYou can share your feedback on the release in the comments below or on our forums here: https://community.revolutionarygamesstudio.com/t/0-9-1-general-feedback-thread/8756\n\n

Patch Notes

\n\n
    \n
  • Reimplemented the MP calculation system (again)\n
  • Added player population visualization dots on the map\n
  • Added a few new patch event types that affect compound amounts\n
  • Amount of ammonia in patches now dynamically changes based on consumption and production\n
  • Switched Thermosynthesis to produce glucose rather than ATP directly\n
  • There\'s a different intro cutscene now when starting with the panspermia starting location\n
  • 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\n
  • Auto-evo can now evolve toxin upgrades and they have an impact on the calculation now\n
  • Auto-evo now takes reproduction cost into account\n
  • Implemented a simple cell division animation based on physics pushing the new cell out\n
  • Buffed hydregonosome by 20% to make it a good upgrade again\n
  • Increased auto-evo strength on the player species in all difficulties\n
  • Instant kill protection against damage is now a disableable difficulty option\n
  • Stopped the player death timer when engulfed if the player has stored toxin as the player might be able to escape thanks to it\n
  • Endosymbiosis GUI is now grouped based on whether the species are present in the current patch or not\n
  • Added a sound effect for binding mode so that it finally has a unique sound rather than sharing the engulf mode sound\n
  • Tweaked the engulfing sound to make it loop better\n
  • 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\n
  • Made global glaciation trigger slightly earlier\n
  • Improved the microbe AI handling of escaping damaging hydrogen sulfide\n
  • 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.\n
  • Removed inbuilt Harmony mod support as it was not working\n
  • Fixed code mod loading not working ever since we switched to Godot 4\n
  • Fixed loading saves where there are fired toxins\n
  • Fixed fog of war and a few other settings resetting in custom difficulty on loading a save\n
  • Fixed a case where sunlight was not properly restored after an event ended\n
  • Fixed compound storage durations display not correctly taking special storage space into account\n
  • Fixed major bug with auto-evo tolerance changes not actually working at all\n
  • 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\n
  • Fixed the no longer eligible for achievements text appearing in freebuild as those games are not eligible anyway\n
  • Fixed changing worlds in the auto-evo exploring tool not working correctly for the displayed map\n
  • Reduced logging for Steam achievements sync\n
  • Fixed some dependency updates in Arch that broke some build tools\n
  • Fixed our setup instructions referring to the wrong Godot version\n
  • Updated AngleSharp to 1.3.1\n
  • Updated gdUnit4 C# package to 5.1.0-rc3\n
  • Updated code checking tools version\n
  • Updated BenchmarkDotNet from 0.15.5 to 0.15.6\n
  • Updated gdUnit4 to 6.0.1 and fixed our microbe hash tests\n
  • Updated test SDK version\n
  • Updated System.Text.Json from 9.0.9 to 9.0.10\n
  • Updated System.IO.Hashing from 9.0.9 to 9.0.10\n
  • Updated many other C# dependencies and checking tools\n
  • Updated translations\n

[ 2025-11-22 13:34:18 CET ] [Original Post]

Minimum 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
  • Memory: 8 GB RAM
  • Recommended Setup

    • OS: Ubuntu 20.04 or latest Fedora version
    • Processor: AMD Ryzen 5 2600X or Intel equivalentMemory: 8 GB RAM
    • Graphics: GeForce GTX 970 or AMD equivalent
    • Storage: 5 GB available space
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