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!
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.\n\nWe are less than 2 weeks away now from the full Microbe Stage release so things in Thrive are very exciting right now.\n\nNot totally related to this release, but we got an interview with a Spore developer! You can watch it here:\n\n\n\n
Patch Notes
\n\n- \n
- Added ambient occlusion textures for terrain chunks to improve their visuals\n
- Added suppression for the error popup opening in some non-serious cases\n
- Added graphics preset options\n
- Rebalanced pilus damage and made it deal continuous damage on collision persisting\n
- Pilus damage sound now scales with the amount of damage dealt\n
- Added more collision safety checks everywhere collisions are recorded as 0.9.1.1 only added that safety for pilus collisions\n
- Fixed scene preload errors when moving between the later game prototypes\n
- 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.\n
- Fixed multiple NaN auto-evo result problems\n
- Fixed the industrial stage not working due to accidentally left in duplicate pause menu instance\n
- Added turning speed to auto-evo calculations and it can now place cilia\n
- Improved efficiency of auto-evo to offset the cost from new features added to it\n
- Auto-evo now has much better slime jet and sprinting related calculations\n
- Auto-evo now takes binding and signalling agents into account\n
- Auto-evo calculations now take cell max health into account\n
- Fixed a save load error when multiple recently expelled entities were dead already\n
- 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.\n
- Fixed too long text in the build commit hash being able to break the options menu\n
- 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\n
- Microbe movement speed now impacts how loud the movement sound is for the cell\n
- Added an option to select on which monitor Thrive is on with it defaulting to auto to keep the old behaviour\n
- Adjustment the map life indicator amount based on species size\n
- Fixed duplicate focus borders around the build date of the game in the settings menu\n
- Updated code checking tools\n
- Updated BenchmarkDotNet from 0.15.6 to 0.15.8\n
- Updated translations\n
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
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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