Continuing the momentum from our previous update, many new features have been added to Thrive which will enrich the player experience. Symbolizing another monumental step forward towards a complete Microbe Stage, we present to you Thrive 0.7.0!
This release marks the completion of the 0.6.x roadmap. For this release the major features are a new auto-evo algorithm based on miches that should generate much better AI species, and a convolution surface algorithm which gives macroscopic creatures a “skin” in the prototypes. There’s also a lot of smaller new features and tweaks to the microbe stage as usual. The last roadmap items to be completed where engulfing balancing and fixing as well as allowing continuing as a related species in easy mode.
Thrive 0.7.0
See the full patch notes at the end. or read on for some of the highlights.
Convolution Surfaces Realized
A long-awaited feature sure to excite the community, our macroscopic organism editor has been improved to include meshing, metaball scaling, symmetry, and finer control over sculpting your organism. You read that right: your 3D organisms are now more than just a collection of spheres!
There is still an immense amount of work to be made in the editor – creating dedicated parts related to eyes, mandibles, and more – and macroscopic gameplay remains bare. Regardless, convolution surfaces are a foundational mechanic for creating organisms beyond the microscopic stages of Thrive. We hope you enjoy this promising new feature and appreciate you for being there every step of the way Thrive takes forward. If you make any interesting looking creatures with the new editor, be sure to send them our way as we’d love to see what the community comes up with.
Auto-Evo Reimagined
Thrive’s auto-evo system, responsible for simulating the evolution of life around the player, has received a major overhaul – introducing, the Miche System.
By defining various problems and pressures that organisms might face, and defining how species might respond to that pressure, miches provide a dynamic and complex simulation of an ecosystem. Species will generally be much more efficient in adapting to their environment and responding to pressures. Players will find their worlds busier and more alive, with more competitive organisms popping up around them.
This is an exciting and dramatic change to auto-evo – the fundamental evolution mechanic underlying Thrive – built up from years of lessons learned. For a more detailed write-up on how exactly miches work, consider reading this older document by Thim, who is one of our programmers who contributed heavily to the development of miches. Note that some changes might have occurred between this rendition of miches and that which is currently implemented.
You can also see an explanation of miches in a video format where Thim yells at a lawn. Again, the current implementation of miches has likely been changed to better fit Thrive’s purposes since the making of this video, but this is the easiest existing introduction to the core concepts of miches.
Expanded Cellular Gameplay
The microbe stage has received a host of new exciting features that greatly expand on it’s gameplay and feel.
A new part – the mucocyst – has been introduced as a customization option and alternate form for slime jets. When activated, the player will be encased in a tough exterior coat of mucus, allowing major resistance to toxins, engulfment, and other threats. Players will be immobilized however, and growth will be halted while in this state.
A sprinting mechanic has been introduced, granting the player additional speed. Rather than just pointing your mouse in a direction and holding W, races to compound clouds and chasing/being chased is now more engaging. Be careful though – sprinting too long generates strain, resulting in an increased energy demand that could exhaust your organism!
The process panel now has a functional use beyond making sure things are functioning right within your cell. Players can now selectively pause certain metabolic processes via the panel, allowing for an entirely new layer of energy management for players who love to optimize.
Finally, various smaller but substantial improvements to game mechanics will make combat both more rewarding and challenging. A short healing cooldown has been introduced, making toxins more viable as a weapon and combat more high stakes for the player. And greater customization over toxins allows players to choose an expensive, high-damage impact, or less expensive and faster but less-damaging hits.
Compound Clouds Revisited
Thrive’s visual richness has been improved. Compound cloud visuals have been improved, with the clouds having much more texture and contrast than before. With adjustments having been made to improve visibility in the brighter patches.
Phosphate chunks have been introduced as well, with both smaller digestible minerals and large cloud-emitting crystals spawning into the world. These chunks will be more frequent in deeper patches and will create a more interesting visual landscape and environment for the player to interact with. More chunks might be added in future updates, so stay tuned!
Other Notable Changes
In the experimental features mode, placing rusticyanin allows the player to shoot projectiles at iron to break off chunks, which will eventually result in the larger iron chunk being depleted fully. Enabling experimental features will allow players to test this out; feedback would be much appreciated.
Migration has been revamped, allowing the player to direct their species towards a new patch without necessarily playing in that patch themselves.
On easy mode, players can now switch to another species upon extinction.
Corpse chunks now have more resources, making heterotrophy more viable. Chunks spawning and despawning has also been refactored to result in more consistent performance.
You can now engulf when starving, though you take health damage.
Looking Ahead
The development team will now shift focus to improvements to the presentation of information across the various editor screens of Thrive, such as the editor itself, population and patch data, the timeline, and representations of the food web in a patch. This will make the game easier to understand and manage, setting up the Microbe Stage for future dependent features, such as dynamic environments.
Though focus has shifted towards the x.7.0 release cycle, this doesn’t mean that combat will not see any new development in the future; any volunteer can pick up on concepts and implement more abilities. However, our main programmer will now be focusing on moving Thrive forward and establishing the foundation of the important features we have yet to implement.
As always, remember to join us for our developer Thrivestream later today, where we’ll cover the changes in this release and answer any questions you might have about the future of development.
You can either comment below or visit our feedback thread to give your thoughts on this update.
Full Patch Notes
Added a completely new auto-evo algorithm based on a miche algorithm. This should massively improve the species auto-evo generates.
Added convolution surfaces to add "skin" to macroscopic creatures to no longer display them just as a collection of metaballs
Added sprinting ability to get a quick burst of speed
Updated the compound cloud visuals with a new shader for more textured look
Added new environmental chunks that emit phosphate
Added feature to command the player species to migrate to new patches without the player having to move themselves
Added mucocyst upgrade for slime jet which turns it into a defensive shield
Added option to switch to a different species on extinction in easy mode instead of getting a game over
Added a red screen flash as indicator for the player taking damage
Added customization of toxin toxicity, which allows selecting between more damage per single shot or faster fire-rate
Increased toxin initial velocity a bit
Made cell turning speed ramp up much much faster when not pointing at the cursor. This makes the strategy of needing to overshoot the cursor past the direction you want to point at for maximum turning speed unnecessary.
Microbe AI can now move sideways when trying to reach chunks or other cells
Fixed eukaryotic engulfing size multiplier to be 2 instead of 1.5
Prokaryotes now drop smaller cell chunks that are easier to eat
Buffed dropped cell chunks to have 3x more compounds in them
Added a cap to how many chunks a dying cell can drop to prevent absolutely massive cells causing issues
Entering engulf mode without ATP is now possible at the cost of a little bit of health
Added pilus damage cooldown on ejecting something to prevent ejected cells from immediately dealing massive amounts of pilus damage
Increased maximum chunk count a bit to hopefully help with visual despawning
Added buttons to the process panel to toggle individual processes on or off
Cell colony members now forward messages to the HUD, which for example, allows indigestibility messages to be forwarded to provide info to the player as to why they can't eat something while in a colony
There's now a few second cooldown before health regenerates after taking damage
Added experimental siderophore feature that reworks iron gameplay to make it require shooting projectiles at big iron chunks to break off small chunks to then eat them
Added a basic process panel view to the editor
Added slider to resize metaball to be placed in the macroscopic editor
Added simple X-axis symmetry mode to the macroscopic editor
The prototype rocket launch animation now approximates an orbit entering manoeuvre instead of going straight up
Tweaked when the low performance warning is triggered
Fixed a bug where engulfed objects can get stuck in an incorrect state (entities in incorrect state are now force ejected)
Fixed bug with the events timeline clearing wrong parts of the timeline after 20 generations
Fixed organelle icons being cutoff in the Thriveopedia
Fixed species preview tooltips not working in auto-evo explorer
Fixed species preview tooltips not working in the timeline tab
Fixed input keybindings menu not showing modifier keys along with graphical key representations
Fixed slight visual artifacts with mixing clouds near the screen edges
Fixed mouse hover panel checked world position under the cursor not taking our distortion shader into account (chromatic aberration option)
Fixed various aspects of main menu 3D backgrounds 2 and 3
Fixed multiple places in the editor where too long translations caused issues
Fixed one 3D background having a particle emitter set to update at a limited framerate
Fixed not being able to rebind inputs to CTRL, Shift, and ALT
Fixed bug with rebound keys not displaying in key prompts correctly
Fixed species colour not applying to all strands of cilia
Fixed editor timeline global and local buttons being pressable at once
Fixed word wrap not being enabled for auto-evo prediction panel, which caused issues with too wide GUI controls in some languages
Fixed radial selection menu text being offcenter
Fixed bug with editor button staying active while going to a later stage
Thrive now prints the time when the game is started to log files
Reduced memory allocations in microbe mutation generation
Added a shader for iron chunk depletion and slightly updated the iron visuals in general (this is unused currently but is planned to be used in the future)
Removed old auto-evo configuration options that are no longer used
Made key prompts queue a refresh on data change instead of loading an updated icon immediately
Wrote code documentation for BiomeCompoundProperties
Added backend support for LAWK-locked organelles to be handled by the endosymbiosis system
Updated some of the code README file badges
Updated YamlDotNet from 15.3.0 to 16.0.0
Updated code checking tools version
Fixed our shader code check not working properly after the Godot 4 upgrade
Removed old mutation code that the new auto-evo no longer uses
Improved our threaded run generation script error messages
Added TODO comments to a few places we could use graphics pooling as new graphics instance creation is one of the heaviest parts of the game in terms of performance currently
Added more instructions regarding gettext to our setup instructions
If you complete the Lv.5 event after achieving the Lv.5 reliability of all client, you can enter the Extra Chapter. Extra chapters are bonus episode. That extra chapter consists of seven days of stages. You can check out the true ending of the Polar Penguin Post after the Snow Festival in the Extra Chapter.
Players who have already met the conditions for entering the extra stage can start the extra stage by loading the saved data with credit. You can also replay the story in the Extra Chapter through the 'Story Replay' Ui.
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The Polar Penguin Post will see prices rise after its next update, September update. The increase price is 17,000 won and the official launch price will be 18,000.
I will try to be a Polar Penguin Post and LittleLemonBulb who give you a more enjoyable gaming experience.
- 🧍♂️ Character related bugs have been resolved. - 🖼️ Minimap!!! - ⚙️ In-game settings menu. - 🔧 New settings and saving system. - ⛰️ Map Optimization.
In order to have a closer contact with the audience - it was decided to give news about the game's development and content right here in the Steam community, so that you won't miss anything. Today, as the first post of this kind, I will tell you what is in the game at the moment, what content has been added and/or changed over the summer period, as well as share the nearest plans for the next season. Also, I think it's a good idea to share the exact number of whishlists for the game in each such post. At the moment, the game is on the wishlist of 5546 people!
What content is currently available in the closed version of the game?
Main Menu
Game Settings
Sandbox level for testing all mechanics.
1 melee weapon (katana)
2 light class weapons (pistol and revolver)
1 medium weapon (shotgun)
1 almost functional enemy NPC (in development)
Speedrun mode
Map Editor (temporarily disabled at the moment)
Test dummies
Targets for shooting practice
More than a dozen interactive objects (exploding barrels, breaking glass, moving platforms, jump panels, interactive doors, equipment store, and so on)
The most important things that were added over the summer period
Added “last chance”, when a player takes critical damage - he has 1 xp remaining
Revolver's alternate shot now fires the entire moon clip.
Added bullet holes for every weapon (except melee).
Added moving platforms
Added movement option for targets
Changed interface design
Updated start video
Added exploding barrel
Added doors and pressure plates to them
Added breakable glass that slows down time when broken
Completely redesigned the loading and launch screens of the game
Added 50 hints when loading between levels
Added speedometer
Zooming now has sounds, effects, and can change from 2x to 8x
Added a leg kick to the V key. The foot does 50 damage, and also if the player is in the air - pushes them back. Currently disabled and will be used later when new melee weapons are added
Added an enemy unit called WMPv1. At the time of publication his AI is still in development and will be released within a month, so far only his unconscious model is available in the game.
The game has been ported from Unreal Engine 5.3.2 to Unreal Engine 5.4.2.
Fixed dozens of bugs and errors
Predictions for the fall season
Lower productivity in the fall
The fall is expected to be less productive. Development has been done for the last year with an extremely small budget (about $100/month on average). I made a very large bet on this project, and have not been officially employed for a year now. During this season, development has progressed quite a bit compared to the same summer in 2023. However, I physically can't continue like this, I need money for my basic human existence, and I'm not even talking about the fact that I also need money to buy hardware and software for game development. That's why I'm moving game development back to a hobby format in the fall, and will be doing it less constantly. I will note that this is exactly a reduction in activity, but not a complete stop. The development will still continue, but it will be less active. And so it will be until I will not have from the game a permanent monthly income of at least 300-400$ per month (which is the average actual salary in my country).
Content to be added soon
Enemy AI
At least 1 heavy class weapon
At least 1 melee weapon
At least 1 medium weapon
Tidying up the sandbox test location
Restore the map editor and add all missing objects to it.
Music system
1-2 more enemy NPCs besides WMPv1
The above list is only the most important content to add. Now the development is going with the expectation of polishing to open the game to free public testing in Steam, so that everyone could try the game for free, share their impressions and contribute to the development of the game.
My requirements for the quality and content of the game for the launch of free public testing in Steam
At least 3 enemy NPCs
Fully functioning map editor
At least 2 weapons per class
At least 5 speedrun levels
Enriched sandbox level
Music system
When all of the above list is implemented - open testing will be a regular event held once a season to test new content, and will continue to be so until the game starts selling in Early Access format.
Conclusions
The summer season was quite fruitful on the quantity and quality of added content in the game.
The fall season is expected to see a decrease in development activity due to lack of development money.
Specific goals and objectives have been set, which we should strive to fulfill.
The game is on the wishlist of 5546 people.
Thank you all so much for your support of the development, for your attention, it's definitely important for morale! See you in November <3