In this video, we showcase some of the improvements we've made to Level -1. We've added a sign with directions to key areas for advancing the story. We've also enriched the environment of Level -1 by adding more decorations.
You’ve successfully established your secret organization and are now ready to use it to silently operate across the territory. It’s time to venture into the Umbra Legio Bronze Age, unlocking new missions, champions, gear, and levels. Explore the Castrum, Hollowstone, and Deep Roads areas to uncover their secrets.
Horse & Stables
A new building is now available for construction: Stables. The Stables unlock the ability to summon a Horse using a special flute almost anywhere (except in the Villa). The Horse acts as mobile storage, allowing you to store almost everything. While it does not automatically withdraw resources outside of safe locations, you can summon it and manually access stored items.
Additionally, you will be able to use Oats as an alternative method to travel across the world using Traveling Stations. However, please note that this is intended as an optional feature.
New items required to construct the Stables and upgrade the Horse’s storage capacity can be found in Weighted Chests (available in both Hollowstone Mine and Blightstone Marshes).
Ironclaw Mine - Coal Floor
From now on, there is a possibility that Ironclaw Mine may spawn a Hidden Hatch, leading to a sublevel where you can find additional veins of coal. Please note that the spawn chance is not 100%.
Other Improvements
Significant balance changes have been made to Campaign Missions 6–10 of Umbra Legio.
Fixed an issue with missing blueprints for Farm II and Weapon Workbench VII.
Major balance update implemented for the early game.
- Fixed an issue where the length of the battle room name was not limited. - Fixed an issue where a cost restriction was not reflected in the room name when specified in the battle rules.
Thrive 0.8.0 is releasing in one week so the usual public test builds are here. It hasn’t been too long since 0.7.1 but we are squeezing one more release into this year so there isn’t much time left to make that goal. The major goal of this release was to complete all of the remaining 0.7.x roadmap items, which we have managed to do as is evident from being able to call this release 0.8.0. In addition to the general polishing work of the editor and microbe stage here’s a few highlights: improved dynamic compounds, tweaked microbe visuals, added new editor features like controlling organelle split order and organelle adding suggestion. In addition to the new features we’ve fixed a ton of bugs and improved the AI code to better use recently added features.
Also as a major feature the experimental Mac support is back! This means that for the first time in a year people on macOS can play the latest version of Thrive. This isn’t yet a fully supported platform for us and as a result this build is not part of the Steam version but can be downloaded separately if someone on Mac is wanting to give it a go. Hopefully we can make the Mac version a fully supported platform next year. See here for a wishlist goal we’ve had for a long time for people to show support for wanting to Thrive fully support Mac. So if you are on a Mac and would like to see Thrive there, please make sure you've wishlisted Thrive and set your platform preference in the Steam options correctly to be counted.
To access the beta, right click Thrive in the Steam client and in the properties select "beta" as the active beta version.
As usual please post any feedback you have related to this build in the dedicated feedback thread or the comments below. We are especially interested in any game breaking bugs or regressions that have accidentally slipped in. We hope to correct as many of the found problems before the full 0.8.0 release as possible.
We've been closely monitoring the issues reported since the release of update 1.26.4. Hotfix Patch 1.26.4 is now live on PC. This patch addresses critical stability issues, including multiplayer crashes and startup problems, to deliver a smoother and more reliable experience for all players. We apologize for the inconvenience and thank everyone for your patience and your helpful reports over the past couple of days.
Game version 1.26.4 (Build: 139442) patch notes:
Fixed: (Multiplayer) Crashes occurring when a guest shoots at animals
Fixed: Crashes at the splash screen preventing the game from launching
We will be grateful for any and all feedback and bug reports via THQ Nordic Redmine - when creating a ticket, please make sure that you enter the correct version of the game.
We appreciate your understanding and continued support.
In games, you can't have an infinite number of objects constantly present on the map, or memory will eventually fill up. Objects need to be removed or recycled, which is why we often see elements disappear (e.g., bullet impacts).
This is an issue that can arise in Goeland because new objects are created as the game progresses. Rather than simply deleting unused objects, I decided to "personify the Garbage Collector" by embodying it in a character. This character collects objects that haven’t been used for a certain amount of time and throws them in the trash. (He's also the one responsible for restoring any trash cans you knock over!)
This approach provides a more natural way to manage objects while making the simulation feel more alive. If objects become inaccessible and more memory is needed, more drastic solutions can still be applied.
Can you believe it, friends? It's been TWO WHOLE YEARS since our adorable gator first slid, splashed, and glided into your hearts. Time sure flies when you're having fun!
Thanks to you, this lil adventure has grown into something so much bigger than we ever imagined. Thank you so much for helping bring this story to life.
Along the way, Lil Gator Game has: ✨ Found homes on ALL platforms and reached over 150,000 people! ✨ Earned some shiny accolades (blush, we’re humbled!) ✨ Made an Xbox Game Pass appearance ✨ Had a GORGEOUS Super Rare Collectors Edition made ✨ Had Lil Gator Plushies cuddled around the world!
We’re endlessly grateful to this community for your love, support, truly, we couldn't have done it without you. 💕
From the bottom of our hearts thank you for making these two years unforgettable.
Klamus carries gifts around the Sphere in his bag. It doesn't seem that big, but it holds more than it might seem at first glance.
In addition to gifts for children, Klamus also carries weapons. He gives them to the most dangerous and deadly warriors. The gift blades look amazing, but you won't be able to use them.
The thing is that Klamus is against fighting. Therefore, all the weapons in the bag are made of caramel or chocolate. No one in the Sphere makes such delicious sweets, so the warriors leave the battlefield to enjoy edible weapons.
Small hotfix. Some minor gameplay changes have been made, though.
Gameplay: -Updated the multi-turn action system. Instead of breaking when a monster aggros, now asks you if you would like to break manually.
QOL: -Changed the position of the yes/no prompt so it doesn't block the center of the screen
Bugfixes: -Fixed the Ronin having "not currently in the game" in his class description (you always miss something). -Fixed the issue with offering items not working after multiple arrow selection(hopefully finally this time).