Thrive Game Development

Development of the evolution game Thrive.
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Currently: The Microbe stage environment is taking shape.
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Application System
Fri Jan 31, 2014 4:33 am by NickTheNick
Just note that this devblog is meant to elaborate the point made by the previous devblog.

As you have probably noticed by now, there have been some revisions to the structure of the forum, and primarily, the team. Several developers have discussed and decided to implement these changes, because we feel they are an improvement over what we had before.

What Changed and Why?

All new users begin …

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» Modeling Inequality and the Use of Resources
by moopli Yesterday at 2:52 pm

» Miscellaneous Bugs And Questions That Don't Deserve Their Own Thread Thread
by Oliveriver Yesterday at 9:00 am

» Microbe GUI Finalisation
by Oliveriver Tue Oct 28, 2014 12:36 pm

» Hello,guys
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» A humble introduction.
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» Planetary Climate Maths
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» Thrive GUI tutorial - CEGUI from image to script!
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» application
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» Application to THRIVE
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by crovea Wed Oct 08, 2014 5:38 am

Thrive Releases54.525
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 Thrive Releases

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PostSubject: Thrive Releases   Tue Aug 27, 2013 9:30 pm

Here is the list of Thrive releases to date:






engine remade, scripting capabilities added




Remember our goals: simplicity, science, and playability. Keep them in mind always.
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PostSubject: Re: Thrive Releases   Thu Dec 26, 2013 10:56 am

Newer version available below!

Happy holidays everyone!

Presenting the latest version of Thrive:
Speedyshare Download
Mediafire Download

Link for non-forum members:


  • Graphics aren't good yet. All compounds share the same models and microbe appearance is not representative.
  • The potential extra features mentioned in the last progress report did not make it, busy times for us programmers.
  • Nothing in this demo is final! But feedback is welcomed!
  • Saving and loading has been disabled for this release


  • Move around in enviroment and gather compounds
  • Automatic ejection of excess compounds (max of 100 glucose, oxygen or ATP, CO2 will be ejected)
  • Automatically produce ATP and CO2 from glucose and oxygen
  • AI Microbes that will gather compounds themselves and wander around


  • Point mouse to turn
  • WASD to move around
  • F1 to toggle alternate reality (Debugging feature)

It's nothing too fancy, but were slowly getting there!

Sound for Thrive is right around the corner, after that i suspect we might start adding more advanced organelles and possibly a main menu.

If you like tweaking stuff then here is a small set of instructions for changing a few things in the scripts:

  1. Navigate to the scripts subfolder
  2. Open setup.lua with a text editor (notepad will look funny, consider notepad++)
  3. In there you will find the most important things to tweak.
    You can as an example create new compounds in the setupAgents() function, then use them with new emitters by making a new function in the createSpawnSystem() function and create new organelles to process them in setupPlayer().

Last edited by crovea on Fri May 02, 2014 2:03 pm; edited 2 times in total
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PostSubject: Release 0.2.3   Fri May 02, 2014 2:00 pm

Version 0.2.2 Released!

Presenting the latest version of Thrive:
EDIT working mirror: #!VVYngZLI!Q3imY-eV9kL2W0SIeY2XnhNxDOvdofRbhkrzQqPr1sQ
To run, simply unzip and click start.bat


  • The microbe procedural appearance has not changed much, and is still due for a rework.
  • The GUI design was thrown together by me and our designers have not yet finished more finalized polished graphics.
  • Sound effects are possible but not yet in the game. We are working on it!


  • All the features from the previous release
  • GUI elements! Main menu and and various menu interfacing.
  • Microbe Editor! You can now customize your own microbe using the four current organelles (plus the obligatory nucleus)
  • Sounds! We now have themes playing for the three parts of the game: main menu, microbe stage and microbe editor.
  • Advanced management of compounds and resources for the microbe. Your microbe have an advanced prioritizing and allocation of what gets produced and what gets stored.
  • Unlocking mechanic! Toxin organelle is locked by default and you must find it in the environment to unlock it!
  • Damage and death of microbes. Our first fictional agent OxyToxy reduces hitpoints of microbes on contact.
  • A temporary victory condition! Kill an AI microbe to complete this release!
  • Saving and loading is re-enabled in this release. Additionally you can switch to an alternate microbe stage.
  • Examples of more models with animations and of increased quality.


  • Point mouse to turn
  • WASD to move around
  • E to release toxins (if you have any)
  • ESC to bring up menu.
  • F1 to toggle alternate reality (Debugging feature)
  • F2 to switch between microbe stage and microbe editor
  • F4 to save your current gamestate
  • F10 to load your previous saved gamestate.

You can naturally still fiddle with the scripts if you are interested in changing things!

We will very soon be planning features for the next release which we perhaps plan to do some outreach with.
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PostSubject: Re: Thrive Releases   Sun Aug 03, 2014 10:39 pm

Version 0.2.3 Released!

3 months later, and here we are with a new version of Thrive!

We now have a Linux version, hosted on GitHub!
And the Windows version is mirrored, since GitHub had trouble: #!JEZw2RCR!trX-_MyZZwrFL0xx7CxW9siEqAb8DVQDFEc93fae7kY

Disclaimers again:

  • We know the microbes still look like honeycombs, and we're working on fixing it (awesome prototype by patowen) but it's pretty hard.
  • The GUI is currently being put together, and so are sound effects. So, we're releasing again in a few weeks, as soon as those are ready, as a treat for you all


  • All the features from the previous release
  • Multiple AI species! Other types of microbe all swimming around, and it's easy for modders to add new ones too!
  • Predation! Feed on the flesh of murdered microbes!
  • Saving and loading microbes! Wanna share your latest and greatest creations? Well now you can send your friends more than just a screenshot!
  • Mutation Points! Now making it slightly more annoying to make a giant microbe!
  • Photosynthesis! A new Chloroplast organelle that converts CO2 from new CO2 emitters (and water, from our invisible water infini-emitters) into Glucose and Oxygen, for all your energy needs!
  • Zooming in and out! Wanna keep an eye on the microbes spawning near you? Need more space to make ever-larger microbe monstrosities? Well, we've got the zoom for you!


  • Point mouse to turn
  • WASD to move around
  • Mouse scrollwheel to zoom
  • E to release toxins (if you have any)
  • P in editor to place chloroplast
  • ESC to bring up menu.
  • F1 to toggle alternate reality (Debugging feature)
  • ` to bring up console (Debugging feature)
  • F2 to switch between microbe stage and microbe editor
  • F4 to save your current gamestate
  • F10 to load your previous saved gamestate.

You can, of course, still fiddle with scripts -- now we have another thing you can try. To make a new AI microbe species, go to the definitions subfolder and take a look at the tips in microbes.xml, to make your own microbe. Then, go to scripts/microbe_stage/setup.lua, and search for the name of one of the default microbes. Copy the function, and replace the microbe name with your new microbe's name. Then search for "dekaunit", and add in your new function. Ta-da, you've added a new microbe to the entity spawner.
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