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Thrive is a free and open source evolution sim from Revolutionary Games Studio that's currently in-development, and a new release has rolled out with v0.6.5 bringing some gameplay additions.

What many people like to compare to the cell stage in the classic Spore, not many games have attempted anything really like this so it's great to see it continue to expand.

One of the major new features in this release is a part unlock system, so some of the organelles are locked behind specific conditions giving you more to actually do to progress in the game. There's also a fog of war on the patch map, which is where you see different biomes / areas in the early parts of the game. Some big performance improvements have come along too including more multi-threading and they say they've reduced overall memory allocations by about 75% during gameplay. You'll also find more tutorials and an expanded Thriveopedia for in-game info.

See their new overview trailer:

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See their blog post for more on the update.

The developers also mentioned they're about to update from Godot Engine 3 to 4, so that should hopefully come with various improvements too.

You can grab it free from GitHub or buy it to support the developer on itch.io and Steam.

Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
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1 comment

Pyretic Feb 27
This isn't my kind of game but I'm interested to see developers move from Godot 3 to 4. For anyone that doesn't know, Godot 4 came with a major rewrite of all systems, meaning that most projects have to be converted manually. There is a converter but it doesn't catch everything and some behaviours are just different in G4.

What I want to see is if moving to G4 will bring any performance improvements and if it will bring any other benefits. Most projects I know, like DevDuck's Dauphin, transitioned early on in production so seeing a game of this scale transition should be an interesting sight.
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