Thrive is a free, open-source game currently being developed by an online volunteer team called Revolutionary Games. Drawing inspiration from numerous simulation and strategy games (in particular the original concept behind the PC game Spore), Thrive is a game about a species’ evolution from unicellular organisms to galaxy-wide space travel.

Our team seeks to accomplish two major goals: 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. The eventual game will contain powerful creation tools, allowing players to realistically craft organisms, technology, cultures, and even entire planets.

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Write Your Own Saga of Life

Thrive’s goal is to encapsulate the player in the wonders of the universe, and to allow them to manipulate the virtual world around them in any way they please by using editors to modify technology, culture, organisms, and entire solar systems. Seven stages are planned – Microbe, Multicellular, Aware, Awakening, Society, Industrial and Space – though for the moment we’re only focusing on the first of these, as the whole project is a massive undertaking.

Simulate, Create

Explore the possibilities of simulation within a game context, competing against the game environment as you wield the forces of evolution. Create and edit an organism on its journey from insignificance to the stars, using all the creation tools at your disposal to rise above your adversaries, themselves products of evolution by natural selection as the game simulates its own ecosystem. Hunt or cooperate with a procedurally generated assortment of organisms as they collect and process resources in multiple biomes.

Difficulty levels can be set by modifying the rate of simulation in the world around you. Quicker evolution rates will pose a challenge as organisms can react to changes in less time, while slower rates won’t put you under as much pressure, so your imagination can run wild as you edit your own species’ anatomy. Choose your own way of playing.

Evolution is gradual, with minor changes made each generation for both you and other species. By collecting substances from the environment and processing them in a simulated metabolism, you can increase your species’ fitness rating, building resistance against extinction. Less successful evolutionary paths will die out, and only one may progress through the crucial transformative steps towards cell cohesion, terrestrial conquest, sentience, settlements and space travel. Will you thrive?

Rise to Galactic Dominance

From the lowly tidepools of your home planet, you will rise to cosmic prominence. Along the way, use behaviour, nation and technology editors, plus many more, to create a culture of your own. Design a roster of units and buildings using Function Parts to conquer the planet.

Defeat the armies of clashing nations within your own species, then travel off-world to do battle with the galaxy’s best adapted organisms. Control a fleet of starships of your own design, defending your own system and colonizing others. Build massive orbital structures, including the Ascension Gate. With it you can rise to a new plane of existence, even bending planets to your will. From your new perspective as the survivor of all life’s trials, watch over your domain, or go back and start all over again.

Join the Community

Along the way, trade save files and creations with friends, challenging them to survive better than you did in the same circumstances. Create brilliant technologies, or simply touch up an organism that could be a little more beautiful.

The game is completely free and open-source, so anyone can join our team provided they have the necessary skills. Visit our Get Involved page to see how you could help. Maybe you’re a talented artist or musician, a programmer, or even an expert in one of the various scientific fields we aim to simulate. We’re always on the lookout for potential new contributors.


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v0.3.0 Released!

News 3 comments

Almost a year since our last release, and a month since the first release candidate, we finally bring you the awaited version 0.3.0.

In this release:

  • Upgrade to Ogre version 2.0
  • Brand new opening cutscene (and video support, in general)
  • Cell Membrane (no more honeycombs!)
  • Organelle models
  • Organelles take up multiple hexes and can be rotated
  • Microbe editor revamp: green highlight if you can place an organelle and red if you cannot
  • Organelles can only be placed next to existing ones
  • Compound storage should be slightly less worse (still not ideal, though)
  • Tooltips

Controls:

  • Point mouse to turn
  • WASD to move around
  • Mouse scroll wheel to zoom
  • E to release toxins (if you have any)
  • G to engulf other cells (you must be bigger in size)
  • Press A and D in the editor to rotate organelles
  • ESC to bring up menu.
  • F2 to switch between microbe stage and microbe editor
  • F4 to save your current gamestate
  • F10 to load your previous saved gamestate
  • F12 to save a name-change
  • (Cheat: if you ever get frustrated by reproductase, just press ‘p’)

Future plans:

This graphics update has made Thrive look a lot better than before, but we still have a long way to go. The main goal for next release, 0.3.1, is compound clouds and fluid dynamics and to get a working linux build. We are hoping to release sometime this year unless something unexpected comes up… which most likely will. We have already implemented different microbe coloration (you can change every single cell’s color by going into the Membrane.material file), but we are currently lacking a GUI for doing this. Speaking of which, we currently have a couple people working on designing a better GUI.

For the remaining 0.3.x releases we want to implement bacteria, a moving background, an options menu, and a couple other minor things (see the dev forum for in-depth information on the upcoming features). Although this hasn’t been discussed much and is completely my opinion, I think that 0.4.0 will be the release where we implement agents, toxins, and in-depth combat gameplay. This should make Thrive an actual fun game that you can actually play (it’s more of a simulation currently). 0.5.x will probably be the release with an in-depth AI, and 0.6.x will feature compounds, population dynamics, and auto-evo and will basically conclude the cell stage. Again, this is just my speculation on what could happen.

To finish everything off, here is a series of images of Thrive evolving through the years.

0.2.4 Released

0.2.4 Released

News 13 comments

We are back (and we apologize for our absence) with the next release of Thrive!

Thrive v0.2.3 Released!

Thrive v0.2.3 Released!

News 10 comments

Due to technical difficulties, our announcement here is quite delayed from our postings on other sites, but we're glad to be ready to present it. ...

0.2.1

0.2.1

News 22 comments

Our first official in-engine release, brought to you in the dwindling twilight of 2013

Microbe Stage Concept Animation

Microbe Stage Concept Animation

News 27 comments

Developer Oliveriver created this animation to demonstrate the visual tone and GUI desired for the microbe stage.

Thrive v0.3.0

Thrive v0.3.0

Demo 0 comments

The latest version of Thrive, including procedural membranes, organelle models and much more, is now available on ModDB. The last download here was posted...

Cell Editor Prototype

Cell Editor Prototype

Demo 46 comments

This is the earliest version of our cell editor. Enjoy and comment!

AI Editor Prototype

AI Editor Prototype

Demo 13 comments

Say hello to our first Prototpye! Many more to come!

Post comment Comments  (280 - 290 of 395)
RevolutionaryGames Creator
RevolutionaryGames

You'll be able to play as a single entity or a whole nation, a fleet of starships doesn't seem unlikely.

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explorer13
explorer13

I was wondering about Thrive during the day and it occurred to me, what about disasters? Will Thrive planets have volcanos erupt and tidal forces at work? I think it would be interesting (and.. slightly annoying) if your race built a town on the coast and a tidal wave(pre-warning if your race is advanced enough to understand it) came and crashed down destroying part of the coastline.

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lol1234
lol1234

Or disaster prevention, like flood gates and walls... :D
All in all, I would like to see you get 2 options when you hti space stage; 1.) Be a single spaceship, and play it like spore, or 2.) Play it like an RTS, and control entire fleets at a time.

I would like to see a galaxy that wasn't just FILLED with races, and I want it harder to FIND other races. Like, say, if you make contact to a race that has just achieved spaceflight, but is stuck in their own system, you could gift them your jump drives or whatever you are using to get from system to system... and, more along the lines of what I wanted, make the races generate LESS, cuz, it seemed unrealistic to encounter a different race every 5 planets!

I would also like to see diversity in ships! And I have an idea for it too... It goes something like this, Whenever you start the game with internet connection, it downloads a database of ships, and whenever a race is generated by the computer, in space age, it will select 2-3 ships from the database, and flag them as THAT races ships, meaning no other race could have those ships, cuz, it got boring having 4 ships from different races, yet, have them be the same ship.
Give me karma if you think this is a pretty good idea! (The + button :P)

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Mavis130
Mavis130

it would be cool if the player could set the chance of encountering life on other planets, anywhere from none to lol's idea to even more than spore had

wow, must have hit the wrong reply button and not realised it, this was to lol's comment which is now on the other page...

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vicolata
vicolata

I like the idea about an RTS. Would make the game far more interesting then with only one lousy ship^^

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lol1234
lol1234

I just realized he meant what my first suggestion (not the flood stuff...)

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scotty93
scotty93

I really loved playing Spore, but one of the things that really bugged me was the space stage. What I mean is, You get this super cool space ship that your supposed to fly around in and make friends, start wars and all that, but you do it almost completely by your self. If I start a war with another empire, I want to be able to buy a massive fleet of starships AND be able to deploy troops/tanks/aircraft on their planets surface(Kind of like Star Wars: Empire At War) I would love to see some RTS elements like that in the game, but I sill want my own personal starship to fly around in. You might be able to make it so that when you go to one of your colonies you can choose an option to bring up a galactic map that lets you build units or give orders on the galactic scale....

But anyway, that's just my thoughts and ideas, hope you like em'.

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KnucklesRE
KnucklesRE

i cant wait for this game to be released. just one question. Will it be free? either way you have been awarded +1 tracker

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RevolutionaryGames Creator
RevolutionaryGames

Of course it will be free! We wouldn't dangle something this great in front of your nose until you pay for it.

Reply Good karma+2 votes
ludsoe
ludsoe

I personally cant wait for the beta. But by the looks of this and how complex it is to make a creature compared to spore it will be... difficult. Also whats the expected time of playing time from cell to space in the game?

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RevolutionaryGames Creator
RevolutionaryGames

We really don't know. The game is going to be a lot bigger in time invested than Spore. I'd say expect at least 6 hours from cell to space-capable technology, but it will probably take you longer.

Reply Good karma+1 vote
RevolutionaryGames Creator
RevolutionaryGames

Our first playable in-engine concept will be unicellular.

Reply Good karma+2 votes
explorer13
explorer13

Can you tell us EXACTLY how much of it is done? Are you still in concept stages? I truly hope I didnt find this too early, Evolutions! was a big dissapointment due to it fading out and dieing. :[

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RevolutionaryGames Creator
RevolutionaryGames

Lots of our current concepts are greenlighted for implementing in the game.

Reply Good karma+1 vote
CMDKeen
CMDKeen

Thrive "evolved" from the Evolutions! project. The concept is now way more developed and we have people coding the BEAT engine (mainly Bashinerox right now).

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explorer13
explorer13

* I meant late not early, oops.

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lol1234
lol1234

Yeh, personally, i never met the "Evolutions!" project, but I hope the engine gets coded, and I hope it progresses quickly (I wonder if there's a valve time for "quickly" :L)

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Thrive
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