Release Roadmap: Difference between revisions

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==== 0.8.x (world and auto-evo updates) ====
==== 0.8.x (world and auto-evo updates) ====
* [https://github.com/Revolutionary-Games/Thrive/issues/1682 Move away from using percentages in the patch conditions]
* [https://github.com/Revolutionary-Games/Thrive/issues/1682 Move away from using percentages in the patch conditions]
* [https://github.com/Revolutionary-Games/Thrive/issues/2448 Marine snow (chunks) spawn density should depend on existing species]
* Environmental events (need more events beside vent eruptions). [https://forum.revolutionarygamesstudio.com/t/patch-dynamic-environment/1108/20 ideas for events]
* [https://github.com/Revolutionary-Games/Thrive/issues/3556 Patches that link regions together should be more obvious]
* [https://forum.revolutionarygamesstudio.com/t/radiotrophy/631 Radiotrophs]. Issue: [https://github.com/Revolutionary-Games/Thrive/issues/2357 Add radioactivity as an energy source]
* Compound Toxicity and Environmental tolerance
* Environmental events (need more events beside vent eruptions)
* [https://github.com/Revolutionary-Games/Thrive/issues/3685 Replace all Godot prints in auto-evo with storing events]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2306 Make organelle storage amounts in tooltips use localization]</s>
* <s>Improved microbe backgrounds (might just need some blur for the distortion effect)</s>
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might be done with the day/night system)</s> likely done
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2450 Make biome light properties actually affect the graphics] (might be done with the day/night system)</s> likely done
* [https://github.com/Revolutionary-Games/Thrive/issues/2869 Make player species members dying or reproducing on screen affect the population]
* [https://github.com/Revolutionary-Games/Thrive/issues/2869 Make player species members dying or reproducing on screen affect the population]
* [https://github.com/Revolutionary-Games/Thrive/issues/2907 Increase player auto-evo strength to 80% once the algorithm feels good]
* [https://github.com/Revolutionary-Games/Thrive/issues/2924 Auto-evo does not change its prediction upon patch change]
* [https://github.com/Revolutionary-Games/Thrive/issues/2925 Auto-evo needs to update prediction upon rigidity and behaviour change]
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2947 Investigate auto-evo generated species that immediately starve to death]</s> probably done with new auto-evo (miches)
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/2947 Investigate auto-evo generated species that immediately starve to death]</s> probably done with new auto-evo (miches)


Difficult / help wanted:
Difficult / help wanted:
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3556 Patches that link regions together should be more obvious]</s> done but could [https://github.com/Revolutionary-Games/Thrive/issues/5822 fix some corner cases]
* More compound dynamism should be added. Hydrogen sulfide should be made to diffuse between patches and balanced.
* More compound dynamism should be added. Hydrogen sulfide should be made to diffuse between patches and balanced.
* [https://forum.revolutionarygamesstudio.com/t/planet-generation/182 Planet Generation and Customization]
* [https://forum.revolutionarygamesstudio.com/t/the-planet-editor/1075 Planet Customization]
* [https://github.com/Revolutionary-Games/Thrive/issues/3563 Change patch map generator to not need to abandon regions]
* [https://github.com/Revolutionary-Games/Thrive/issues/3563 Change patch map generator to not need to abandon regions]
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]
* [https://forum.revolutionarygamesstudio.com/t/microbe-stage-terrain-generation-and-features/777 Patch terrain generation and differentiation]
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* [https://github.com/Revolutionary-Games/Thrive/issues/3034 Add some benefit in auto-evo calculation from chemoreceptor]
* [https://github.com/Revolutionary-Games/Thrive/issues/3034 Add some benefit in auto-evo calculation from chemoreceptor]
* [https://github.com/Revolutionary-Games/Thrive/issues/3040 Make some auto-evo calculations be affected by organelle upgrades]
* [https://github.com/Revolutionary-Games/Thrive/issues/3040 Make some auto-evo calculations be affected by organelle upgrades]
* [https://github.com/Revolutionary-Games/Thrive/issues/3358 Make auto-evo take lysosomes (new digestion) into account]


==== 0.9.x (finishing things off updates) ====
==== 0.9.x (finishing things off updates) ====
* Bioluminescence
* [https://forum.revolutionarygamesstudio.com/t/bioluminescence/1146 Bioluminescence]
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]. Issue: https://github.com/Revolutionary-Games/Thrive/issues/2665 ([https://github.com/Revolutionary-Games/Thrive/issues/2766 also for Steam])
* [https://forum.revolutionarygamesstudio.com/t/viable-achievements/353 Achievements]. Issue: https://github.com/Revolutionary-Games/Thrive/issues/2665 ([https://github.com/Revolutionary-Games/Thrive/issues/2766 also for Steam])
* <s>Reworking the spawn system</s> (only if necessary). Related issues: [https://github.com/Revolutionary-Games/Thrive/issues/1551 Add per spawner caps for entities], [https://github.com/Revolutionary-Games/Thrive/issues/1560 Make cloud spawns less random and more time based], [https://github.com/Revolutionary-Games/Thrive/issues/2055 Rework spawn system to be encounter based]. Likely obsolete issue: [https://github.com/Revolutionary-Games/Thrive/issues/2804 Investigate a way to parametrize the bias for spawning in front of player]
* <s>Reworking the spawn system</s> (only if necessary). Related issues: [https://github.com/Revolutionary-Games/Thrive/issues/1551 Add per spawner caps for entities], [https://github.com/Revolutionary-Games/Thrive/issues/1560 Make cloud spawns less random and more time based], [https://github.com/Revolutionary-Games/Thrive/issues/2055 Rework spawn system to be encounter based]. Likely obsolete issue: [https://github.com/Revolutionary-Games/Thrive/issues/2804 Investigate a way to parametrize the bias for spawning in front of player]
* [https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts] ([https://github.com/Revolutionary-Games/Thrive/issues/3496 full implementation], basic is done)
* <s>[https://forum.revolutionarygamesstudio.com/t/organelles-mutations/477/28 Thermoplasts] ([https://github.com/Revolutionary-Games/Thrive/issues/3496 full implementation])</s>
* Expanded tutorials for the microbe stage + hand holding mode selectable as an option that enables even more aggressive tutorials. Add tutorials like [https://github.com/Revolutionary-Games/Thrive/issues/2091 Add a tutorial on death when using multiple ATP production types], [https://github.com/Revolutionary-Games/Thrive/issues/2975 Add a tutorial for taking ATP damage in engulf mode], [https://github.com/Revolutionary-Games/Thrive/issues/2979 Add a tutorial about loading a save if the player dies too much]
* <s>Expanded tutorials for the microbe stage</s> (hand holding mode is very unlikely to be made). Add tutorials like [https://github.com/Revolutionary-Games/Thrive/issues/2091 Add a tutorial on death when using multiple ATP production types], [https://github.com/Revolutionary-Games/Thrive/issues/2975 Add a tutorial for taking ATP damage in engulf mode], [https://github.com/Revolutionary-Games/Thrive/issues/2979 Add a tutorial about loading a save if the player dies too much]
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* [https://github.com/Revolutionary-Games/Thrive/issues/1659 Split ToolTipManager.tscn to multiple files]
* [https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]
* [https://github.com/Revolutionary-Games/Thrive/issues/1602 Make a nice cell division animation]
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* <s>[https://github.com/Revolutionary-Games/Thrive/issues/1701 Make clouds look like they did in 0.3.4] (if can be done with reasonable effort, or at least [https://github.com/Revolutionary-Games/Thrive/issues/3619 visibility should be improved]) Related issue: [https://github.com/Revolutionary-Games/Thrive/issues/2286 Increase perlin noise texture size or get UV scaling math right]</s> clouds have had a looks uplift in 0.7.0
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/1701 Make clouds look like they did in 0.3.4] (if can be done with reasonable effort, or at least [https://github.com/Revolutionary-Games/Thrive/issues/3619 visibility should be improved]) Related issue: [https://github.com/Revolutionary-Games/Thrive/issues/2286 Increase perlin noise texture size or get UV scaling math right]</s> clouds have had a looks uplift in 0.7.0
* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton.
* Improve game performance ''if'' required. The ECS refactor in 0.6.4 improved the game performance a ton.
* [https://github.com/Revolutionary-Games/Thrive/issues/3273 Fix lag spikes from organelle duplication in very large cells]  
* <s>[https://github.com/Revolutionary-Games/Thrive/issues/3273 Fix lag spikes from organelle duplication in very large cells] </s> should be done for all cells possible to make without cheats
* [https://github.com/Revolutionary-Games/Thrive/issues/4344 Add an automatic suggestion to run a benchmark before starting the game for the first time]
* [https://github.com/Revolutionary-Games/Thrive/issues/4344 Add an automatic suggestion to run a benchmark before starting the game for the first time]
* [https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]
* [https://github.com/Revolutionary-Games/Thrive/issues/4554 Intercellular matrix graphics]

Latest revision as of 12:12, 20 March 2025


This page contains a rough roadmap of future features for Thrive. For already complete features and done releases you can read the releases page on our Github,

We have a kanban board for concrete issues short(ish) term planning: https://github.com/orgs/Revolutionary-Games/projects/8

Roadmap

0.x Releases

These are releases towards more fleshed out microbe stage. This roadmap was discussed here.

0.8.x (world and auto-evo updates)

Difficult / help wanted:

0.9.x (finishing things off updates)

Difficult / help wanted:

1.x Releases

Microbe stage is "finished" focus moves to multicellular.

1.0.0

  • Microbe stage is finished
  • We should have at least multicellular no longer marked as a prototype by this time

2.x Releases

Multicellular stage is "finished" focus moves to macroscopic.

3.x Releases

Macroscopic stage is "finished" focus moves to aware stage.

Feature Backlog

This is a rough list of features that are planned, suggested or have been discussed in the past and haven't been rejected. Note that none of the listed features are not guaranteed to be implemented, as this list does not include the official plans of Revolutionary Studios, only potential features.

Once we have many planned features for different stages this list should be split to be by stage.

Main Features

These features are considered but still may not be implemented. They are divided into three categories of increasing relevance.

High Priority

These features are in demand for implementation when possible.

  • Nothing currently

Planned

These features are intended to be in the game eventually.

Accessory

These features are deemed unessential to the game, but desirable.

  • Nothing currently

Debatable Features

These features need debating (or major design work) before being moved to the list of main features for implementing

  • Addition of seperate forms of a cell for lifecycle stages or interchangable "modes"
  • Gene Transfer
  • Endosymbiosis (full)
  • Patch addition or rebalance
  • Mobility altering gas vacuoles
  • Official Mac support. Once there's enough demand (potentially we should do code signed builds)
  • Reworking the spawn system to using an encounter / sector model (old pull request)
  • Organelle adjacency bonus / bonus from being at the cell edge