Release Roadmap
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
Skipped Roadmap Items
These items have been determined to be important enough to keep on the roadmap, but not as absolute blockers for us advancing to further stages of the roadmap. These are listed here with the hope that someone volunteers to work on them.
Patch terrain generation and differentiationbase system done but needs configuration per biome type- Split ToolTipManager.tscn to multiple files
- Our wiki now needs more updating to have better Thriveopedia content. If someone wants to join the team just to update the wiki, please apply to the team).
- Create a different cutscene for when starting in the warm pond
and probably for panspermia(latter is done) - Make proper short tips for the microbe stage and the editor
0.x Releases
These are releases towards more fleshed out microbe stage. This roadmap was discussed here.
0.9.x (finishing things off updates)
Polishing up any obvious rough edges in the new player experience to have a really solid base for the game to expandwe aren't aware of any significant problems we could improve on
Difficult / help wanted:
"Final" microbe game balancingbalancing is probably good enough / we shouldn't make major changes just before 1.0
1.x Releases
Microbe stage is "finished" focus moves to multicellular.
1.0.0
- Microbe stage is finished
- We should have multicellular no longer marked as a prototype ASAP once some initial polish is applied
1.1.x
- Change multicellular starting point to a blob of unspecialized cells
- Increase background ammonia and phosphate based on number of cells so that reproduction doesn't take forever
- Improve algorithm for positioning cells so they aren't floating so far apart (maybe stretch membranes to make shapes line up better?)
1.x
- Auto-evo for multicellular organisms
- Make auto-evo not skip multicellular
- Mutation strategies for multicellular
- New selection pressures for multicellular?
- AI for multicellular organisms
- intra-cellular matrix (graphics programmer needed)
- Bonuses for cell specialization
2.x Releases
Multicellular stage is "finished" focus moves to macroscopic.
- Skin textures for 3D early organisms
- Ground/terrain
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.
- Multiplayer
- Non-linear size / osmoregulation cost for cells (and matching gameplay with auto-evo energy cost)
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
- Reworking the spawn system to using an encounter / sector model (old pull request)
- Organelle adjacency bonus / bonus from being at the cell edge