# Release 1.9 Planning

**URL:** <https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294>\
**Category:** Meta\
**Created:** [October 27, 2026, 4:44pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294 "2026-10-27T16:44:56Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [October 27, 2026, 4:44pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/1 "2026-10-27T16:44:56Z")

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Once again with a new Thrive release out, I’m making a new release planning thread.

There was some feedback on the release already: [1.7.0 General Feedback Thread - Current Game - Thrive Community Forum](https://community.revolutionarygamesstudio.com/t/1-7-0-general-feedback-thread/9221) and of course some people provided comments on Discord. Based on that thread and those I already made the “perfectly packed” achievement a lot easier to get. Other than that there wasn’t that much repeating feedback, the most common might be that _both_ the specialization and cell types requirement for macroscopic is too easy _and_ hard at the same time. So we might need to consider some things for that.

Other than the immediate feedback we are still trying to finish the multicellular stage by the end of the year. As such I’ve already put tentative release dates for [1.9](https://github.com/Revolutionary-Games/Thrive/milestone/60) and [2.0](https://github.com/Revolutionary-Games/Thrive/milestone/61) for November 21st and December 12th respectively, because we don’t have that much time left before we need to have the thing completed. There isn’t that much spacing between the releases so I was thinking that we should make 1.9 to one with last major features and only really focus on polishing in 2.0 release and taking care of any last feedback we get from the players.

We still have some items left on the Roadmap to 2.0:

> **[Release Roadmap](https://wiki.revolutionarygamesstudio.com/wiki/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:...

For 1.9 I’m planning on trying to do at least one of the optional features that would otherwise be skipped so that we have a bit more multicellular content. As @Kashnox is taking care of the digestive complex / external digestion, I won’t try to do the same thing. So there is some other optional feature I should tackle. Suggestions are welcome! I do want to make one feature that provides a good amount of benefit for the effort I estimate it to be.

I already linked the 1.9 milestone above which I’ve put some issues into, but mostly I just dropped most undone things from the milestones. So far I’ve done a bit of bug fixing and tweaking and reviewing some PRs this week to get started on the 1.9 development.

One exciting thing, I can also announce here, is that whenever Godot 4.8 is released, it should finally address some of the game stability problems that thep layers have been reporting ever since Godot 4.

* * *

So what is everyone planning on doing for 1.9 or what thoughts people have on this schedule / trying to complete the roadmap?

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**Author:** ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [October 27, 2026, 4:46pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/2 "2026-10-27T16:46:37Z")

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Pinned globally on October 27, 2026, 4:46pm UTC



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**Author:** ![DevonHalstonDraedle](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/devonhalstondraedle/32/2518_2.png) [@DevonHalstonDraedle](https://forum.revolutionarygamesstudio.com/u/DevonHalstonDraedle)\
**Post date:** [October 27, 2026, 5:04pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/3 "2026-10-27T17:04:35Z")

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As said in the previous release planning for 1.7, I’ll be continuing ahead with any remaining Terrain Chunks, just so we don’t have to do to much back-stepping while we’re focusing on moving ahead when we get to Macroscopic proper.

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**Author:** ![Rathalos](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/rathalos/32/2504_2.png) [@Rathalos](https://forum.revolutionarygamesstudio.com/u/Rathalos)\
**Post date:** [October 27, 2026, 6:39pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/4 "2026-10-27T18:39:37Z")

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My main focus will be:

- Finishing [the most important parts](https://forum.revolutionarygamesstudio.com/t/multicellular-auto-evo/1214/20) of Multicellular auto-evo.  
\*Finishing up the Axon feature. I think the mechanics are all there, but it needs more tuning.

With if there’s time:

- Finishing up the environmental tolerance rework.
- More auto-evo.

I’d also like to continue with working on the Macroscopic designs in between.

> [@hhyyrylainen](#):
>
> [Release Roadmap - Thrive Developer Wiki](https://wiki.revolutionarygamesstudio.com/wiki/Release_Roadmap)
> 
> For 1.9 I’m planning on trying to do at least one of the optional features that would otherwise be skipped so that we have a bit more multicellular content. As @Kashnox is taking care of the digestive complex / external digestion, I won’t try to do the same thing. So there is some other optional feature I should tackle. Suggestions are welcome! I do want to make one feature that provides a good amount of benefit for the effort I estimate it to be.

- If extracellular digestion succeeds, I think “background/2.5D cells” would be a powerful combo, since it would allow real stomachs.
- Non-cell parts have potential as well, but if we’re not going with fake cell-like objects, then to really make use of it we need more models, so it seems like mainly a system used by volunteers in the future?
- reproductive cells are fine, but not so transformative I think.
- If we think none of these are really worth the effort, there is always the Cnidocyst, which I believe we have a model for now.

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**Author:** ![Deus](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/deus/32/1906_2.png) [@Deus](https://forum.revolutionarygamesstudio.com/u/Deus)\
**Post date:** [October 27, 2026, 9:14pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/5 "2026-10-27T21:14:02Z")

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I will emphasize the importance of a feature like a cell count cost. That will serve as a constraint that pushes the player towards optimizing their build through the new features like specialization. Otherwise, progression throughout the stage is pretty easy, and the decision-making of scaling up is pretty shallow.

I plan to make a push towards rounding up some macroscopic concepts, along with a look at some general balancing goals for the microscopic phase of our game.

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**Author:** ![Thim](https://thrivedevforum-cdn.b-cdn.net/letter_avatar_proxy/v4/letter/t/5f8ce5/32.png) [@Thim](https://forum.revolutionarygamesstudio.com/u/Thim)\
**Post date:** [October 28, 2026, 12:10am UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/6 "2026-10-28T00:10:02Z")

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I was thinking about coming out of retirement to give multicellular AI some love, but I’m not sure I can actually get that done by mid-November. I do think based on my limited time playing multicell that making the AI less passive would do a good deal to make the stage feel more engaging. Looks like that’s already on Hhyyrylainen’s list though?

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**Author:** ![CheviLevi](https://thrivedevforum-cdn.b-cdn.net/letter_avatar_proxy/v4/letter/c/82dd89/32.png) [@CheviLevi](https://forum.revolutionarygamesstudio.com/u/CheviLevi)\
**Post date:** [October 28, 2026, 6:07am UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/7 "2026-10-28T06:07:01Z")

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I’ll still work on auto-evo:

- make auto-evo deterministic by initial seed;
- add headless auto-evo cli
- identify performance hotspot and improve them.
- help Rathalos to work on some feature if possible  
also, I wanna rewrite my PR of multithreading Resource Manager.

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**Author:** ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [October 28, 2026, 7:36am UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/8 "2026-10-28T07:36:32Z")

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> [@Deus](#):
>
> I will emphasize the importance of a feature like a cell count cost. That will serve as a constraint that pushes the player towards optimizing their build through the new features like specialization. Otherwise, progression throughout the stage is pretty easy, and the decision-making of scaling up is pretty shallow.

That’s been on my mind, but I decided that it would be better to only work on that after the axon is completed for multicellular. Because otherwise the costs need to be balanced / made twice.

> [@Thim](#):
>
> I do think based on my limited time playing multicell that making the AI less passive would do a good deal to make the stage feel more engaging. Looks like that’s already on Hhyyrylainen’s list though?

What is on my list? Any AI changes are absolutely not on my list…

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<div class="post-metadata">

**Author:** ![Thim](https://thrivedevforum-cdn.b-cdn.net/letter_avatar_proxy/v4/letter/t/5f8ce5/32.png) [@Thim](https://forum.revolutionarygamesstudio.com/u/Thim)\
**Post date:** [October 28, 2026, 12:50pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/9 "2026-10-28T12:50:30Z")

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> [@hhyyrylainen](#):
>
> What is on my list? Any AI changes are absolutely not on my list…

understood; must have misread the roadmap. I will see what I can do on that front and may or may not get something ready in time (this team moves fast now!)

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<div class="post-metadata">

**Author:** ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [October 28, 2026, 12:54pm UTC](https://forum.revolutionarygamesstudio.com/t/release-1-9-planning/1294/10 "2026-10-28T12:54:14Z")

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Maybe it was @AnIDFB’s recent AI PRs? Those have been in-progress for a while and will hopefully be done sometime soon so that we get some microbe AI code improvements.
