Author: Henke

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Catching up

Long time no see friends! Last time I made an update/patch post we were talking about a new map generator. A few months have passed since. After we felt that the map generator was up to a good standard, we continued to work on improving unit handling.  Making the units move and attack in a more proper manner is of the utmost importance for the game. It’s hard to think of more annoying things in life than spending a good hour or two building an empire, just to see all of your troops piling up into a perfect straight line,…

by Henke
May 4, 2022

Map is the new black

Hello friends! It’s been awfully quiet here without the biweekly appearance of patch notes. I get that. We’ve been busy ripping the game apart and trying to patch it all together. One could argue that we’ve succeeded in doing so, but we still have lots to do.  What has been done so far is mainly throwing the old map generator in the trash and recreate it with a much more dynamic algorithm. So far we’ve been really pleased with the result but we still have a ways to go. I will tell you about the reasoning behind this next time,…

by Henke
January 26, 2022

A little bit of everything

Last time around the highlight of the day was a new fat hippo. Now two weeks later I can confirm I’ve probably only seen it in action once, so that was time well invested for sure.   So while we contemplate whether to increase the spawn rate of hippos, we’ve been working on a few other things. These changes might seem a bit all over the place, and that’s probably because they are. Many of the changes that we do are mainly based upon outcomes of our weekly Wednesday games. It could be newly discovered bugs, reoccurring ones or just random…

by Henke
November 10, 2021

Hungry Hungry Hippos

Long time no see! As you will soon be made aware of, we’ve added quite a bit of features and improvements during the last couple of weeks. The most noteworthy might just be the grand arrival of the hippo. This fat son of a gun will most likely reside in the tropical areas of the map and keep to himself unless you start making a fuss.  On a more serious note we’ve added automatic trading, which will make it easier to build, sustain and handle colonies. This is very important as colonies are and will be an even more crucial…

by Henke
October 27, 2021

Alien Hopper

Hello there. Two weeks ago we introduced more durable walls and to date I cannot really say that they have been used that much. Mainly because everyone that plays this game (in multiplayer) is always on a shortage of stone. So hopefully, by increasing the amount of stone on the map and the work rate of stone miners, this will no longer be an issue.  So while we wait for the glory of walls all around, we added a new alien unit to the game. It looks kind of like a frog, it leaps like a frog and it spits…

by Henke
September 29, 2021

Walls are back!

Oh yes, you heard that right! Not that they were really gone. You could still build walls, gates, towers and all that good stuff. But seeing as walls cost a lot of stone and were basically useless, no one ever bothered to use them.  Now the walls are much stronger than before, meaning that they will actually provide some protection unless your opponent brings in the big guns (cannons, tanks etc). All units can still break down walls but it will take up to 10-20 times longer than before if they don’t carry around some kind of explosive potential.  There…

by Henke
September 15, 2021

Beware of the penguin

Welcome back my dudes! Did I ever tell you the backstory of why there’s now a penguin in our first single player mission, also called the challenge? I guess not. There are a few reasons for this. The first one is that we’ve had a long summer vacation and hence the frequency of these updates experienced a massive decline.  The other, more relevant factor, is that I simply do not know. We had the option to choose between a human (a soldier, a lord, Jesus or what have you) and a penguin. Of course we chose the latter.  And appearance…

by Henke
September 1, 2021

Trading pt. 2

We’ve come one stop closer in making trading via a third party NPC work. Maybe it doesn’t work as smoothly as we’d like. But to paint you a picture of where we’re at let’s use a quote made famous by no other than Paul Rudd  “60 percent of the time, it works every time” And this could perhaps be no further from the truth, because usually a new feature tends to either work or not work at all. But I’ve been waiting a long time for a situation to put that particular quote to use. Trading Company But enough about…

by Henke
May 19, 2021


A while back we introduced something that we decided to name “trading contracts”. The reasoning behind the contracts was that they would act as the foundation of player to player trading. One player could basically send a trade offer to another player who then had the options to accept, decline or make a counter proposal. Then available trading ships would automatically carry out the trade on a yearly basis. Easy right? Except for one thing;  So while we’re not too eager to dismiss this feature, we’re currently working on a replacement. This new trading system features a neutral trader unit…

by Henke
May 5, 2021

Settlements & Cities

Have you ever experienced a game where all your production buildings seemed to be super effective and had little or no interruptions? Me neither.  For example, when I played this game yesterday I ended up with an iron shortage in my warehouse, leaving production buildings idle, only to discover that nearly all my iron had been sent away to the nearby university and put to use in the name of science. Which sounds cool, but last time I checked it was hard defeating your foes using books, despite them being hardcover and all. Town Hall To tackle this issue and…

by Henke
April 21, 2021
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