# 0.8.3 Release Candidate Testing

**URL:** <https://community.revolutionarygamesstudio.com/t/0-8-3-release-candidate-testing/8581>\
**Category:** Meta\
**Tags:** thread-of-the-week\
**Created:** [August 9, 2025, 9:11am UTC](https://community.revolutionarygamesstudio.com/t/0-8-3-release-candidate-testing/8581 "2025-08-09T09:11:19Z")\
**Posts on this page:** 1\
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**Author:** ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [August 14, 2025, 7:26am UTC](https://community.revolutionarygamesstudio.com/t/0-8-3-release-candidate-testing/8581/44 "2025-08-14T07:26:33Z")

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It would create a big unbalanced CO2 producer in the game (photosynthesis is balanced by respiration). There would need to be some other factor that would balance the CO2 generated from all the hydrogenase or otherwise all the game worlds would be like 95% CO2. So that’s why it wasn’t added because it would ruin the dynamic gas simulation.

> [@Rathalos](#):
>
> I have been able to unlock Yum! and The Editor so far, but at some point this savegame stopped allowing achievements. Any specific triggers for that? I probably hit a cheat key by accident (did not fully disable yet).

Most likely yes. Since the RC I’ve added a popup text in the bottom right corner that says “Current game is no longer eligible for achievements” the first time a cheat is used. That should make it easy to notice when that happens. And also there was a bug with save loading directly from the main menu making the game think the save had cheats used when it in reality didn’t. That’s also fixed for the 0.8.3 proper.

> [@Rathalos](#):
>
> What’s the idea behind the “single large bridge” aesthetic? Makes things look not yet fully connected compared to a “gel” or many small bridges. As far as I know those other options would also look more true to life.

This graphics approach is like at least 10 times easier than any other alternative. So the reason is the _massive_ difference in effort required between the alternative implementation ways.

> [@Rathalos](#):
>
> It seems to only connect daughter cells to mother cells, instead of all adjacent cells, which looks a bit odd.

It visually represents the cell colony structure. Each cell in a colony is _only_ attached to one parent cell. When the parent cell is removed from a colony all cells attached to it also detach. So the visuals are made to match the actual gameplay impact the structure has.

> [@Rathalos](#):
>
> There’s no equivalent for pre-multicellular colonies?

No, but due to the physics touching requirement pre-multicellular colonies always have the cells touching. Thus this new system would actually not render anything as it skips cells that are directly touching and thus don’t need the bridge graphics.

> [@Rathalos](#):
>
> In transition to macroscopic, conversion to balls still seems a bit scrambled:

Well there’s been no change to that algorithm so I would have been more worried if something had changed.

> [@Rathalos](#):
>
> Anything more specific to say on what should be tested?

Not really, I think most of the big problems with achievements and other new features have been found already. I have written the full patch notes list already but I’ll hold off on posting that.

> [@aah31415](#):
>
> I suppose a more complex matrix (like one in which all internal would be submerged from all sides) could pose certain problems like perhaps it clipping into chunks and stuff, or creating annoying hitboxes if that was to be implemented (which doesn’t seem to be the case).

It’s just way, way harder to do the math and required code changes to shift the membrane points to appear connected. Though you are right that this approach would also require physics changes so that the adjusted membranes are used for physics calculations to ensure the graphics still match the physics. Like I said above, at least 10 times more difficult.

> [@aah31415](#):
>
> Might be becase those colonies can have cells oriented in more complex ways which might mess up the current matrix code.

It was actually fixed for the rotations, but again the code skips too short bridges between cells and thus they would all be just skipped in pre-multicellular colonies (because the colony parent cell a cell attaches to in microbe stage must have been touching as the attach logic is triggered from the physics system, and there can only ever be a single colony parent for each cell).

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