# My humble thoughts on thrive's replayability

**URL:** https://community.revolutionarygamesstudio.com/t/my-humble-thoughts-on-thrives-replayability/8342
**Category:** Future Game
**Created:** [April 22, 2025, 12:04am UTC](https://community.revolutionarygamesstudio.com/t/my-humble-thoughts-on-thrives-replayability/8342 "2025-04-22T00:04:12Z")
**Posts on this page:** 1
**Showing post:** 2

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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: [April 22, 2025, 7:29am UTC](https://community.revolutionarygamesstudio.com/t/my-humble-thoughts-on-thrives-replayability/8342/2 "2025-04-22T07:29:21Z")

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> [@Trappist-1e](#):
>
> for example, imagine if the transition from aware to awakening is more gradual and totally optional, because you would be able to unlock primitve tools to help you kill other animals, instead of evolving an permanent feature.

How is your suggestion different from what is already planned? To me this sounds pretty much exactly like the plan: once awakened the player species gains the ability to unlock technology (with the first technologies being primitive tools and fire) but pretty much nothing else changes.

> **[Awakening Stage](https://wiki.revolutionarygamesstudio.com/wiki/Awakening_Stage)**
>
> In a nutshell: You start with a creature beginning to discover the use of tools and must rapidly improve them to survive and outcompete competition. It ends upon the construction of your first Society Center.

> [@Trappist-1e](#):
>
> but instead of getting an game over screen or returning to the start of the stage (the way spore do) you keep playing as an survivor species of that disaster, and as you progress again, there is to be seen the once great ruins of your previous creature’s civilizations, now with the help of reverse engineering their tech, but the drawback of less oil.

I’ve recently said that we wouldn’t add regressing back stages into the game for two reasons:

- It’s going to be a ton of programming effort meaning that we are pushing back the farther stages even more years than they are going to take at the current pace
- It’s also going to add a ton of testing work to ensure nothing breaks. Imagine the bug reports if someone regressed back to the start of the society stage and as a result got a softlock due to missing some key resource in sufficient quantity to advance further. That would be a doozy of a bug report to read and figure out with the user that the root cause of the bug is actually regressing a stage (as players are really terrible in general writing bug reports with sufficient information that is critical that they don’t think to include). So we would have to test each stage multiple times more than before to catch any edge cases caused by going back stages.

For those two reasons I want to stick to not having stage regressions put into the game. Or at least that feature is not considered until we’ve reached (or are about to reach) Ascension Stage development, when all the other stages are done which would make it much easier to add stage regressing without that feature breaking with every major update to one or more stages.

> [@Trappist-1e](#):
>
> enslaved

> [@Slavery Take Two](https://community.revolutionarygamesstudio.com/t/slavery-take-two/1128):
>
> I ask the mods to not lock this unless it goes to Belgium. Alright, another take two thread, here we go. So I would suggest a system like Total War: Rome 2 where after defeating an enemy army you can enslave the prisoners. As well as having the option to enslave or kill the population of cities you raze. There could also be slave races in the space stage who you can buy and sell slaves to but if your fleet is caught in a weakened state they might attack and enslave your crews. Slaves could requ…

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