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Thrive: Heavy Lies The Crown News

Thrive: Heavy Lies the Crown - Full Launch Out Now!

[p][/p][p]Greetings fair Nysians,  [/p][p]Our team at Zugalu, alongside our friends at PlaySide are so incredibly proud to announce that our 1.0 release is here! I want to send a single, heartfelt thank-you to everyone who tested those early builds, offered candid feedback, translated patch notes, shared stunning kingdom screenshots, and kept our spirits high throughout Early Access; your patience, honesty, and generosity have shaped every system, every line of dialogue, and every late-night hotfix. We couldn’t be prouder or more excited to cross this milestone with the community that made it possible. [/p][p]Update your game now to experience our extensive list of bug fixes, quality of life improvements, plus brand new Steam Achievements, new mode to disable the narrative and more. If you’re new here, get it with 65% off for a limited time only. Whether you're revisiting the city of Nysamor or experiencing it for the first time, now is the perfect moment to secure your copy and lose yourself in a mythical world of honor, betrayal, and epic battles. [/p][p]Read our comprehensive list of patch notes of what you can expect below. [/p][p]– Branden, Founder[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]1.0 Patch Notes[/h2][p][/p][h3]Steam Achievements[/h3]
  • [p]32 Achievements now available to unlock[/p]
[h3]New mode to play without narrative [/h3]
  • [p]Add path selection to Tome of Knowledge tier 3 when narrative is off[/p]
  • [p]Enable Waelgrim fill on new game with narrative off[/p]
  • [p]Unlock Grim Stores on new game with narrative off[/p]
  • [p]Unlock all three starting edicts on new game with narrative off[/p]
  • [p]Unlock ability on path selection with narrative off[/p]
  • [p]Unlock late game unit production on path selection with narrative off[/p]
[h3]Balance notes[/h3]
  • [p]Increase pork production from the pork ranch[/p]
  • [p]Decrease wheat requirements at pork ranch[/p]
  • [p]Increase wheat production from wheat farms[/p]
  • [p]Increase hemp clothing output from the outfitters[/p]
  • [p]Increase lumber yard output of planks[/p]
  • [p]Slow the spread chance of fire[/p]
  • [p]Fire pit and fighter pit are jobs for labourers not thralls[/p]
  • [p]Make trade with towns possible at 0 friendship[/p]
  • [p]Increase iron output at mines [/p]
  • [p]Increase coal output at mines [/p]
  • [p]Increase production of both ingots to 2 at the Foundry[/p]
  • [p]Change change recipe of lanterns to glass instead of steal[/p]
  • [p]Bathhouse to unlock at 0 curators[/p]
  • [p]Move trade port to Curators/Acolytes build tab[/p]
  • [p]Increase output of all resources at foundries[/p]
  • [p]Increase the influence of the Bathhouse and garden of bliss [/p]
  • [p]Increase the output of wine from winery[/p]
  • [p]Increase production of gems at Gemsmith[/p]
  • [p]Lower storage of bows at the bow and fletch to 50[/p]
  • [p]Lower storage of weapons and armour similar to bows[/p]
  • [p]Increase flax oil production at the mills[/p]
  • [p]Decrease maintenance fees for thrall buildings[/p]
  • [p]Increase gold output from mines [/p]
  • [p]Increase gems output from mines[/p]
  • [p]Increase rope output from craftsman[/p]
  • [p]Add a one day cooldown on respawn of militia[/p]
  • [p]Increase output of all resources at the artisan[/p]
  • [p]Increase furniture from craftsman slightly[/p]
  • [p]Increase iron tools from blacksmith slightly[/p]
[h3]Reworks and Additions to the Adderbeast[/h3]
  • [p]Added bounty for killing Adderbeast and a stat for keeping track of amount killed[/p]
  • [p]Added graphic and Tome of Knowledge item for Adderbeast kills[/p]
  • [p]Updated Adderbeast spawn changes[/p]
  • [p]Fixed animation issues with adder beast and other military units,[/p]
  • [p]Fix Adderbeast health bar colour[/p]
[h3]Additional caravan fixes[/h3]
  • [p]Fix for caravan not picking up crates when right clicking[/p]
  • [p]Added fix for caravan trading get invalid data in its building slots,[/p]
[h3]Further Save stability[/h3]
  • [p]Fix for deleting save game with autosaves open not clearing autosaves ui[/p]
  • [p]Fix click objectives automatically completing when loading an earlier save through the in-game menu[/p]
[h3]Strategy map tweaks[/h3]
  • [p]Added click to move to strategy map[/p]
  • [p]Dropped grace time on strategy map click to move to 0.5 seconds[/p]
[h3]Improved Stats page[/h3]
  • [p]Turned off Finances on stats page[/p]
  • [p]Fix absurdly incorrect numbers in unit spawn logs[/p]
  • [p]Fix missing logs in timeline (mostly immigration and military logs, but all logs were affected)[/p]
  • [p]Fix doubled logs in timeline on narrative end[/p]
  • [p]Change how logs are collapsed in the timeline, and made logs display chronologically[/p]
[h3]Wyrmaxa changes[/h3]
  • [p]Adjusted Wyrmaxa assault Triggers, logic to not attack if Wyrmaxa tithe is active[/p]
  • [p]Got rid of population check for Wyrmaxa assault from Wyrmaxa[/p]
  • [p]Changed Wyrmaxa assault settings to take difficulty into account[/p]
[h3]Various visual fixes[/h3]
  • [p]Fix for water bars showing up after a building is already destroyed[/p]
  • [p]Fix for fire graphics not always showing up[/p]
  • [p]Fix for resource flags leaving a 1/0 in the jobs board when their resources are depleted[/p]
  • [p]Fixed graphical issues with worker units[/p]
  • [p]Fix Damage particles playing on heal,[/p]
  • [p]Numerous typo fixes in onboarding, help panels, UI, and narrative, full local refresh[/p]
  • [p]Fix for merchant trader not playing animations correctly[/p]
  • [p]Fix for constructors animations when constructing walls[/p]
[h3]Gameplay changes/fixes[/h3]
  • [p]Player can revisit tutorial from pause menu[/p]
  • [p]Fix for construction sites reporting they are not in the range of a stockpile[/p]
  • [p]Increased space required for resource flags to activate from 2 to 20[/p]
  • [p]Fix for happiness needs changing font text colour when clicked on[/p]
  • [p]Removed major revolts[/p]
  • [p]Updated territories to all have rough stone that are not on the beaches[/p]
  • [p]Added auto placing rally point for armoury... to help with military units spinning around at the front of the armoury when created,[/p]
  • [p]Changed the way workers get interaction positions. So that walls don't get trapped in,[/p]
  • [p]Changed crop plots to take into account workers to grow crops[/p]
  • [p]Changed onboarding behaviour to wait for major popups to be dismissed before skipping to the next step.[/p]
  • [p]Onboarding goal display formatting fixes, now caps display number at max for objective[/p]
  • [p]Fixed vineyard to now show at the start next to all the other crops and lock when it is not available in the current territory[/p]
  • [p]Fixed ghost archers[/p]
  • [p]Fixed Wall Building Rubble Fix Bug (units clipping through walls)[/p]
  • [p]Set Guard tower flag to proper height[/p]
  • [p]Changed Stable to only show food market area of effect when placing[/p]
  • [p]Adjusted wall heights to have units not sink up to their knees[/p]
  • [p]Fixed issue on fence corners having invalid interaction position[/p]
  • [p]Fixed a AOI building placements (Sheep, Farms, Barracks)[/p]
  • [p]Fixed thrall job board jobs not updating properly[/p]
  • [p]Assault upgrades so they will re-target if the intended target is untargetable[/p]
  • [p]Fix for military units getting stuck on walls[/p]
  • [p]Updated rough stone and grapes to be available over more provinces [/p]
[h3]Multiplayer Fixes[/h3]
  • [p]Fix ability for multiple players to be set as Team Captain,[/p]
  • [p]Fix online matches showing path selection on Tier II,[/p]
  • [p]Fix tech tree not updating in multiplayer co-op,[/p]
[h3]Localization[/h3]
  • [p]Amended numerous typos in Help panels[/p]
  • [p]Amended numerous typos in pop-up windows[/p]
  • [p]Amended numerous typos and formatting issues in Narrative[/p]
  • [p]Improved some control-specific language to be more precise[/p]
  • [p]Improved consistency of goal objective strings[/p]
  • [p]Updated Goal display to handle longer strings[/p]
  • [p]Fixed formatting of productivity module to account for long resource names in certain languages[/p]
  • [p]Improved spacing on resource displays for certain languages[/p]
  • [p]Fixed armoury troops displaying their internal placeholder names[/p]
[p]—[/p][p]Now is your time. This is your land. Long may you reign, and long may you thrive. Quest Complete - we’ll see you next time!  [/p]

Announcement - Full Launch Release Date!

[p]Greetings fair Nysians, [/p][p]We come bearing wondrous news! Thrive: Heavy Lies the Crown will leave Early Access and launch into 1.0 in just a few days’ time on: [/p][h2]June 18, 2025! 
[/h2][h2][/h2][p]Revealed as part of Future Games Show Live, our full 1.0 release will deliver an extensive number of improvements and quality-of-life upgrades, such as full Steam Achievement support and the community requested option to disable narrative dialogue. Our comprehensive list of patch notes will be available at launch.[/p][p]After multiple updates since our Early Access debut, we’ve delivered a huge visual fidelity overhaul, new militia units, citizen revolts, trade route improvements, new town buildings and structures, the new ‘Influence’ system, difficulty settings, and much more. Early Access has been an unforgettable quest and thanks to your involvement, we’ve been able to make huge progress shaping the game into the best experience possible. [/p][p]Your support has helped forge Thrive into the grand adventure it is today, and we’re honored for you to be the first to hear about our next chapter. The time has come for you to continue your journey through to the heart of Nysamor.
[/p][previewyoutube][/previewyoutube][p]
Set your alarms and prepare to ride forth into adventure! Long may you reign, and long may you thrive.[/p]

May Update - Fixes, Additions and Quality of Life Changes


Greetings fair Nysians,

Thrive: Heavy Lies The Crown’s May Update is now live! This new patch introduces dozens of quality of life improvements, including memory optimization for faster performance and overall polish to every element of the game.

To celebrate, we’re also offering a 25% discount for a limited time only – don’t miss out on expanding your kingdom solo or with friends while it’s on sale!

You can check out the full list of improvements below:
[h2]Added[/h2]
  • Memory optimizations to help with performance
  • Added difficulty to save game
  • Adjusted needs for happiness, houses are now filled constantly and fully stocked persists all day
  • Added limit to homeless population, now limited to 20 homeless in a territory
  • Added 1m to decoration hit box height
  • Added case for "survival" gamemode to scoreboard display
  • Added cursor functionality so units cannot be asked to move on non navigable tiles
[h2]Changed[/h2]
  • Update pollution scale and set all building pollution to 1
  • Removed “Beta” prompt
  • Changed placement system for bridges so the ends must be near water
  • Updated pause overlay to be localized
  • Disabled name text for "Wyrmaxan Captain" in narrative display
  • Increased production of Planks by 1
  • increased production of Flax Oil by 1
[h2]Fixed[/h2]
  • Fixed deer that was stuck spinning on the spot
  • Fixed pause button on traderoute display
  • Fix for rebuilding Wyrmaxa after destroying it
  • Fix for guard towers firing rate
  • Fix for not being able to add new trade routes after loading
  • Fixed military unit states should they should now correctly agro after movement command when enemy units walk by them
  • Fixed caravans deploying underground in certain areas
  • Fixed multiplayer “Host Left” message
  • Fix for client can enter game before host has typed password
  • Fixed resource flag placement persisting after selecting a different object to place
  • Fixed alt tabbing changing camera speed
  • Fix for storage is full error on upgraded stockpile
  • Fixed mismatched term for acolyte/curator description
  • Fix for units not being able to be moved when attacked
  • Fix for burnt effect on buildings staying after being repaired
  • Fix for farm plot dirt not taking up the proper space
  • Fix for worker units constantly trying to activate torch light at night
  • Fix for production icons staying turned on incorrectly
  • Fix for building material not being set when start placing building
This community has played a crucial role in Thrive’s development journey, and we’re incredibly grateful for your ongoing support! Your time, feedback, and enthusiasm mean the world to us and are vital in helping bring our game to life.

City Builder Fest Announcement


Greetings fair Nysians,

Thrive: Heavy Lies the Crown is participating in the Steam City Builder & Colony Fest! Don’t miss out on a 25% off discount, for a limited time only.

If you are into complex city-builders with a rich medieval lore, this is the game for you! Since we launched in Early Access last year, we’ve been hard at work implementing new features and improving gameplay, stability and performance. Some of our exciting quality of life additions include:
  • Visual fidelity overhaul: Textures and lighting in the game now render in 4K, providing stunning enhancements without sacrificing performance.
  • Expanded strategic depth: We’ve introduced militia units, citizen revolts and smarter AI for even more satisfying RTS combat while defending your city.
  • Refined city building gameplay: Trade route improvements, new highly detailed buildings and structures to customize your kingdom, and so much more!
Want to know more about gameplay, combat and narrative mechanics? Jump onto our YouTube channel @ThriveHLTC to check out our videos for in-depth walkthroughs of how to play Thrive.

There has never been a better time to invite a friend into the world of Nysamor for a multiplayer campaign - will you reign together or battle as foes?

The Zugalu team

----

Chat with us on Discord about your own journey as you play through the campaign! If you’d like to stay updated with all future developments, be sure to follow us on:

TikTok - Follow us @thrivehltc
X/Twitter - Follow us @thrivehltc
Instagram - Like Our Instagram Page
YouTube - Subscribe To Our YouTube Channel
Thrive: Heavy Lies the Crown Website - Official Website

Find out more about PlaySide Publishing on its Official website

To learn more about Zugalu Entertainment, please visit its official website

February Update - New Influence System, Decorative Buildings and more!

Greetings fair Nysians,

We’re excited to share that our next update includes key features that are arriving a full month ahead of schedule (as part of our Early Access roadmap). The Influence System, Decorative Buildings and Improved Wyrmaxa were all completed earlier than anticipated, and rather than holding it back, we want you to experience it as soon as possible. By releasing it early, we’re also ensuring a smoother rollout - our goal is always to deliver the best possible experience and we can’t wait for you to dive into the world of Nysamor and check it out for yourselves.

We also want to say a massive thank you to the Thrive Discord community for their support and time during the update early preview period this week, and to everyone for your support throughout Early Access so far. Your time, and feedback has been truly invaluable in helping us bring our vision for the game to life.

Now is the perfect time for you and your friends to jump in and defend Nysamor together, and experience all the new additions, fixes, and quality of life improvements in Thrive: Heavy Lies the Crown!
[h2]New Features[/h2] New:
  • Influence System
  • Decorative Buildings
    • Reduces pollution and increases happiness
  • Wyrmaxa Attack Raids
    • Wyrmaxa attacks your territories when at war.
    • Assaults occur every 5 days and get progressively harder.
    • Small Improvement to Wyrmaxa AI pathing in combat.
  • Updated Wall Placement System
    • Walls place and connect easier
  • Difficulty Settings added
    • Normal
      • Start with higher happiness
      • Increased production speed
      • Less fires
      • Adjusted villager threshold for villager needs
  • Hard
    • Original game difficulty
Fixed:
  • Provinces becoming neutral after claiming
  • De-Sync in multiplayer
  • Unit placement on stone walls
  • Small fixes for influence, initial caravan uses influence, influence tool tip only shows on buildings that cost influence
  • Aqueduct buildings now graphically show whether they are powered or not
  • Entertainment buildings providing happiness bonus when they have no one working there
  • Catapult start position and wall placement amended
  • Towns not surrendering or certain buildings not being able to be attacked
  • Game saves not showing up in game
  • Archers on walls not changing teams with rest of Wyrmaxa on surrender
  • Camera issues on loading game while camera is over a mountain
  • Localization not updating in-game
  • Localization not appearing on the influence tooltip
  • Wyrmaxa destroyed tool tip
  • Military units phasing through walls when in formations
  • Multiplayer save name error bug
  • Homeless people showing up in the houses in the wrong territories
  • Adjust layout of influence & wealth tooltip to ensure German & Russian translations aren’t cut off
  • Disabled localiser on influence tooltip
  • Added destroyed state to stone walls
  • Updated name and description of water wheel building
  • Lag when typing save name
  • Construction ghosts reappearing on loaded game
  • Scholars given as event reward instead of thralls
  • Issue with caravan pathing around tight corners
  • Tech tree repeating research
  • Outposts failing to clear zone when all buildings destroyed
  • Riots always being called
  • Tutorial localization improved
  • Beasts eating
  • Balancing changes to farmer needs
  • Road tiles drawing at node navigation points
[h2]Decorative Buildings [/h2]
We’ve added new buildings and structures so you now have the ability to decorate your cities in a unique way! Not only can you customize your kingdom to make it feel full of life, but each structure counterbalances pollution and beautification, and improves the happiness of your population. They also give bonuses to surrounding buildings such as happiness, taxes, production, movement speed and influence.

Different structures unlock at different points throughout the game with neutral buildings, as well as Benevolent and Tyrannical-specific options as your kingdom progresses down one of the two paths.

Neutral Decorations
  • Trees - 23 Variations
  • Hedges - 3 Variations
Benevolent specific decorations
  • Bench, Flag Pole, Flower Bed, Fountain, Graveyard, Hedge Maze, Pony Ride, Statue, Streetlight
Tyrannical specific decorations
  • Obelisk, Flag Pole, Streetlight, Crypt, Graveyard, Statue, Hanging Cage, Spiked Heads, Torture Rack
[h2]Influence System[/h2]
In Thrive: Heavy Lies the Crown, we have created an Influence system that limits the amount of provinces and military units in your game. It acts like a currency that is spent to acquire more of these things!

Once these items are lost or destroyed, the currency is returned. You will start the game with a small amount of Influence and when your population increases, or you upgrade your Keep, you will gain more Total Influence.

You will start with an amount (100) and increase it as your population grows and you reach the next tier. Every certain amount of global population will get a one time boost in Total Influence. The top tier class of each Benevolent and Tyrannical paths, will increase influence at a much quicker rate.

Influence is a permanent currency that when used reduces the amount and when items that used it are lost or destroyed, the currency is returned to the pool. Acquiring more provinces, having alliances with towns or players, military units and caravans spend influence

[h3]Costs of Influence[/h3]
Provinces
  • Large 40
  • Medium 20
  • Small 10
  • Central province Medium 40
  • Central small 20


Military Units
  • Neutral units 2 per
  • B/t units 5 per
  • Special units 10 per
  • Siege 15 per
  • Caravans 5 per


Classes of People
  • Farmers every 60
  • Laborers every 40
  • Scholars every 20
  • Curators every 5
  • Thralls every 100
  • Acolytes every 5
  • Noble classes generate 5 influence per noble.


Global Population Plus 25 per Tier
  • 100
  • 300
  • 500
  • 800
  • 1200
  • 1500
  • 2000



We will have more to share in the very near future, so stay tuned for exciting updates. You do not want to miss out! Now is your time. This is your land. Long may you reign, and long may you thrive.

Chat with us on Discord about your own journey as you play through the campaign! If you’d like to stay updated with all future developments, be sure to follow us on:

Thrive: Heavy Lies the Crown Website - Official Website
X/Twitter - Follow us @thrivehltc
Facebook - Like Our Facebook Page
YouTube - Subscribe To Our YouTube Channel

Find out more about PlaySide Publishing on its official website

To learn more about Zugalu Entertainment, please visit its official website