← Blog
Industry breakdown · 2 min · 10/9/2026
Thrive: GPU Instancing for a City Builder
How Zugalu Entertainment fixed a CPU-bound vegetation system in Thrive: Heavy Lies the Crown with Unity GPU instancing, compute shaders and the Burst Compiler.
What happened
Zugalu Entertainment's medieval city builder, Thrive: Heavy Lies the Crown, was held back by a CPU-heavy vegetation system. They replaced it with GPU instancing: compute shaders feed a single buffer, with the Burst Compiler speeding up the CPU side, which freed frame time for a busy, living city.
Why it worked
- The bottleneck was found and named before any rewrite.
- Moving many similar objects to GPU instancing removed per-object CPU cost.
- The fix was an architecture change, so it keeps paying off as the city grows.
What we'd take into a client project
- In Unity, profile CPU and GPU separately; many 'graphics' problems are CPU submission problems.
- For large counts of similar objects (vegetation, crowds, debris), plan instancing from the start.
- Use Burst and the job system for hot CPU loops before reaching for bigger rewrites.
Related
- Game development services
- Survive: Against the Monsters, our Unity shooter for PC and mobile
- Gear.Club Unlimited 3 at 500 km/h
Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.