Eden Star cover
Eden Star screenshot
Genre: Shooter, Strategy, Adventure, Indie

Eden Star

Experimental Branch Update v0.3.91



Greetings Pioneers!

We've just pushed out an update for the building HUD UI. Based off our fully revised visual designs which you can view here.



This is what we currently have in this build (not quite there yet) Give it a go and try building a base! it should be a fair amount easier to run through your selection wheel, some of the contrast needs improvement but we feel it's a solid step in the right direction to making things a little more pleasant and less intrusive.



Additions

- New streamlined visuals for the Build Menu UI.

Changes

- Tweaked HUD effects for taking damage.
- Tweaked low oxygen effect, it now only starts affecting vision when critically low.

Bug fixes

- Many inventory items had the wrong category applied which caused visual issues bugs with filtering. These have been resolved.
- Fixed broken Ammo counter visuals on HUD.
- Fixed Stalkers not dropping items when killed.
- Minor terrain fixes.

P.S. You might of already noticed above, but we're also revamping our company branding to something more fresh going into March!

This includes our new studio getting a face lift too, which we're all excited to share.

Updates to socials and our website to come soon!



See you in the fray

- Team Flix

 

Experimental Branch Update v0.3.9



Greetings Pioneers!

Plus a happy new year! although somewhat late.. Quite a few changes and additions have been dropped for this update, mainly focused around improvements to the immersive feel and design of the starting environment as a whole.

We've added a visual weather/storm feature of which the importance will become more apparent when the world is expanded! All improvements are listed below, including additions of a cave system and revised AI placements.

Update your experimental branch to gain access to these latest changes. If you need a reminder on how to do this you can follow our previous post here.

We hope you enjoy these latest changes! Our updates have become less frequent lately, this is not because we are winding down development of the game in any fashion, it is our baby after all :)

More in depth info on our progress to come soon! Change-list is as follows:



EDIT: The current build number is incorrect! and is showing as an older build number on the front end. This is just a superficial thing, we're updating the build with the correct front end number asap :)

Additions

- Added more Trees and Mine-ables
- Added Storm Supercell above central Monolith
- Updated ship wreck visuals
- Added New Terrain surface visuals
- Added Area with new Hive Growth visuals

Changes

- Tweaked HUD Loadout bar, and it now hides if it's empty
- Tweaked HUD reticle visuals
- Increased the range that enemies can hear the player
- Tweaked Mite spawners at starting camp so you do not see them spawn in
- Updated area around Drop Pod
- Updated Player Footstep impact effects for Sand
- Updated Dam building
- Updated Grass mineable asset & effects
- Updated Fiber drop mesh
- Updated Textures for Health Packs
- Replaced More placeholder objects
- Built broken bridge
- Added more Spawners to the world
- Updated Wreckage sites
- Updated Bridge on the way to the Dam
- Major terrain tweaks

Bug Fixes

- Fixed Navigation Mesh Issues which were causing some enemies not to spawn
- Fixed an issue where Mites wouldn't play their animation when turning
- Fixed an issue where collisions on fallen drop pod engines would block players from jumping over them
- Fixed an issue where creatures spawning in would loop on their intended path
- Fixed an issue where climbing into the back of a vehicle would crash your game
- Fixed several collision issues in the cave next to the starting camp
- Fixed floating mesh assets in many places

See you in the fray,

- Team Flix

Experimental Branch Update v0.3.8



Happy Holidays Pioneers!

To celebrate we're pushing another update to experimental branch before we voyage into next year. Which we're all very excited about!

For a recap on how to access the experimental branch, follow this previous post - https://steamcommunity.com/games/EdenStar/announcements/detail/2695856977249967340

We've also included an upcoming 'mini blog' (below the release notes) with insight into what will be happening next with Eden Star, both from the perspective of improvements to World Art and New Gameplay content.



Additions

- Expanded the size of the Dam
- Added new office areas within the Dam
- Added new Dormitory area for Dam workers with some temporary placeholder objects
- Added new pathways throughout the Dam
- Added a cave to explore near the start of the game
- Added more AI spawners throughout the game
- Added more mine-able nodes
- Added a few more trees
- Added more weapon pickups and ammo in various places
- Added fence at the top of the tower to stop you from getting stuck behind it

Changes

- Changed the layout of the first generator room
- Updated the drop item visuals for the particle accelerator
- Adjusted the layout of the Camp
- Adjusted some of the AI spawners to make them work better
- Spawners will now reset when the time goes from day to night or night to day
- Made various terrain modifications

Bug fixes

- Fixed an issue where sometimes turrets would have trouble seeing and shooting at enemies
- Fixed an issue where sometimes enemies would have trouble spawning in
- Fixed an issue where shooting the glass in the Drop Pod would cause alien blood to spurt out
- Fixed some issues to do with the terrain not blending in well to the top of cliffs
- Fixed a rock had no collision on the mountain side near the Tower
- Fixed no physics material on Splintermite explosive spikes
- Fixed no collision on structure opposite the top of the tower
- Fixed floating stalker on the tower

Upcoming changes and improvements in the new year..

Art & Design

Visual improvements to infested bases, including further audio, lighting and design iteration. With this we aim to deliver a more horroresque and immersive experience.





Terrain surfaces will be getting passes to bring them in line with supporting more varied foliage types. Currently we want to get away from the Mars/Dune look that is going on, as this was more experimental than a final art direction.



Utility destruction and some drop/breakable items will get a visual overhaul so there's better consistency.



Systems Development








Thanks for all your continued support! See you in the fray...

- Team Flix

Experimental Branch Update! v0.3.7



Greetings Pioneers!

Its been a few weeks but as always we’re pushing on improvements to our experimental branch. This update includes some more extensive changes to design and performance, we’ve had some core system issues with navigation that have prevented a bunch of creatures from spawning in the world at set distances.

Soon we'll be re-introducing the night attacks that made developing your bases critical to surviving the night.



Additions




Changes











Bug fixes








See you in the fray,

- Team Flix

Experimental Branch Update! v0.3.6



Greetings Pioneers!

Some essential changes that involve removal of outdated build items have gone in, that unfortunately mean previous saves won’t work when you update to this version. Good chance to start a fresh game! These changes are required to progress to the later versions of the game improvements we’re making.

Because of the lack of additions this week we’ll be trying to get extra stuff in for next week <3.

Here’s the full breakdown:



Changes




Bug fixes








See you in the fray

- Team Flix

Experimental Branch Update! v0.3.5



Greetings Pioneers!

Another minor update, but a nice shiny one none the less whilst we work towards the bigger things. If there are any small tweaks, we’re on it like a moth to flame!

If you’re unfamiliar with how you can get access to these experimental updates of our later builds, please follow our previous post here - https://steamcommunity.com/games/EdenStar/announcements/detail/2695856977249967340



Additions



Updated inventory icons for:















Changes





Bug fixes










See you in the fray

- Team Flix

Experimental Branch Update! v0.3.4



Greetings Pioneers!

Small update for you all this week while we're preparing larger content drops, we've added a bunch of new item meshes (15 in total) as previously these were placeholders. Most of the team are chomping at the bit to get elements like vehicles in, however these must coincide with expansion of the world in general to work with the current gameplay loop. Many bugs that have infested multiplayer also need to be squashed before multiplayer releases can be pushed out.

Which means.. more updates to come!

Change list for this weekends update is as follows:


Additions






Changes






Bug fixes










See you in the fray,

- Team Flix

October Development Update - Experimental Branch Feedback



Greetings Pioneers!

It’s been a busy week over at Flix, we’ve moved into our new office which is a big step up from the house we were in previously that was becoming rather cramped! We have also had more people join us too!

We’ve decided that this week we are going to take a look at the Experimental Branch feedback and how we are looking to respond over the coming weeks. With everything that’s been going on this week with the move and other projects on, in all honesty, we’ve been a little light on responding in code, more design and decisions, so without further adieu, let’s take a look at some of the key points raised;



Picture Credit - DragonTemplar4

Resource acquisition could use some tweaks for testing purposes
I'm several hours into my savegame in the exp branch now and can't craft anything because of the low resource droprates (acid + the rare minerals). It would be nice if the drop rates and means of acquisition get some love right now, because at this point I can't even build three graphene without farming huntermites for an hour, which is too slow and unreliable. The secondary resource requirements seem a bit over the top for me.

Then, looking at the resource distribution further on, I really suggest giving every resource dedicated nodes instead of making some randomly drop from metal/quartz nodes. - Genoscythe

Gathering resources is something that we are going to balance in the near future. We have seen that getting some materials can be a chore so we are going to be having a deeper look into the resource economy to make the game more enjoyable.



Picture Credit - DragonTemplar4

Ok, I was liking the whole atmosphere and all the little notes and details you put in, But I really don't like seeing entrails or other organs exposed. If you could just leave that part out of the game, that is fine. Also the new radiation sensor is a nice touch of putting in a new game mechanic. - FireStorm Victory

We mainly use things like this in the game to cause tension and make the players think “I don’t want that to happen to me” and not to cause any genuine discomfort to the person playing the game.



Picture credit - Old-gamer

There is no hydration. Water is now food.

What you are thinking of as 'hydration' is suit fuel.
They changed the icon to make it more obvious.

I think that removing water was a bad idea, and if you agree, say so. If enough people think it sucks then they might put it back. - Azirahael

Removing hydration was something we did for balancing reasons. We are still working on finishing up fuel on player which will provide energy for the kinetic laser module. This is something that as a player you will have to keep on checking over. We think that having too many stats to keep track of can be very frustrating.



Picture Credit - Old-gamer

Good update Devs...thank-you, will keep testing. 🤓 - Old-gamer

Thank you Old-gamer for playing!



Purple Box on harvesting materials - Picture credit - Old-gamer

Most of the “No physics materials” sprites appearing have been fixed as of latest experimental build V0.3.3

So, can we please get some smoother Running/Jumping animations, while climbing the transmission tower I fell of 3 times because when running to jump you leap like a 3 Centimeter distance. - Commander Tempest

We will be polishing up quite a few aspects to the pioneer character like sprint speed, jump height/distance and health.

Multiplayer:

Will multiplayer make a comeback with the new updates or is it completly gone (hope not) - SSundee

Multiplayer will be back with a vengeance, but it is under maintenance at the moment as we feel it isn’t quite where we want it to be. There are a bunch of features that will need adjusting to cater for multiplayer.



Picture Credit - Old-gamer

So we’re still putting 100% of our effort into Eden Star as and when we can over the coming months, our current focus is multiplayer stability and AI fights again so that night time battles come back with a renewed vengeance! Thanks again to eveyone who has tried the Beta Branch recently and for all the feedback so far.

See you in the fray!

-Team Flix

Experimental Branch Update! v0.3.3



Greetings Pioneers!

We have another update for the experimental branch today with more fixes to some of the issues that have been raised in the forums. Thank you to everyone who has played the experimental branch so far, given feedback and reported bugs, it really helps us identify the issues that are the highest priority for players so that we can fix them in good time!

For those of you wanting to play, and willing to put up with the occasional bug and incomplete feature, there are instructions to accessing this branch here in our earlier September update:

https://steamcommunity.com/games/EdenStar/announcements/detail/2695856977249967340



Additions



Changes





Bug fixes

















See you in the fray!


Experimental Branch Update! v0.3.2



Greetings Pioneers!

We've got another update to the experimental branch queued up for you. Some minor quality of life changes, the biggest being an updated map to bridge the gap for the fully updated info systems. Also credit to Old-gamer for some creative use of one of the existing camps in this weeks title image!



Additions





Changes






Bug fixes

























See you in the fray,

- Team Flix