October Development Feature – Introduction


Greetings Pioneers!

Well this is exciting! For today’s development blog we thought we would focus in on a preview of our introduction/tutorial development. Joe, Matt, Lauren and John have all been knocking heads to develop story, animation, dialog, artwork and pacing to bring it all to life.



Our goal for the opening sequence is to keep it feeling as free form and flexible as possible. Critically, our main aim is to effectively use visual and animated interactive components to guide you through different stages of game play learning. Pioneers should also be able to opt out entirely and wander away at any stage if they desired to do so, not affecting the overall story experience.

The process started with the player feedback we’ve had since the early versions of the game. From there we’ve fleshed things out a lot. We’ve always wanted Pioneers to feel isolated, yet superior against surmountable odds. The Introduction has to portray this, both showing your vulnerability, and immense power.


This links into helping Pioneers understand their stats and how to repair their Armour. One of the first stages in this introduction is a quick interactive sequence that will prompt you to repair your existing suit armour.

Good pacing is the core to a digestible tutorial, and it’s important we teach the critical gameplay systems early on. Our basic outline that helped us structure this are as follows.

  • Inventory & survival systems
  • Weapons and Combat
  • Mining and Reclaiming
  • Objectives System
  • Building System and Base Essentials

Combat and salvaging


Once Pioneers are on their feet we almost immediately want to show that Eden Star at it’s heart is built around Combat. This is important to get to grips with early on as a core game pillar, so there will be a basic weapon drop on the floor as you get up after a seemingly mysterious and violent crash.

With what seems like your own drop ship downed in front of you, smoldering and battered, the Pioneers first challenge awaits. Giving you basic splintermite enemies that must be tackled to allow investigation of the pod in a hassle free environment. This is critically important as all night enemies are designed to be a constant threat to your survival as the game progresses.

The Drop Ship

The design of the drop ship becomes the perfect opportunity to bind gameplay and a unique asset. The development for the parts of the ship logically have to follow our build system to allow Pioneers to reclaim parts.introblog4

In principle we are employing a ‘you can do this if you want to approach’ so this is not going to be directly taught to Pioneers through dialog. Instead the most important elements like the pod are made to be obviously interactive, becoming a learning discovery method which is gently pushed under your nose with prompts from the on screen scanner.

Scout Drone

The Drone in the sequence initially acts as an informer for your Pioneers current and rather worrying predicament. We are toying with the idea of potentially making him/her a free starting A.I. scout companion. This all hinges on our progress implementation of the allied A.I. system.


Early Objectives

One of our best solutions to fit within the free form structure is a ‘communication relay’ which will essentially be a trigger with audio. These ‘comm relays’ will actively trigger different location markers on the islands that will lead to other drops/events within our story component.

This is all still work in progress so we hope you liked the preview! You can stay up to date with out development tasks and progress on our Public Trello Boards.

See you in the Fray

– Team Flix


October Development Update 2


Greetings Pioneers!

This week the team have been working on all new server host options for the experimental branch, allowing you to change settings and launch a server based on those settings, including setting a custom day-night cycle length and a whole bunch of other requested features! We’ve also been testing the scanner with the balancing for all the new materials, compounds and components. In addition to this we’ve been looking at the weapon tweaking we did earlier in the week and the modular weapons are feeling much more balanced.

Here’s what the team has been up to:

John – Lead Designer

This week I’ve been discussing potential new mining and Kinetic Blast mechanics as well as overseeing Lauren and Matt’s continued work on the introduction sequence. I also managed to get through a complete balancing pass over all of the stats for our modular weapons – tweaking and changing to get them feeling unique, believable and combat-ready! *tchk-tchk – BOOM*

Matt – Art Director

Some say I’m like a human solar panel, absorbing the rays of the sun in order to output my artistic energy.

Some say I can manipulate those rays into pixels of light on any computer screen.

I say those people are wrong. What I have actually been doing is crafting different level visual versions for the Eden Kit which will see their way into the game soon!


Lee – Technical Director

So this week I have managed to get some time on spawning AI inside the Colony bases. We plan to have some bases which are more strongly defended than others because they contain better loot.

Tristan – Senior Developer

This week I have been looking at creating a new charged blast module/upgrade. It’s quite fun even without any of the visual aspects so it should be even better once we get those in.

Ricky – Developer

Game Setting menu with configurable game settings has been the cards for this week, along with stopping the AI attacking the player while in the deployment UI which needed a bit of rejigging.

So we are including this new Game Settings menu which will allow you to tweak multiple settings of the game before you start. We are additionally looking into launching servers with these custom game settings from within game too and sorting some of the server logic out with regards to usability.


Yves – Senior Developer

Coming very close to wrapping up the feature end of network replication optimizations, next week will be begin the journey of fixing all of the things that this new feature would definitely have broken.

Marcin – Designer

I’ve been working very closely with Ricky on multiple Interface elements these past few days. Along with the new set of materials, we’ve done a pass on the Scanner Info and we added a new shiny highlight effect that goes with it too.

In addition to that, as Ricky has mentioned, we’ve been working on the view Game Settings feature, which will let you change most of the general balancing values in order to customise your game to your liking. That will include both single and multiplayer experience. Please keep in mind that the feature is brand new and it may change drastically before official release.


Joe – Environment Artist

I’ve been working on art for a few new base-specific decorators for placement in the abandoned compounds. With the upcoming release I’ve been hammering through bugs too, including highlights such as walking fish and finding thousands of rounds of ammo in crates. I’ve made a bunch of minor tweaks and fixes bases on all your feedback on the forums, so keep it coming 🙂


Tom – Character Artist

I’ve been working on the high-res model of a particularly nasty critter that will be lurking in a Swamp near you sometime soon…

Lauren – Animator

This week along with various meetings I have been continuing with the animation for the introduction sequence, which is coming along nicely!

Simone – Concept Artist

I’ve been working on the interior view for the drop pod having two different variants – a clean version and destroyed version. Also I have been making sure that all the armour sets have a base colour version ready for when Tom can start modelling them.


Andy – Lead QA

This week, as with last, I have been focused on the balancing of the minerals and weapons. Along with the balancing I have been looking at the issues you have listed on steam and in particular I have been attempting to reproduce an issues a few of you guys have been having with claimed turrets attacking you.

See you in the fray!

-Team Flix

October Development Update


Greetings Pioneers!

Thank you for the excellent feedback so far on our next iteration of the game which is still available to play in our experimental branch. It’s been immensely constructive for us to have some live player feedback at this stage.

We’re looking to push another update out to the branch next week which will have a whole host of changes and additions. In the meantime we’ve been working towards cleaning up and additions of the most wanted features that we feel will give everyone the most bang for their buck!

Remember you can stay drunk on our workaholic ways by checking out our Trello Boards for the latest on our designs and development tasks!

Here’s what we’ve been progressing with this week:

John – Lead Designer

This week it has been further balancing and identifying all of the components needed to build a refined initial experience. My main focus has been weapon balancing and design tweaks for the updated material scanner with Ricky whilst also finishing off the designs for fuel. I’m next going to be working with Tristan to get the final components together for the new Mining system and then it’s fuel and energy.

Matt – Art Director

We’ve been wanting to get more things that explode into the game for quite a while. So here I am with a huge smile on my face because those things that explode are now about to start exploding. This means more effective ways of breaking into bases and dealing with any non-allied defences!


To start the fireworks here’s the current frag grenade I’ve worked on for both first person and world models.

Lee – Technical Director

This week I have been looking at fixing a couple of crashes we were having with the AI, plus I’ve also been looking at possible way to try and optimise our Octree generation and updating while in game. My next task is to start working towards getting AI to spawn inside the colony bases scattered around the new map.

Tristan – Senior Developer

Working on implementing tree smashing, so throwing of creatures favours the direction of the nearest tree trunk in the direction of the throw. We loved seeing trees break when this happened so expect more exciting smashing moments.

Managed to finish our updated power system as well. Once this is in the game your Eden Kit effectively becomes a power transmitter, so any power from generators will only be effective inside the radius of your Eden Kits. I’ve also started work on our fuel system this week which we believe will be a huge game changer.

Joe – Environment Artist

This week I finished my revamp of 7 bases for the new experimental branch level! My goal was to make each base unique, fun to explore and tell a little bit of a story too… Soon I’m hoping to work on new assets for these bases to flesh them out further. I can’t wait to get your feedback and opinion once the next update hits.


I also spent a day reworking all of the loot crates; adding in the new items, removing the old and tweaking all the drop chances. When the next release drops there shouldn’t be any more useless empty crates or items out of place. I also added in Matt’s new meshes for the roads and fixed a few minor level bugs along the way.

Yves – Senior Developer

Focusing on the final stages of multiplayer optimisation for building large structures, this is coming a long nicely and will be ready for testing shortly.

Ricky – Developer

This week bought a few changes to the HUD Scanner design so I’ve been implementing those additional little bits, then I’ve also been working on bits and bobs towards tutorials, the opening cutscene and objectives for so others can be on the working of those. Moving on from that the consumables are now placeable in the Consumable slots of the UI Menu and on the bottom bar of the HUD so they can be used with quick keys 6 through 0 by default.


Nigh a week goes by barren of fixing bugs so one has also been looking into those. One has been sorted which means peoples save games from the original experimental release a couple of weeks ago can still be loaded in the current release.

Lauren – Animator

This week I have been working on a short introduction sequence to the game for single player in which you wake up near your crashed dropship. There are items scattered around that can help you in starting out.


Marcin – Designer

My entire week was spent implementing an entire new world economy to the game. Yes, that’s right, in the next release, pretty much every single item you find or make will be brand new. A potential exceptions may be the food and water, because they require a whole pass all of their own, which may not make it in at the same time.

That means that the game will likely be slightly less balanced than it is right now economy-wise, but hopefully only for a short while. Gone will be ironite, tennal, and microcrystals for example, and instead you’ll find titanium, computer chips, and sulphur. I hope it’s as exciting for you as it is for us!

Tom – Character Artist

It’s Creepy Crocodile time. Working on this much larger water biome creature!

Simone – Concept Artist

Hello everyone! This week I have been digging into getting the storyboard’s sequence all done so the team can work from it. As well as the storyboards I have been working with Matt on detailing up a Drop Pod design and am currently working on refining the design. Hope you all had an awesome week and see you again next week! 


Andy – Lead QA

After the last update I have been working with the team to implement the new minerals (including a balancing first pass), the new and improved scanner and the new power system. I’ve also been correlating the feedback you guys have been leaving for us onto our trello boards and testing the fixes the devs have put in.

See you in the fray!

-Team Flix

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Eden Star is a product of the GamesLab West Midlands programme, developed by Creative England and supported by the Regional Growth Fund.

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