December Development Update


Greetings Pioneers!

So we’ve been very busy knocking out fixes, like a digital boxer. We’ve been solving some major issues with the game and its performance this week. We’ve begun adding an early version of our long planned survival feature known as ‘corruption’ which in essence is similar to radiation poisoning except without the horrific mutation effects.

Exposure outside of your Eden Kit shield, certain areas of the Island, consumption of contaminated food and attacks from creatures are all planned to influence your corruption level. Luckily you’re able to develop Treatments using the new treatment station which we’ll be implementing with our next release!

John – Lead Designer

Reviewing the build and debugging! We are hitting bug after bug at the moment with the new replication system which has mainly surrounded ownership, this has meant that I came off what I was doing with designs and started to get back into the build to look at supporting testing. This weekend I’ll be creating a build to test from different places in order to launch servers and see what issues we face. If you want to help us out with this over the coming week, please let us know!

Matt – Art Director

Completed our data collection spree with Joe for our rock distribution throughout the Island, this is so we can revise ‘clusters’ of rocks for better visual association/balancing. I’ve also been developing item designs for our corruption treatments, as well as implementing the treatment crafting station, otherwise known as the medical station.


Lee – Technical Director

I have continued this week with looking at a few multiplayer bugs to do with AI and looking at multiplayer performance. I’ve also been looking at changing some of the framework to do with AI to hopefully allow for a quicker turnaround time.


This week I have been helping out debugging a load of multiplayer bugs to do with our new structure replication logic including duplicate turrets which sounds like a feature but one of them doesn’t do anything 😀

Yves – Senior Developer

I’ve been helping guide Carlos on looking into a bug with loading a save and assigning the correct team affiliation in Multiplayer. This has a bunch of knock-on effects that, once it’s fixed, should mean that a good number of the critical issues are fixed up! So, next week’s build should be looking a lot better once this is complete and in.

Marcin – Designer

I’ve been working on a few experimental features this week, while the work on multiplayer fixes and balancing are going on. Firstly, I implemented the very basic first pass of the Infection mechanic a few days ago. Infection is a new survival statistic, with less combat and more story driven consequences. Infection gets worse the more careless you are (if you eat raw food, breathe contaminated air, don’t treat your wounds, etc.), but you can control it with the use of various treatments. However just like with real diseases, if you abuse one cure too much, it will become less effective. That the general idea.


On top of that I was also further experimenting with the “Stalking” behaviour for the AI. Just to remind that’s the behaviour that should be happening after you are noticed by the creature but before you are attacked. It’s all still in the air, so i’ll give you more details when it’s getting implemented.

Ricky – Developer

Bugs glorious bugs. Bugs are virtuossssaarrrr. I’m a bug, you’re a bug everyones a bug bug. Fixin bugs… chaaa *jazz hands* But seriously, we’ve had a few graphical issues to iron out since we did an optimisation pass on the HUD and inventory screens, which has required careful tweaking to hit that nice middleground where visuals and performance work in unison.

Carlos – Developer

I’ve been looking into structure ownership, figuring out how to make my turrets stop shooting at me and just love me instead. This is a lengthy task, looking into how the server saves our built structures and how it loads them when the server has been shut down.

Joe – Environment Artist

Mainly bug fixes and rock adjustments this week! I’ve also placed the new AI spawners around some of the bases and worked a little on spawners for the large corrupted base. There are still some issues to clean up here but we’re confident it should make base exploration much more exciting.


Disclaimer: the visuals are for clarity of placement only, we aren’t actually adding pink rocks.

I believe I have fixed all the remaining major issues with the Intro sequence, including duplicate Pioneers, cleaning up AI spawners and removing the Pioneer butt-shot (sorry guys). Most of my time has actually been spent removing and re-balancing rock outcrops, focusing on the mountainous/rocky shelf areas, make them more fun to explore and add a reason to explore in the first place!

Lauren – Animator

Moved onto rigging for other creatures and adding flinch animations which we’ve been syncing up with push back attacks such as single blast. Take my word for it, it feels SOO much better with these hit reactions now going into the game.

I also animated myself going on holiday. Kind of like a digital voodoo doll.. and it appears to of worked! I’ve been magically transported to having a few days off before getting back into it next week.

In hindsight animating myself back flip everywhere I go wasn’t such a good idea.

Andy – Lead QA

Once again, this week I have been looking into the issues we are having with multiplayer and relaying them all back to the dev team.

We have debugged our fancy new intro sequence, fixed some minor collision issues with the new medical station asset, did a balancing pass on our first implementation of the new Infection mechanic and working on debugging an audio issue a member of the community is having with single blast.

Massive thanks to @Terik92 (twitter handle)  for being so patient and understanding. Go check out his YT channel and show him some love. (

See you in the fray!

-Team Flix

November Development Update 2


Greetings Pioneers!

Good news everyone! Carlos is back on the scene and helping out with some critical bug fixes this week along with the rest of the team. Testing, optimising and polishing have been on the agenda this week, the roads have had a good tidy up and the introduction is looking sweet. We’ve beefed up the wolves to make them 150% more terrifying and have been planning tweaks to mineral distribution in the grasslands to create more variants in types of rock and clusters of rocks.

Here’s what we’ve been up to in more detail:

John – Lead Designer

We’ve been encountering difficulties with our designer based spawn system for bases which has created a headache for progress on this front. So while the developers chip away at debugging that aspect I’ve been reviewing the way that the player will interact with creatures, as well as reviewing the material balancing and distribution. Next week we’ll also be looking at food and sustenance mechanics based on peoples feedback. We don’t want players to feel like cows 🙂 Moooo.

Matt – Art Director

Managed to finish quite a large cleanup pass on the level, which involved removal of ground and interactive foliage from the roads. Cleaning up collision issues with said roads and working on visual polish for the single player introduction.


Both myself and Joe have moved onto a second pass of the mineral assets in the world, reworking the visual ruleset for rocks to better communicate the types of minerals you’ll discover in lesser or more dangerous areas/biomes.


Lee – Technical Director

This week I have been reworking some of the network functionality to do with Turrets because we have been in the process of optimising the way networking happens for built structure to ease the load on the server. I’ve also been trying to address a few more AI bugs when they have been flagged up.

Yves – Senior Developer

Fixed up a bunch of major blockers for designers such as the loot crate system not spawning crates. Mainly tackling major bugs that those dastardly testers keep finding.

Ricky – Developer

Fine tuning the in game server setup menu and fine tuning some optimisations which needed reeling back a tad. Fin…ally (not tuning) got chance to look into some issues we were having getting the HUD Armour Avatar to work and look right when it wasn’t in some situations.


So the World Setup menu in general has been the focus. I’ve made some tweaks to the Build Menu and worked on the intro too and aside from all that, hardcore fugbixing.

Carlos – Developer

I’m back! It’s amazing to be back working on this amazing game!

This week I’ve jumped in to help debug the Multiplayer side of things (essentially playing online on my own :P), resolving some regeneration issues with some of our buildables as well as looking at ways of ensuring that we detect any server crashes and how to best handle them!

Marcin – Designer

Corruption and Treatments designs. Flaying Zombies right in the cervical, all in a days work… I’m totally working…

Joe – Environment Artist

A lovely mixed bag of bits this week – I started with polishing and tweaking the build menu output window and and scanner windows before getting back up to speed with the Intro progress. It’s looking great! We need to look at some final-quality audio before we get it out to you all. I fixed a bunch of bugs with the intro including AI attacking during the cutscene, fixing missing on-screen prompts, and the time of day progressing before the player gains control.


In terms of new stuff, we’ve made some changes to the Cerberus! (Wolves!). They’re bigger, have more health and have been visually tweaked to fit into their environment a little better. I have also tweaked spawn locations with Multiplayer in mind – Verdant Pass now has more spawn variety and we’ve removed Onyx Shelf spawns that were unbalanced. Me and Matt are looking to do a pretty important pass over Material distribution and placement – specifically in rocks. We’ll have more to share soon 🙂

Lauren – Animator

This week I’ve been continuing working on adding some knockback and stagger animations along with sounds for some of the ground enemies to make hitting them that much more satisfying.

Andy – Lead QA

It’s incredible the amount of bugs we’ve managed to log in the last week alone. There’s a lot of reproduction steps that I’ve been attempting to detail. So much so that I’ve had to take a break from it, I’ve gone back to my roots in the old mines, fighting Goblins in the depths to unwind. But never fear! I will be back to sqaush those pesky bugs next week.

See you in the fray!

-Team Flix

Experimental Branch Update v0.2.3!


Greetings Pioneers!

We’ve been making huge strides this week testing and debugging multiplayer in the new map, and it’s starting to look sharp and shape up.

There are still some replication issues that we need to iron out due to some massive build system optimisations, but it’s certainly getting there. We really can’t wait to play it with you guys!

In the meantime we have been fixing up the annoying bugs we notice you’ve have been experiencing in the experimental branch. We’ve done a pass tweaking the balancing the weapons and modifying default turret durability settings which may have been a little off target with the options we introduced in v0.2.2.

So today we have a little hotfix for you guys to address some of these issues. Depending on stability and the severity of issues going forward past the point of our multiplayer update, we’ll then be looking at moving from experimental into the main branch!


  • Stocks for weapons now impact the recoil and stability of fire.
  • All weapons have had a balancing pass, including updates to the shotgun firing and reload animations. Additionally weapons now recoil and cock properly after firing.
  • Doubled the footprint allowed for building a structure! All your base are belong to us.
  • Increased default utility durability
  • Player Inventory slot limit decreased from 200->78  (don’t judge me, it’s the perfect amount for 1080p resolution). This was due to performance and some gameplay connotations but with recent balancing the general weight of items has increased so you could never hit the slot limit of 200 from before.
  • Regeneration Module on all blocks now only costs Primary Materials.
  • You can now only consume consumables, attach attachments, upgrade modules etc from your own inventory or equipped inventory sections in the UI
  • Basic mineral balancing pass. Increased perecent drop chance for gold to 2% added more variety of minerals across rock types.


  • Fix for laser pillar defence utility randomly requiring more power every time you load from a save. Note that save games (some which crashed on load due to memory overload caused by this duplication bug), will now have this problem corrected and will be usable again.
  • Fix for occasional blank (white box) icons appearing in the inventory when loading the game
  • Optimisations to the UI addressing frame rate issues when using inventories.
  • Fixed not being able to create fortifications of the basic variety
  • Modular weapon scopes now follow the rules of attachments, so scopes can only go with allowed barrel types and stocks can only go with allowed receiver types
  • Fortifications were sometimes displaying the incorrect visual
  • Sprinting and jumping off a cliff into water no longer continues to drain stamina while in the water
  • Attempted bugfix for water visibility, please let us know if this still occurs for you
  • Removed timestamp from empty slots in the save load menus
  • Player avatar in the uimenu animates again

Enjoy! The current known issues for the experimental branch can be found here.

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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