Monthly Archives: May 2015

May Development Update 2

Greetings Pioneers!

This Friday we’re bringing you an update on what the team are currently working on.

Joe – Environment Artist

Over the past couple of weeks I have been working on, developing and testing a brand new Biome for Pharus 7, along with the assets that populate it. Our main goal with this new Biome is to add an area which provides players with unique challenges and rewards, as well as adding a bit more variety and visual (ie: Alien!) interest into the world of Eden Star. I’m aiming to push the graphical fidelity of this new area whilst still keeping everything interactive and fun to explore/destroy!

Alien Biome

Lauren – Animator

This sprint I’m working on refining Multiplayer animations, focusing on player movement to begin with, making sure everything is playing and blending correctly from a 3rd person perspective. I am also prototyping some interactive (and potentially hazardous) alien flora to make the environment of Pharus 7 that little bit more deadly…


Chris – Level Designer

This week my main focus has been on designs for our Ecosystem and new AI spawning points system which is an extension of the current method, allowing players to essentially ‘self balance’ the amount of enemies that they will encounter during nightfall based on their progression rather than how many days have passed in the game.

Matt – Artistic Director

The Art team and myself have been creating more varied ideas for future Fauna creatures this week coupled with fleshing out our different biome designs. Over the last two days I’ve been hands on developing our first flying Fauna, who is yet to be named.

The creature has basic foraging logic that will allow it to pick things up in the world and fly off into the wilderness (potentially escaping with a dropped mineral that you had set your eyes on). Currently the creature model is in the 1st pass of texture painting.

For now, I’ll leave you with a picture of his lovely face.

Flying Fauna

Yves – Senior Developer

I’ve been bringing the weapons and building mechanics up to date so that they can function in a multiplayer environment.

Ricky – Developer

This week I’ve been prototyping a fancy new Menu system with some major changes we hope will dissipate the congruity of our current Construction Menu. This also works alongside the new Build Mechanics we have been designing.

New Build Menu

Lee – Technical Director

I’ve been working on a new spawner specific to the fauna we will be introducing to the game, together with making a start on the first of the neutral fauna creatures – the Vogel. Also this week I’ve been looking at making a few tweaks to all the turrets, improving their targeting system, and putting together behaviours for the new missile turret.

That’s all for now folks! For an up-to-date view on all of the features being worked on please visit our Trello board –

Don’t forget to keep us informed of any feedback and issues on our Steam Forums –


Team Flix

v0.0.6 Released!

EdenStar v.0.0.6 update!


Greetings Pioneers!

This week there have been some fairly major changes made under the hood, namely our super buff and shiny A.I. manager. But what does that mean for you, our lovely players. It means enemies that are more organised more responsive and have the ability to become sentient and TAKE OVER THE WORLD!…oooook so we may have made the last bit up but the rest of it is nothing but the truth.

We’ve also added another spiffing defence turret, which casts out a stun beam to subdue those pesky bugs. It really is rather bosh lasers and gentle beams (pun very much intended)



  • Added Laser Turret – A new defense structure which fires a bolt of energy at its target, pushing it back and stunning it, allowing you or other defenses to finish it off.
  • New AI spawning system – Amounts of AI sent to your base are now limited per night, and are more consistent in their spawn pattern – meaning you will not get overwhelmed if there are high amounts of hives nearby. The difficulty should still increase each night while keeping the flexibility of reducing the amount of AI that attack by destroying hives. Please let us know if you have any feedback!


  • Added confirmation pop-up on selecting Exit Game from the Pause Menu.
  • Removed Eden Kit Shield Entered and Exited messages (The Toxicity Meter displays your shielded status).
  • Increased the number Foundations you begin with in Normal mode to 15.


We’ve also made a bunch of new bug fixes to add further stability to the game. The full change list can be viewed here. As ever you can also view our known issues on the super awesome, super public, public Trello board.

To keep everyone on point with what we have lined up for future updates, the team is working tirelessly towards adding the much needed variety that we have designed for the world. This includes adding neutral fauna creatures and new biome areas to the Island.

Without further hesitation we’ll leave you with a few preview images of what is in store in the coming months (Everything you see here is a work in progress and may be subject to change)
New Biome

New Biome


Missile Turret

Missile Turret


Fauna Creatures

Fauna Creatures


Happy hunting!

– Team Flix

May Development Update


Greetings fellow Pioneers!

Over the past couple of weeks the Flix Team have been busy working on some exciting new features, squashing bugs and preparing our next update release.

Two new features we have been working on are a set of brand new turrets, which is the main focus of today’s development update.

The first is an Advanced Missile Turret that fires homing projectiles which fly towards targets and are capable of causing damage to clusters of enemies.

The second is an Energy Turret – which when activated produces a bolt of energy that stuns its targets, paralysing them for a few seconds leaving just enough time for either your other turrets or yourself to finish them off!.

As always our aim is to ensure we release features that are cohesive and enjoyable to play. Therefore please bear in mind that all of these features are work in progress for future updates and are subject to change

In addition to our two new turrets, here’s a list of features we’re currently working on for future updates:

  • New AI spawning system allowing for greater control of patrols sent to players base at night
  • New Melee combat system
  • Refactored and improved Build System
  • Alien Biome
  • Vogel – Land-based fauna
  • Flying fauna
  • Mission and Objectives Design
  • New Utilities Design

And much more…

For an up-to-date view on the latest features being worked on please visit our Trello board –

-Team Flix