Monthly Archives: December 2015

v0.1.3 Multiplayer Hotfix Released!


Greetings Pioneers!

We’re making a list and checking it twice, going to find out what isn’t working or stable yet.

We’ve just dropped a hotfix to steam. This may or may not also confirm that here at Flix we are actually automatons that do not need sleep or Christmas holidays to recharge our batteries.

Thankfully we’ve been able to test and make some changes to fix some stability issues that you’ve been encountering. Also based on feedback there have been a few tweaks to the balancing, such as a slight increase in damage for the SMG.

We now have 2 initial North American Servers live – we may add more in the future and push the numbers of players up on them, but for now they’re live and we thank you for your support!

PLEASE NOTE: If you are running your own server you must update the current server build in order to avoid any conflicts with running the latest Steam Frontend.

The full change list is as follows:


  • Increased SMG bullet impact damage
  • Added minimum range to Melee Lunge attack
  • Balanced enemy numbers at night with less being spawned in total for waves (should help improve latency issues)


  • Fixed crash on death screen when you typed and sent a chat message whilst dead. You will now no longer be able to send messages on the death screen.
  • Fixed issue where too much A.I. was being left to run in the daytime after a night attack, impacting on the overall server latency.
  • Fixed infinite loop server crash after prolonged periods of running
  • Fixed  an issue with the server list only showing the 10 servers with the lowest ping, it will now display up to 500!
  • There are many, many more optimisations and crash fixes in this update so please let us know if you still find any issues!

Happy Christmas from all of us at Flix!

As always, if you have any questions about the latest hotfix or the game itself at this stage don’t hesitate to ask us on the forums! We’re always super psyched to help out 🙂
Indie of the Year Awards







We’re also proud to announce that we’ve made the Editors Choice list for Indie of the Year 2015 and received the Community Award! Thanks to all of you who voted for us this year and everyone participating in our community forums, we love you!

Thanks for all the support

See you in the fray

-Team Flix

v0.1.2 Multiplayer Released & Winter Promotion!


Greetings Pioneers!

We’re very happy to announce multiplayer is now live! To celebrate this we’ll be running a Winter promotion (coming very soon).

We have half a dozen official servers going live throughout the next few days, thanks to Multiplay, and are currently hosting PvE servers that require players to invite others to their colony in order to play cooperatively;

‘P’ = Create Colony

Hold ‘R’ = Invite player to Colony (You must be next to a player to do this)

You can see our server setup guide here if you would like to start your own server.

Please note that previous save versions will not work with v0.1.2 due to multiple changes, including incorporation of multiplayer and the colony system. There may also be other issues and infrequent crashes! For more information you can see our full list of known issues at the end of the new change list in this post.

We’ve dropped quite a few bits of major content into this release as well!

In celebration of the new Star Wars: The Force Awakens (A huge inspiration on the game) The New Energy Blade,


two powerful new weapons,


two vicious enemy creatures,


and a Colony (team) System as mentioned above for multiplayer co-op! which allows you to share buildings and materials with other trusted colony members.

The full additions and changes are as follows:


  • Multiplayer is here! – PVP and Co-operative play.
  • Colony system (Teams). Pressing ‘P’ (for party) allows you to now create a Colony and invite players to it. Hold ‘R’ (request) while looking at a player to invite them to your clan. In the Colony menu you can manage Colony members and set different ranks, which come with different privileges.
  • Early in-game text chat system – press ‘T’ to talk to other players in your proximity.
  • You can now build multiple MATA-Tool Modules and Weapons, allowing you to share with other players in your clan by being near an Eden Kit while not having them equipped – they should show in Eden Kit Storage in the Equipment Menu.
  • New Melee weapon – Energy Blade. Slices through hostiles at close range and has a three-hit combo.
  • New Melee system for Baton and Energy Blade – Click to Quick Attack or hold and release to Power Attack. Melee now lunges forward and auto-targets hostiles, as well as dealing force to the target. Power Attack lunges much further and deals more force.
  • New ground-based enemy – the Stalker. Extremely quick and very dangerous at close range.
  • New flying enemy – the Ika Viper.
  • Flying enemies now have a Ram attack.
  • New weapon – Sniper Rifle. A high damage, long range weapon.
  • New weapon – Submachine Gun. With a high rate of fire and a fast reload, this weapon is perfect for close-range encounters.
  • New consumable ammo types for weapons – Sniper and SMG clips
  • Added random Eden Kit drops in both Multiplayer and Single Player.


  • Enemy A.I balancing and many changes to the spawning system. There will now be more consistent wave behaviour based on player and base progression.
  • Major balancing pass over all weapon stats – no more crazy bullet spread!
  • Many improvements and changes to Post-Process visuals.
  • First pass of progression system:
  • You will now only start with Materialise (build), Energy Harness (mine) and Baton (melee) modules.
  • Players no longer start with the MATA-Combat (Smash) upgrade.
  • Players now start with Vortex Drills upgrade.
  • Updated destructible rock visuals
  • Tweaks to Normal and Hardcore game modes. In Normal mode you start with a Pistol, ammunition, 5 Illumium and 2 Teslinium. Hardcore removes these.
  • Melee now becomes your default primary module if no other other modules are equipped in that slot. While in an empty module slot you can Left Click to Melee.


  • Fixed Rock destruction visuals in Multiplayer.
  • Fixed several server and client crashes, including loading from a server save file.
  • Fixed late joiner issues with becoming out of sync with the server time.
  • Fixed not being able to build walls around the Auto Turret.
  • Fixed Enemies being unable to attack Primitives blocking their path. This results in much fewer enemies getting stuck unable to reach the Eden Kit or any turrets.
  • Fixed multiple AI spawning and attacking bugs which should result in more AI at night and fewer that spawn without attacking.
  • Ikas will no longer become non-interactive on death nor will they fall through the world when dying from smash.
  • Fixed multiplayer issue when a player was disconnected or left a server and tried to rejoin they got quickly disconnected again.
  • Fixed multiplayer issue when a player entered an incorrect password when attempting to join a server the next time you entered a password it would do nothing.
  • Fixed multiplayer issue when a player was disconnected or left a server and then the next time they tried to join a server it would do nothing.
  • Fixed issue with some foliage assets going invisible at certain angles.
  • Fixed an issue where Ikas would be invisible in multiplayer but would still attack the player.
  • Fixed an issue where some missile turrets wouldn’t close back up after killing an enemy.
  • Fixed an issue where the Ika’s Unstable Pull effect would trigger extensively often when hit with lasers.
  • Fixed UI bug with Construction UI min and max buttons.
  • Fixed UI bug with deleting an item from your inventory while in single player where the item remained at 0 until quitting the Menu.
  • Fixed issue where old Eden Kits would not show up on the deployment screen when a server is loaded from a save slot.
  • Fixed issue with destructible rocks showing as solid on a client but partially destroyed on the server.
  • Fixed issue where exploding Splintermites cannot be blasted away.
  • Fixed issue with Splintermites occasionally facing the wrong direction when attacking structures.
  • Fixed issue with Turrets not targeting Cirrus Spores.
  • Fixed issue with structures going invisible on some clients when attempting to sell them and then cancelling the sell.
  • Fixed issue not being able to build in certain locations near in-vertical landscape sections (mountains and cliffs).
  • Fixed issue with certain minerals being unusable.
  • Fixed issue with Vogel following the player around.
  • Fixed Missile Turrets not retracting correctly after firing.
  • Fixed issue with Gauss Gun remaining out on a player’s tool when re-joining servers.
  • Fixed issue with HUD appearing over the intro sequence when starting a new game in single player.

You can find a more in depth bug fix list and our latest known issues here on our Trello board.

We cannot thank you all enough for helping us get to this pivotal point in the games development! We’re now at a stage where the majority of the core mechanics have been properly established.

It is also important to state that the vision for Eden Star has expanded with the communities input. For this reason it is improving as we continue to develop the game on the way to Alpha in the new year.

We’re not actually done just yet… To top that off we’ve got a few brand new desktop backgrounds available that sum up the vision for the game.


Get the 4k Version here.


Get the 4k Version here.

See you all in the fray, and Have a great Christmas!

– Team Flix


IndieDB top 100 game!



Greetings Pioneers!

We’ve made it into the top 100 Indies for 2015! Thanks to everyone for the support so far.. but, It’s now that your vote really matters.

So without haste! visit our page by clicking the image below. Once there, hit the big ‘Top 100’ button, and press the red vote button next to Eden Star on the following page.

Indie of the Year Awards

Now for development…

It’s all guns blazing this week, literally. We’re preparing a fist full of new content for release prior to Christmas. When we have our next stable build we’ll release more details at that point, as we don’t want to promise a thing until it’s working properly and enjoyable to play.

Here is what the team are up to right now:

John – Lead Designer

I have been working on the designs for the modular weapon system with Marcin. It is still in a very early stage but we are quite excited about it and hoping to have an ability to craft custom weapons from interchangeable components in game before too long. I’ve also been doing a heap load of planning for our next sprint, when we return in the new year.

Matt – Art Director

Got submachine guns? Well you will have soon… We’re adding to your arsenal in our next update, so keep an eye out for a few new weapons. Including the Sniper! but you’ve already seen that, so here’s the SMG as a work in progress. Feel free to throw up some suggestions for the initial paint job on Trello too!


Lee – Technical Director

I’ve been working on a few new creatures this week, the Stalker, a more deadly Viper and a type of floating JellyFish which should be ready for the next release. I’ve also been looking at a few more optimisations around multiplayer but which should help out single player too.

Tristan – Senior Developer

I have been working on bug fixes for our experimental branch as well as a new melee system. Hope you enjoy it when its out.

Marcin – Designer

Continuing from last with the design work, I have been looking into a modular weapon crafting system and all prerequisites for it, such as hitbox setup, weapon statistics, ammunition types, headshots, armour, etc. It’s all still just spreadsheets, but very exciting ones indeed. 🙂 On top of the paperwork, I managed to get into the engine and make you a brand new deployment screen for the big new map. Many thanks to Ricky for all the help!


Yves – Senior Developer

A lot of people tell me that they want to be able join forces with each other and take on other teams, so with that in mind I’ve been working on colony logic so that you guys can do exactly that.

Ricky – Developer

Setting up the Clan System Menus for the Clan System that I’ve been setting up for the Clan Menus.

Chris – Designer

Ramping up development of the new map in preparation for its release. This has included finishing the placement and setup of the new underwater biome, adding a few more waterfalls to world, Onyx placement and helping Lee setup the changes to the Navigation system as well as setting up the new enemy and fauna types.


Joe – Environment Artist

The last week has seen a huge push to get the new level to a stage where we can look towards a release. Along with fixing various visual bugs, I’ve placed the Underwater Biome assets into the world with Chris, finished another pass of Onyx placement, created PFX for underwater asset destruction, finished postprocess for underwater and placed a load of new hives in the new level.

What lives in these hives you ask? You’ll just have to wait and see 😉

Tom – Character Artist

One of the Pioneers new Armor sets for a future update to the game!

Lauren – Animator

This week I have been continuing work on animations for the new melee system, finishing up Stalker animations and setup so that he’s ready to be terrifying in-game, and getting the Sniper Rifle ready for implementation. Pew pew!

Gav & Simone – Concept Artists

This week we’ve been looking at designs for placeable lights to light creepy crawlies in your base at night with Matt and Tom. We have also started some work on a Laser Sword!


Andy – Lead QA

I spent the start of the week working on getting the game tested and ready for release into the experimental branch. The rest of the week has been spent testing our new map, working with Chris on tweaking the AI wave spawner and discussing what we are planning on releasing in our next update.

See you in the fray!

-Team Flix