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 Beta 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.


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:



  • Added new meshes and icons for the three Health Kit items.


  • Improved visuals for the edge of the playable area (see header image)
  • Basic Circuitry is slightly easier to make.
  • Smoothed out camera movements when stopping after moving

Bug fixes

  • Several shadowing optimisations – you should see improved performance in the scrap metal structures.
  • Fixed an issue where dropping a gun while you are in the attachments menu would cause an extra ‘Exit Menu’ button to appear and then clicking that button would crash the game
  • Fixed an issue where loading a save file from a save before Version 0.3.2 would cause all of your inventory items to be unusable
  • Fixed an issue where Splintermites would float when walking over certain sections of the bridge
  • Fixed an issue where perched Stalkers would have their health bars appearing elsewhere
  • Fixed an issue where fences would not be properly connected to the floor pieces by the tower
  • Fixed some issues where there would be floating terrain textures around the Tower
  • Fixed an issue where HUD prompts would display incorrectly when you look at a drop bag
  • Fixed an issue where a noticeable gap would appear next to the Dam’s main entrance
  • Fixed an issue where green text saying ‘Failed’ would appear after successfully saving a game
  • Fixed an issue where picking up oxygen canisters at the camp near the Tower would give you a stack of 10 canisters
  • Fixed several issues where hitting certain assets would give off pink textures and effects
  • Fixed an issue where Quartz and Silicon nodes would have collisions that are too large for them
  • Fixed an issue where there would be missing textures on the road joining to the top of the Dam
  • Fixed an issue where the T.A.G Unit’s compass marker would still remain after the T.A.G Unit is destroyed

See you in the fray!

  • Team Flix

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!


  • Added weakpoints on Splintermites, Huntermites and Stalkers that deal more damage when targeted


  • Reworked the small outpost at the base of the Dam. It’s now a proper structure, fully destructible and loot-able.
  • Updated the World Map with the current level. Please note this a temporary solution until the Map functionality is reworked.

Bug fixes

  • Fixed an issue where equipping the energy blade module would crash the game
  •  Fixed an issue where utilities wouldn’t drain fuel correctly
  • Fixed an issue where your pioneer would always show up as the default male character in your inventory
  • Fixed an issue where IKA Vipers would spawn around your T.A.G Unit at night
  • Fixed an issue where each time you added fuel to a utility, the amount of fuel you put in next is doubled
  • Fixed an issue where you could get stuck under a staircase within the Dam
  • Fixed an issue where the emergency workbench’s crafting menu wouldn’t refresh until you leave and go back onto it
  • Fixed an issue where killing an enemy would sometimes cause the next enemy of the same type to be damaged when they spawn in
  • Fixed an issue where splintermites would sometimes be able to hit you when you are behind them
  • Fixed an issue where saving and loading the game would stop the player’s armour UI from showing up
  • Fixed an issue where railings would block AI from walking inside the Dam
  • Fixed a texture issue on certain types of rocks
  • Fixed an issue where the terrain decals would appear too dark at certain times of day
  • Fixed an issue where dropping a weapon that you had equipped would stick your hands in the gun holding animation
  • Fixed an issue where keybindings would stop working after trying to edit a key
  • Fixed an issue where terrain would clip through the floor in the drop pod
  • Fixed an issue where there was a small hole in the ground next to the tower
  • Fixed several issues to do with some large rocks having no collision
  • Fixed an issue where weapon durability wouldn’t be saved when saving and loading the game
  • Fixed the emergency laser and Kinetic Manipulation Module, the propulsion blast has been removed
  • Fixed an issue that was causing multiple collision issues on the broken bridge in front of the Dam.

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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