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Eden Star is a product of the GamesLab West Midlands programme.
Creative England GamesLab West Midlands is a programme of investment and support, designed to aid and sustain the growth of the region’s burgeoning games’ industry through the development of innovative games and IP. Working with emerging and established companies, Creative England GamesLab West Midlands aims to create the conditions necessary for the most innovative and commercially astute games companies from around the region to flourish. Working with employers, students and individuals, Creative England GamesLab West Midlands also delivers initiatives to create jobs and ensure the retention of established and emerging talent within the region to sustain the growth it aims to deliver during its two-year lifespan. Creative England GamesLab West Midlands is funded by the European Regional Development Fund, supported by the Government’s Regional Growth Fund and led by Creative England.

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Greetings Pioneers!

We have been hammering away at the memory leak issues, giving the new map some TLC and refining the Juggernaut attacks this week. If you want to get a taste of what these beasts are going to be about we've released some test footage which you can watch below!

We have also been getting the gamepad controller to work with the menus and working on a capturing system that once complete, will allow empty bases on servers to be ‘claimed’ by placing your own Eden Kit.

Here’s what we’ve been up to:

John - Lead Designer

Spreadsheets, production planning, biome and creature behaviour designs with the design and art team. And last but not least, cracking the brutal but delicious licorice whip.

Matt - Art Director

Working on rock placement and several feature areas which should really start to make the new map come to life, some of which will remain a secret until release. However it's worth letting everyone know that some of these feature areas will eventually act as pivotal points for telling snippets of story throughout the world.

Also been planning the Biomes with Simone, John, Tom and Joe for behaviours and food chain structure of the creatures within said biomes, to ensure it all comes to life when they are implemented fully.

Lee - Technical Director

This week I have been fine tuning the Juggernaut attacks to make sure it feels good. I’m also trying to iron out any last remaining bugs before we release this to the public. I’ve also been planning some group behaviours for creatures we have planned further down the line.

Tristan - Senior Developer

I have been working with Marcin on implementing player interactions with the Juggernaut to make sure it's as fun as possible (and that you can actually kill the thing).

I have also been looking into another rather major memory leak we discovered. We have been working to track it down with the help of some you awesome community members. Thanks everyone and hopefully we can get this one fixed up and ready to go soon.

Marcin - Designer

This week has been all about the Juggernaut: debugging and fine tuning. That’s pretty much the size of it, but it’d be boring if I just left you with that, so let me give some more details:

  • Added the ability to shoot the legs down, in addition to being able to smash them.
  • Added the ability for the Juggernaut to regenerate armour.
  • Added so-called ‘Melee Points’, fixing the issue where Melee Lunge would get you stuck inside the Juggernaut.
  • Implemented Smash direction clamps to legs, fixing the issue where you could smash legs underneath the Juggernaut and it looked pretty bad.
  • Fixed an issue with the Juggernaut’s Flame Breath attack, which made objects by its “chin” to be immune to it.
  • Fixed an issue, which caused the Juggernaut to block its own Navigation Mesh.
  • Fixed an issue which caused the Juggernaut Armour to hide him from turrets.
  • Fixed a few issues which allowed for the Juggernaut to be permanently incapacitated.
  • Added new death effect.

Unfortunately I don’t have any new images of the progress, but I have a funny gif of one of the tests. Enjoy :)

Yves - Senior Developer

The two areas I’ve been working in is optimisations and features. For features I’ve been working on capturing logic, so that placing an EdenKit in proximity of blocks not already surrounded by another Edenkit’s bubble makes them yours. The second feature is the gradual decay blocks not surrounded by another.

When I test my code I push it with extreme cases, with a decay that would inflict 6000 damage a minute to every block a performance issue with structure evaluation was revealed, meaning a massive slow down for planned items that feature mass destruction of building blocks (the juggernaut, grenades, etc), so I’ve been working to further optimise that area.

Ricky - Developer

I’ve been adding the first stage of very basic gamepad support throughout the game this week, with the implementation of a Gamepad Cursor. This also entailed cleaning up the configuration files since they’ve not been altered to reflect the changes in weapon systems such as having build as a permanent Module assigned to Q.

I know alot of games don’t bother with changing onscreen Prompts between mouse/keyboard and gamepad in realtime, but I felt it would be a nice touch and so shall it be forevermore.

Joe - Environment Artist

This week I’ve been working the new map mostly, refining and improving the landscape and onyx placement to make the world more interesting (and challenging…) to explore. I’ve worked on finalising the gameplay components such as tweaking loot numbers, fixing hive placement, testing mechanics.

There are a fair few issues that require working towards before we can responsibly release this to you all :) Lastly I’ve made a few minor improvements to Swamp foliage, and enemy ground hives - they should look more gruesome at higher levels!

Tom - Character Artist

Planning for native Biome creatures and how their behaviors and interaction will influence their visual design. Working on blockouts for additional enemy creatures!

Lauren - Animator

This week I have been jumping between finishing off the animations for the 'Elephant' movement and its various attacks if you manage to enrage it enough. I've also been tweaking the juggernaut animations as and when needed and helping out with the testing of fixes and new features.

Simone - Concept Artist

This week I have been working with Matt and Tom on the creation of environment biome paintings to help the team understand what creatures will be together in each environment and whether there are any holes in the food chain and creatures necessary to fill them.

This is a long process but great fun to do! By the end we should all have an understanding of what each creature does/lives/looks like and how each one will behave around the others.

Andy - Lead QA

This week I’ve been ribbing Matt about him not making me a cup of coffee. If you see him have a quiet word because if nobody says anything he’ll never learn. I also got to test the new Juggernaut enemy type and even though it completely trashed my base, it added an entirely new feel to the game.

Also a massive thank you to all the guys and gals who helped us out with the Flix Dev Memory Test server, we managed to get a load of data which we are hoping will lead us to fixing the memory leaks and stability problems we have been having in multiplayer.

See you in the fray!

-Team Flix

April Development Update - Game Pad & Juggernaut

April Development Update - Game Pad & Juggernaut

News 0 comments

Yonder into the world of Pharus with more information about development progress on our creatures and much bigger world.

v0.1.9 Released, Dev Blog & Juggernaut reveal!

v0.1.9 Released, Dev Blog & Juggernaut reveal!

News 1 comment

Major bug fixes, tweaks and new build-able stairway types have landed. Now that the new inventory is in place we're going to be focusing on adding some...

v0.1.8 Released! - New Inventory & Utilities

v0.1.8 Released! - New Inventory & Utilities

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The inventory revamp has landed! additional storage utilities and a crafting station. More goodies and creatures will be arriving early in April.

March Development Update

March Development Update

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We have a preview of the new armour and utilities that are in development this week!

Post comment Comments  (0 - 10 of 115)

I just jumped on the experimental build after not playing for awhile and to put it simply....DAYUUUUUMM!! You guys are on fire!

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Jonny_T Creator

Thanks dude! We'll be online over the holidays playing on the new servers so come join us :)

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Sounds great what is the server name?

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Lovely looking work there folks. I'll vote for ya!

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A lot of people are talking about having played it. Is there a way to play it/slash buy it?

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Lanim Creator

Eden Star is available as a Pre-Alpha on Steam Early Access here :

The game is still in development, so things will change with each update; features added, bugs fixed, variables balanced etc. If you are happy with the current features, go for it- we'd love to hear your feedback!

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How are the world (worlds - maps??) in this game?
Is it one big open world, or several maps the player can roam around in?

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clarky006 Creator

Thanks for the question Ferdyfist,

The current world (island) is one and a half kilometers of area to explore. We are currently working on an 8 kilometer map for the multiplayer Alpha. Multiple islands (maps) are something we would like to deliver in the future, but one big open world is our current plan for the Alpha :)

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Good work! I picked up the game and it's pretty unique and fun. It can be pretty challenging though so it would be more fun if I could bring a friend with me in a CO-OP mode. I am hoping you have a plan for that. Keep up the good work.

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clarky006 Creator

Hi Bmikes

Thanks for the support! and yes we most definitely have plans for co-op play in the future :) You can see any current development progress via our public Trello board here - Trello.com

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