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Blog RSS Feed Report abuse Latest News: v0.0.5 Hotfix - Released!

3 comments by clarky006 on Apr 29th, 2015


Greetings Pioneers!

Firstly, we can’t thank you enough for all your valuable feedback following our humongous previous update.

Regarding balancing and other issues, we've been hard at work doing some much needed tweaking for this hotfix which you can play right now when steam updates your copy.

We recognised that everything was a bit of a grind previously! So most notably in this update you’ll see that upgrades and items now have a substantially reduced cost.

Turrets are now a lot more effective and look more powerful. This should make a big difference to the way the game plays. For the first few nights bases with turrets can defend themselves with no player intervention (if set up correctly)

A lot of stability issues and A.I. bugs have been addressed also.

Our first walk through guide has been added as well with this hotfix so please check this out if there’s something you don’t understand, or if you’re new to the game. This will be updated on a regular basis as the new features roll in.

Note: Due to our small team size and being fluent only in the tongue of the Queens English, we actively encourage community translations of our guide.

Full change list is as follows -


  • Optimised Enemy rendering by adding Level Of Detail models to Splintermites and IKAs.
  • Improved Turret firing PFX and animations.
  • Fog visuals now change with the Day and Night cycle.
  • Made several optimisations and improvements to the foliage shader.
  • Improved blending and animations for Crouch and Jump.
  • Improved Vertical Wall Run animation.
  • Optimised various enemy-related PFX.
  • Added extra checks so that Splintermites will attack structures if they can.
  • Improved visuals of grass by removing harsh self shadowing.
  • Reduced the amount of time a Turret will try to target something before giving up.
  • Quick Start and Normal have been re-named to Normal and Hardcore respectively.
  • Renamed some of the Upgrades.
  • Performance Optimisations to Enemy Targetting Reticles and Arrows.
  • Prevented the ability to build the Eden Kit inside geometry (e.g. on steep slopes).
  • All upgrade costs have been re-balanced and most early-game upgrades have been made cheaper. Please let us know if you have any feedback!
  • Increased Turret turn speed.
  • Increased Turret damage per shot from 8 to 15.
  • Reduced cost of Regen Module.
  • Reduced cost of all Primitive items. In addition, Foundations now only require one Protonite.
  • Reduced cost of building an Eden Kit - this also results in your Eden Kit being cheaper to repair using the Regeneration module.
  • Re-balanced the cost of Defence structures.
  • Increased the default range of Kinetic Blast.
  • Increased default damage dealt by Kinetic Laser.
  • Decreased cost per second of the Kinetic Laser.
  • Increased amount of damage dealt by Smash.
  • Increased the health of the hives slightly at their base level.
  • Increased the amount of Splintermites that wake when approaching a hive from 2 to 3 at the base level.
  • Lowered Splintermites melee damage.
  • Increase the amount of time it takes for Hives to level up. This should now result in fewer enemies appearing during the first days of gameplay.
  • Decreased the minimum and maximum amounts of hives active in the world at any given time.


  • Fixed a crash to do with respawning at the Eden Kit.
  • Fixed a crash with the Ika pathing routine.
  • Fix for not being able to respawn because eden kit respawn area is inside other geometry (respawn timer goes into negative numbers and decreases forever).
  • Fixed parts of the world where Splintermites were randomly disappearing.
  • Fixed Splintermites sometimes getting stuck underground.
  • Fixed an instance where Splintermites wouldn’t attack you.
  • Fixed an issue with Ikas falling sluggishly through the air.
  • Fixed an issue causing offscreen enemy target markers to disappear.
  • Fixed an issue where it was possible to build structures inside fallen Eden Kits which would delete the item and leave the hologram in the world.
  • Fixed being able to build your Eden Kit so that the Regeneration Area appears inside meshes/terrain. This should prevent you accidently spawning inside things!
  • Fixed a bug causing floating branches/leaves on certain trees.
  • An issue where new Hives were never created at night time has been fixed.
  • Fixed some areas of the map where structures couldn’t be built.
  • Added a fix for some AI not being able to select a new target to attack.
  • Fixed Gauss Gun sometimes showing 00/000 ammo.
  • Fixed an issue where you could mine and the hand would remain in the idle position.
  • Fixed an issue causing flickering holograms.
  • Fixed Right Click not cancelling build holograms.
  • Fixed an issue causing the build placement animation not to play.
  • Fixed being able to go inside ramps, which was causing issues with players/AI getting stuck.
  • Fixed missing Material on broken panel pieces.
  • Fixed decals casting on First-Person meshes.
  • Fixed not being able to Quick Craft things in your your Quick Start inventory.
  • Fixed Eden Kit smoke appearing when it shouldn’t.
  • Fixed issue with getting stuck inside Turrets when wall-running into them.
  • Improved/Fixed Scrollbars within all UI Menus.
  • Fixed Player Statistics to show correct Time Played and Days survived and enemies killed.
  • Fixed a bug where the Eden Kit Menu wouldn’t show more than 6 Eden Kits at a time.
  • Fixed bug where Turrets would not display a name when hovering over them with the reticle.
  • Fixed bug where the hand would get in the way of menus on both the Pause Menu screens and the popup Tutorial screens.
  • Fixed issue where you could mine while having the Quick Inventory (Middle Mouse Button) Menu open, which would cause the selected inventory item to change.
  • Fixed Eden Kit UI popup to properly display how many of the selected item you can withdraw/deposit to and from your Eden Kit Inventory when you don’t have enough space for the amount you did select.
  • Fixed a bug where Out Of Energy would not display when the Tool has no energy.
  • Fix for camera blending incorrectly during mantling.
  • Fixed up mantle animations and blending.
  • Adjusted eye height blending when landing.
  • Fixed players being able to fall through and get stuck inside Ramp primitives.
  • Fixed bug when performing a vertical wall run and hitting a turret and getting stuck.
  • Fixed resolution issues when changing resolutions and windowed modes.
  • Fixed settings for Mouse X and Y inversion not persisting from main menu through to game.
  • Fixed volume settings being too loud initially.

You can view the latest known issues on our Trello board.

Happy hunting!

- Team Flix

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Post comment Comments  (10 - 20 of 102)
=Dre@meR- Jan 29 2015, 4:53pm says:

I'm untested. But since nearly no game fulfill promises in early access, I can't trust my money before release.

Hope you will be an exception.

Still, until the release.

+2 votes     reply to comment
clarky006 Creator
clarky006 Jan 30 2015, 8:37pm replied:

Hi Dreamer, thanks for the comment :) We hope so too. Our aim is to make the game the best it can be through Early Access.

Keep watching videos and other players responses to Eden Star in the mean time, and hopefully you will like the features we have in there already.

Is there anything in the game you're looking forward to seeing in particular? We would love to hear from you about it! :)

+2 votes   reply to comment
Thaiauxn Jan 24 2015, 12:11am says:

Still excited as hell to play this. Love every new post.

+2 votes     reply to comment
DoctorSpanky Jan 23 2015, 4:04pm says:

Tempted to pick up the Unreal 4 Pre-Alpha on the 30th but I'm not sure if I'll be able to run it, my specs are:

AMD Radeon HD 7800 Series (need to upgrade and want to invest in something good but can't afford to for a while)
Vram 4GB
Intel Core i7-3820 CPU @ 3.60GHz
Ram: 16 GB
(and OS Windows7 SP1)

As much as I don't mind having to lower the settings I got to try the Unreal 3 Demo before and no matter how I changed the settings around it had some bad fps/lag, which now has got me worried for purchasing the Unreal 4 Alpha as much as I am very interested in Eden Star though.

+1 vote     reply to comment
Jonny_T Creator
Jonny_T Jan 23 2015, 6:14pm replied:

Hi Emiya,

If you have the UE3 demo you will have access to the UE4 builds and beyond! Although we cannot guarantee that it will work on all systems at this stage, if the Radeon HD7800 is equivelant to the Nvidia GTX650 then it is a card we will aim to support as soon as possible. The rest of your spec should be more than capable as we are currently run a minimum of i5 with 8GB of Ram.

+1 vote   reply to comment
BloodRaven9 Dec 31 2014, 9:54pm says:

I think I'd pay 60 bucks for this game, totally looks like a high-class game :)

+3 votes     reply to comment
clarky006 Creator
clarky006 Jan 3 2015, 1:14pm replied:

Appreciate the compliment BloodRaven. We want to give everyone the most bang for their buck with Eden Star. As you might of heard we'll be continuing to develop and expand the game with everyone's input after our initial pre-alpha early access release. We can say for certain that you won't be paying as much as $60 for it during early access :)

+2 votes   reply to comment
Guest Jan 9 2015, 7:54pm replied:

Question (because I'm feeling too lazy to go to the forum):If you ever make more games (which I can only hope) would you plan on ever making this free to play or free to play for a limited time?

+1 vote     reply to comment
Jonny_T Creator
Jonny_T Jan 9 2015, 8:46pm replied:

Free to play is something that we have always been massively into as a concept! The whole team can understand that free to play has its place in core gaming after seeing he success of DOTA and others, our main concern would always be that it's fair to pay and that the gamer is getting something that they want for their money when they do pay.

Truth be told... There is actually a full free to play component that was designed for Eden Star and has been pitched to major publishers, however to put something like this in place it costs greatly and we would therefore not be the owners of the world. So, Early Access with a lower up-front cost gives us both the flexibility to hear and act on our communities collective requests, but also gives Flix the control over making the game the best it can be, which in-turn helps build community and therefore, one day (if we make enough money to pump back into the game) attempt the crazy free to play idea! (Server costs alone are a HUGE commitment, plus data protection, hack protection etc.)

How would you like to see free to play implemented? (Other than the game being free to initially play, do you have suggestions as to how you would be happy for it to make money whilst you play? Eg. Skins that don't affect gameplay or new gameplay/areas to explore for those who pay Etc. ?)

+1 vote   reply to comment
ShakesGaming Nov 14 2014, 10:51pm says:

Latest day/night vid...epic! Would love to see another test level released where we can play with this new stuff...don't make us beg. ;)

+2 votes     reply to comment
Jonny_T Creator
Jonny_T Nov 15 2014, 4:32am replied:

It's getting there Shakes :)

We are going into local tests very soon, but there are many bugs at the moment that need squashing and so we are getting as many sorted as possible before release! We are soon to announce a private test day held at the Epic Games Lab at Staffordshire University with 70+ people to see how it plays and to check for bugs. We will then a announce when the intended release date is for the soft-launch of the early access game via Steam. We have a LONG way to go before Eden Star is truly the vision that we want it to be, but that needs to be shaped by the people who have invested their time and money (you!) into the embryonic state of the Eden Star universe. That's what we always intended and what we want to see through.

After release we will be attempting to support as many people as possible in order to get the game running on as many systems as possible, any crashes crushed, bugs squashed and the game a little optimised to keep the framerate up. After that, it's where the real fun starts :)

+2 votes   reply to comment
ShakesGaming Nov 15 2014, 6:48am replied:

Thank you for the overview/vision...sounds like a great plan. ;)

+2 votes     reply to comment
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