Project Eden is currently under development and will be a large, randomized PvE scenario focused on open ended exploration and intended for single player, coop, or private dedicated servers. It will be compatible for public multiplayer but some POIs can't be set to regenerate. Project Eden for Alpha 10.0 Project Eden for Alpha 9.7 Project Eden Full Guide on Steam (incomplete) I'm creating this scenario to play with my brother, which means I'm creating the type of solar system and game play that I would personally like to experience. I am going to share it so others can enjoy. I'm designing it so there's a variety of things to do, whether you enjoy mining, trade, combat, exploration, or salvaging. Even still, there are certain game play changes that won't be everyone's cup of tea. Read through the details below and see if it's something you'd be interested in! New trailer: Wanderlust Eden may push the game and your PC harder than most other scenarios. While great care is being taken for performance, the types of planets and POIs I'm adding are more intensive than the default ones. Some playfields and POIs are entirely experimental and use techniques and workarounds not seen in the default game. I have been working on this off and on since alpha 8.0 experimental. This is a huge project and I'm aiming for a "first release" sometime after alpha 10 launches, possibly during the summer sometime. Solar system: (An example of 4 different variations of the Dead class planet) Random generation on new game start of a massive solar system with several hundred playfields. All the default planet and moon templates. Variations of the default templates. New planet and moon types and variations of them. Aiming for about 100 planet and 100 moon templates. Many planets and moons have specialized resources or other reasons to visit them, such as Plasma planets that have massive promethium deposits. Space playfields will have skyboxes, music, and POIs dependent on distance from the sun. (Weird things can be found in the Eden solar system) Solar system is split into 3 different areas based on distance from the sun. Middle system (Goldilocks zone) containing the starter planet hubs and the resources you need to build a CV. Inner and outer solar system which contains rarer ores and more dangerous space and planets. Some things can only be found (or found more often) in the inner and/or the outer system. Progression overhaul: Mid and end game progression is changed. One of the biggest problems I have with the default survival game is that a lot of times once you visit 1-2 planets, you have all the ore you'll ever need. While this ultimately will require a proper progression overhaul by the devs (they're doing a great job so far), I wanted to try to do it for this scenario. Ore and progression rebalancing to slow down the mid and end game. Sathium and Neodymium no longer found on the same planets. Erestrum and Zascosium no longer found on the same planets. New ore deposit types such as wide shallow fields, deep chunks, auto-miner only deposits, etc. Erestrum is found in the outer solar system and zascosium is found in the inner. Ore deposits are, on average, smaller, but different planets or moons can have much larger deposits. Exploration can be rewarding. Trading overhaul: Rebalancing of all traders. Bulk traders who buy and/or sell large quantities of specific items, components, trade goods, etc. Rare traders who sell something specific. The idea is that traders can be useful even into the end game and being a trader with a large cargo ship should be a legitimate way to progress through the game. Finding a new trade route should be exciting for those who want to play the trader. (The denizens of this fortress on a stormy desert planet need water, and will pay a premium for it!) Factions and POIs: New factions. Factions are part of the default factions for now but once custom factions are implemented by the devs many of them will be turned into custom factions with their own reputation system, etc. Tons of new POIs. Everything from little wrecks to sprawling bases. Up to over 300 prefab files currently. (Early concept for a Rogue Drone Harvester) *If you have any blueprints that you ever wanted included in a scenario, please feel free to attach them here or share a workshop link. I'm looking for pretty much anything right now as long as it's not a copy of something from a different sci-fi universe. Trying to keep it consistent with the Empyrion universe and lore. Story: Eden has a loose, optional storyline that will be presented to players in a non-linear way as they explore the solar system, mostly via LCD panels (until more story tools are added). There will be a main "quest" to find unlock codes to open up Empyrion Shrines scattered throughout the solar system and you will uncover some of the backstory and threats that the Eden solar system and its inhabitants poses to Humanity. There's a plot twist. Or three. (This colony ship looks fine... On the outside) Trailers: Old trailer (numbers given in trailer are old estimates) Dead Planets Trailer: Plasma Planet Trailer: Important info if hosting a multiplayer game: There is currently a bug that prevents random scenarios from starting a new game on dedicated or coop servers in Alpha 9.7. Should be fixed in the Alpha 10 version. Possible workaround for coop: Start the game as single player. Then quit the game and resume the save game as coop. (Tested it but please let me know if this works for you). Possible workaround for dedicated or coop: Copy the scenario to your server like normal. Then before starting the server, copy the playfields from the scenario's playfields folder into your server's main playfields folder. Then start the server. (Please let me know if this works for dedicated servers).