Eden Star is a fast paced Sci-Fi survival game that blends unique physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.
All Reviews:
Mostly Positive (684) - 79% of the 684 user reviews for this game are positive.
Release Date:
Jan 30, 2015
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Eden Star is a core game developed by gamers, for gamers. We care for the game and the people who play it and therefore, early access provides the best platform to fuse great community ideas with our passion to conjointly see Eden Star reach its full potential.

Components of Eden Star are at multiple stages of development; some prototyped, some in early design and some purely conceptual. We want to gauge whether you feel that the core mechanics are working and how you see them evolving. Our mantra is to build and improve from a solid foundation and, although there may be issues at times, we want to work with you to address these issues as soon as possible.”

Approximately how long will this game be in Early Access?

“In short, as long as it needs to be. We are committed to delivering a great experience and – depending on development – will be adding new features, fixing any issues and expanding the gameplay in subsequent updates. Exiting early access is dependent on how well the game is received, so the more people that back Eden Star early on, the more the proceeds can be pushed back into refining the game.”

How is the full version planned to differ from the Early Access version?

“There are many planned features that are currently at various stages of development.

We are planning on developing a greater amount of customization via additional upgrades, weapons and the inclusion of armour types. We also plan to expand on the construction, adding to the available primitive Schematics, Defenses and Utilities to allow for more creativity and playstyles.

The lore of the game is also extremely important to us, providing an expansive universe that can provide story to drive the game forwards. The ultimate goal would be to explore this in full.

For further details, see the Trello board below.”

What is the current state of the Early Access version?

“The Early Access is essentially a starting point from which we can expand upon. The core gameplay mechanics are complete as a single player experience (if a very minimal one) and have been developed with multiplayer in mind.

For a full feature list, please visit our current features and road map thread HERE



We have squished all the bugs we have found but there will likely be more that we haven’t encountered yet, being the small, independent team we are. The tutorial is a work in progress, the controls can be convoluted at times and balancing is ongoing! We know it’s fun, but we want you to tell us if it isn't so that we can make improvements. This is why we wanted to bring Eden Star to Early Access, we need your help to make it the best it can be.”

Will the game be priced differently during and after Early Access?

“Our "pricing strategy" is a simple one. The price will reflect the current features in the game. Over time the price of the game will incrementally increase, the game may also occasional drop in price during Steam Sales.

What's the reasoning behind all this price fluctuation?!


We want to build an active and involved community to help us shape the future of Eden Star, so we hope the lower price point acts as a lowered barrier for those who wish to help us mold future releases of Eden Star, prices will however fluctuate dependent on Steam Sales and feedback.”

How are you planning on involving the Community in your development process?

“The community is an essential part of any Early Access game and Eden Star will be no different.

Please keep abreast of development updates via our Public Trello Board;


https://trello.com/b/dmyocCtO/eden-star-public-board

We would hugely appreciate you telling us when you encounter any issues so that we can find solutions and deliver updates to you as soon as possible.

  • Is the game not running?
  • Have you found a crash?
  • Is a weapon underpowered?
  • Is an enemy misbehaving?
  • Are you able to find the materials in the world for the upgrade that you want?
  • Are there parts of the game or the controls that you think need to be explained more in the tutorial?
  • Are you having trouble running the game on your system?
  • Are you stuck in a chasm with no way out?
  • etc...

We would also like to know if you think the game is missing something vital. Do you have an idea that you think would fit with the world of Eden Star or improve the way something currently works? If so, we’ would like to hear it. Suggestions are always welcome, we may have already thought of it and have something in the pipeline but you may have a great idea we love and nobody has imagined yet...”
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Buy Eden Star Pre-Alpha

 

Recent updates View all (150)

September 15

September Development Update 3!



Greetings Pioneers!

More delicious progress has been made in the way of art this week, with landscape details coming into being and new tilesets for the various abandoned structures around the world being textured up. Our pipelines are also being refined to speed up the environment development process as we progress.

We've also been continuing development of the 3rd person movement now that you can see yourself run around from the perspective of a disembodied spectator (or camera if you prefer).

John - Lead Designer

They call me the juggler, the puzzle solver, the dynamic dancer, the Instant inspector. I move and weave in and out of all development areas like a warming breeze. Collating information and relaying back to the holy spreadsheet, the magnificent matrix, the holy document. Firing up the workflow wizard. This is the magic that turns the wheels of the machine and stops them from falling off. I am the glue man.

Alex - Designer

I’ve moved on from the relay hero piece and am now on task texturing the modular assets for our “Maintenance kit”. You’ll see these used in a few places but predominantly in Dam area.

As we are using modular kits, I’ve started by making some high detail trims and tiling sheets, to which i’ll be unwrapping the kit too, This  workflow speeds up the texturing/unwrap processes and gives us more variation to a high quality standard with much less work in the end, so that we can get these assets out to release much faster for you guys :)



Lee - Technical Director

This week I have been re-checking everything that has changed with the AI to make sure its all working the way I expect in world. I’ve also been looking into managing the creation and destruction of AI to try and eliminate some of the garbage collection overhead.

Tristan - Lead Developer

I have gone to another end of the earth (Nepal this time) for the wondrous post wedding formality that is know as the ‘honeymoon’. I always thought the moon was made of cheese and not honey.. So the term still perplexes me. See you all in the never ending world of 1’s and 0’s when I get back from tasting the moon of honey.

Joe - Lead Artist

Spent the week basking in the all the glorious art being produced by the other guys! I’ve been hashing out pipelines with Alex with regards to the modular sets so that we can hopefully end up with a huge visual variety of playable areas without it taking too long to get it out to you guys :) First up is the “Maintenance” set which will form the basis of a large portion of our interior areas.

Tom W - Designer

Things have really progressed this week, with the pre-terraformed landscape material just about complete. Emphasis needs to be placed on the “pre-terraformed” part, we’ll definitely still be getting the lush jungle areas you’re all used to!



It’ll need to be refined in future with regards to things like different sub-biomes, but overall it’s looking really good both close-up and far away. The system has been designed to be completely procedural, allowing the level designers to focus on the important gameplay related tasks, rather than laboriously hand-placing individual rocks and clumps of grass across the the entire world.

Matt - Art Director

Now we have the new characters on the ground in third person running about, it was quite obvious that the ground level visuals still need more work to ensure it fits with the higher level of detail. Tom in particular has been working towards surface details that are automatically generated, yet will also provide enough variety to ensure not one spot on the ground looks the same.

I’ve been tasked with some tough decisions over the level and ultimately a lot will be changing (for the better) to cater for some of these new procedural elements. This is something I want ready for our next big update, full steam ahead folks! Toot toot.

Lauren - Lead Animator

This week I have been a bit under the weather but have been working on third person animations for all those lovely Axe swings. I have also been continuing to refine animations and blending, while fixing up various blueprint bits to get the third person axe showing up in the third person hands, now if it would only cause damage ;)



Andy - Lead QA

I’ve spend most of my week looking at collision issues we have been having with the lovely new terrain rocks Matt and Tom have made. I also had a lot of fun looking into networking this week with Matt and by a lot of fun I mean it was soul destroying. haha

See you in the fray!

-Team Flix

 
18 comments Read more

September 8

September Development Update 2!



Greetings Pioneers!

It truely is amazing how much the feel of gameplay can change when things start coming together, we have some great progress to share as always, here's what we've been smashing this week..

John - Lead Designer

This week I've been helping to organise the new workstations that the team require. I am happy to say that they have finally been ordered.

I've also been planning out the pipeline for Eden Star and helping the team stay on track for our next release.

Matt - Art Director

A heap of collision work and placement has been going on between myself and anyone who happens to fall into my clutches. This basic re-work is enabling us to structure the world around a changing environment, which while looking barren at the moment will transform to support a variety of organic resources.



Lee - Technical Director

This week I have been implementing the new spawners. We changed the spawners over because we had a few different versions. The new version is a lot easier for the level designers to use and they are very versatile.

Tristan - Lead Developer

This week I have been working with Andy to get the new machines finalised and ordered and getting some tasks set up for the devs as well as many meetings which are less fun than Eden Star but must be done.

Lauren - Lead Animator

This week the new male character mesh is up and running (quite literally) we've been making polishing tweaks to the 3rd person animations and blending systems to get them moving and rotating more realistically (the smash is looking pretty good too). Still some work to do but it’s getting there!



Ricky - Senior Developer

This week I have been < MISSING_STRING_TABLE_ENTRY >. It’s spreading SAVE YOURSELVES!!

I’ve continued debugging the grenades, and been giving them an ammo count, they are going to work a little different to standard guns, because when the ammo is out, the consumable weapon will be gone. Plus you don’t actually throw a gun.

Marcin - Designer

The work on the new AI with Lee continues. We’ve done quite a lot but there is always more. This week we’ve focused on perception, and behaviour bugs, such as:
  • enemies recovering from ragdoll upside down,
  • enemies dying as soon as they ragdoll for no reason,
  • enemies trying to attack you while they are being held up,
  • enemies being able to damage you through walls or when you are behind them or too far away,
  • enemies not recognising they cannot reach you and getting stuck trying,
  • enemies not recognising you as a threat after they’ve been picked up and dropped down,
  • enemies not being able to see over over their comrades,
  • Etc.
Getting rid of bugs like these is quite important because they can easily obstruct visibility of whether or not the actual Artificial Intelligence component working properly, so I am happy we finally got around to it. The next thing on the agenda is the implementation of the “investigate point of interest” behaviour.

This one is important because it will allow us to have the AI react to events happening around them, such as gunshots or doors opening or food being present nearby, without having them go directly into combat or using clairvoyance.

Joe - Lead Artist

I’ve been updating the Tab and Clan Menu UI, making it look nicer, run smoother and work better! I’ve put in the visuals for allowing the player to have 10 hotbar slots, within which they can place whatever they like :) I also fixed up a bunch of issues with inconsistencies to hopefully make our UI help (not hinder) the player. I’ve started on optimisations too as we noticed our UI is using a little more memory than is necessary.



Yves - Senior Developer

I spent a large part of this week in design meetings regarding the new parry system. There was lots of planning regarding “stagger” distance, parry timing and parry window. Once all that was complete I was able to start converting the prototype to code.

Tom W - Designer

I’ve been busy working on procedural foliage systems this week, taking inspiration from Guerilla Game’s Horizon Zero Dawn. This should allow our level designers to focus on composition and gameplay, rather than tediously placing every blade of grass in a 16km square area.

Alex - Designer

I’ve been painting and texturing and setting up materials for the relay hero piece this week. Making sure the colour palette suits the environment, and the level of wear is consistent with the what we want the piece to feel like and what the rest of environment will eventually look like. The relay tower is very nearly in it’s final form now after more transformations than a bad anime character, i’m just making some LOD’s for optimization and it should be signed off.



Andy - Lead QA

I’ve been in design meetings with the guys working on the new section of the map. I also able to get into the editor for the first time in ages. I mean I just did some basic  asset placement, but it’s fun.

See you in the fray!

-Team Flix
12 comments Read more
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Reviews

““Maybe I’m just starstruck, but this looks entirely brilliant””
RockPaperShotgun

“Eden Star is the perfect game for those of who have always wanted to play Mass Effect, but were put off because there wasn't enough Minecraft in it.”
Kotaku

“If it is this enjoyable at Pre-Alpha they’re doing something right”
PCgamer - Issue 87

About This Game

Eden Star is an immersive Sci-Fi survival game that blends innovative physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.

Explore and gather resources from the environment of Pharus 7, use these materials to construct defensive outposts, craft powerful weaponry and upgrade your Pioneer.


Current Features

  • Co-op & PVP Multiplayer
  • 4x4 km World
  • All New Crafting Inventories
  • 20 + Material and Compound Material Types
  • Colony Creation System (Teams)
  • Physics based combat (Smash)
  • Splintermite (Ground Enemy)
  • Cerberus (Wolf)
  • Stalker (Ground Enemy)
  • Ika (Flying Enemy)
  • Ika Viper (Flying Enemy)
  • 5 Wildlife Creatures (neutral)
  • Swamp Walker (Neutral/Defensive Creature)
  • Swamp Biome
  • Forest Biome
  • Foliage Destruction
  • Mineral Rock Destruction
  • Wall running and Mantling

Weapon Combos and Ammo;
  • Pistol
  • Machine Pistol
  • SMG
  • Assault SMG
  • Heavy SMG
  • Rifle
  • Assault Rifle
  • Assault Shotgun
  • Heavy Rifle
  • Long Range Assault Rifle
  • Sniper Rifle
  • TAC (heavy) Rifle
  • Ammo Clips for each reviever variant
  • Gauss Module Flechettes
  • Reflex Sight
  • Sniper Scope

Multiple “MATA-Tool” Abilities/Upgrade Modules;
  • Kinetic Blast
  • Kinetic Laser
  • Energy Harness (Mining)
  • Energy Harness Reclaim Structures (Undo)
  • Regeneration (Heal Structures)
  • Energy Harness MATA-Combat (Smash)
  • Gauss Cannon
  • Melee Baton
  • Melee Energy Blade

Primitive Structures;
  • Foundations
  • Barriers (Half Walls)
  • Walls
  • Glass Wall
  • Windows
  • Ramp
  • Pillar
  • Ceilings (Floors)

Functional Structures;
  • Eden Kit
  • Auto Turret
  • Energy Turret
  • Missile Turret
  • Energy Walls
  • Doors & Doorways
  • Energy Generator

For an up to date list of what we are currently working on we have a public Trello board available HERE (you must have a Trello account to comment or vote on features)


In Development

  • Splintermite Queen (large ground enemy)
  • Weapon - Grenade Launcher
  • Weapon - Frag Grenade
  • Expanded build types & Decorators
  • Fauna Creatures
  • Vehicles

In Planning

We will not promise that the following features will make it into the game until they are actually in the game!

  • Further Refinement of Melee (Combos)
  • Expanded World
  • Additional Pioneer Characters
  • Steam Achievements
  • Health Packs
  • Craftable/ Upgradable Armour
  • Utility buildings (generators etc)
  • Caves/Catacombs
  • More enemies!
  • More neutral creatures
  • Robotic allies
  • Vehicles/Mechs
  • Procedurally generated loot and rescources
  • THE GAWR...

Current Feature Overview


Destroy
Use your MATA-Tool (Remote Manipulation Device) to harvest trees, foliage and mineral rich rocks within a real-time physics driven environment. Obtain Material Shards for use in outpost building, weapon construction and powerful upgrades. Destroy and recreate your surroundings at will; the world is yours to manipulate, just watch out for the indigenous lifeforms…

Build
Use gathered Materials to craft defenses, walls, ramps and turrets to protect your outpost or construct powerful weapons and upgrades for your Pioneer. Place gathered Materials within your Eden Kit to store, or use them to upgrade the Eden Kit's protective shield and power additional defenses. Expand your territory by building additional Eden kits. How you balance your resources is up to you.

Protect
Using unique physics-driven combat you can remotely grab enemies and smash or blast them into the destructible environment. Upgrade your weaponry to tackle the alien hives and claim the territory for your own. Combine different attacks and abilities in order to survive against enemies and environmental hazards. A simple, but fluid movement system gives you freedom to move athletically across surfaces.

Death in Eden Star is permanent. You can be reconstructed back by the Eden Kit provided it contains Teslinium and remains intact, but naturally it must be protected...




The Tech Demo is free and is automatically downloaded with Eden Star. To access it you must do the following;

  • Find Eden Star :: Destroy - Build - Protect ® in your Steam Game Library
  • Right Mouse Click over Eden Star :: Destroy - Build - Protect ® and select Properties from the bottom of the list
  • Left Mouse Click on the 3rd tab labelled Local Files
  • Left Mouse Click on the Browse Local Files button

This Will Open Up A Browser Window

  • Click on the UE3 Combat Tech Demo folder
  • Follow the instructions listed within the associated Readme file within the folder, all instructions are also within the Readme document

To launch the Eden Star Tech Demo you must find the folder where you have installed the Tech Demo and find the following folder;

EdenDemo_5.7 > Binaries > Win64 then click on the application (.exe) "EdenGame" to launch the demo

e.g. :: C:\Eden\EdenDemo_5.7\Binaries\Win64\EdenGame.exe

System Requirements

    Minimum:
    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1.
    • Processor: Intel i5 CPU @ 2.40GHz (4 CPUs) / AMD X8 FX @ 3.5GHz (8 CPUs)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 650 / or AMD equivalent
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: 100% DirectX 10 compatible
    • Additional Notes: Over time content, programming changes and feature updates may change the system requirements for this game. Some system components such as mobile chipsets, integrated, and AGP graphics cards may be incompatible. An internet connection may be required to access in future.
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