Eden Star is a Sci-Fi survival game that blends unique physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.
User reviews: Very Positive (270 reviews) - 88% of the 270 user reviews for this game are positive.
Release Date: Jan 30, 2015

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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.

The Early Access is currently single player only!

We primarily plan to extend the experience to multiplayer but need to test the physics mechanics that affect gameplay before we commit entirely.

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 are convoluted and currently no balancing has taken place. We hope 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?!

Firstly, we want to reward our early adopters and supporters for backing us earlier in the development process. With the v.0.0.1. build we released a free, unique 15 page Art of Eden Star PDF book as a thank you to all of those backers who purchased prior to the v0.0.1. Our goal is to reward early adoption with similar gratitude in the future, including exclusive background Lore documentation and more.

Secondly, 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, but without the free additional reward content.”

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;


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


Recommended By Curators

"Eden Star is a survival-creation like no other with innovative physics. Tower defense, mining, crafting, FPS... Eden Star has a lot of potential!"
Read the full review here.

Recent updates View all (36)

October 9

October Development Update 2

Greetings pioneers!

This week we have been continuing work on both multiplayer and the new map, things are starting to take shape! It’s been a matter of pulling everything together this week and making sure each individual system works with multiplayer and replicates over the network. Still a way to go though and plenty of bugs, we all can’t wait till we’re able to build epic bases and take down Juggernauts together at the office.

Here’s a breakdown of what the team have been working on:

John - Lead Designer

This week I’ve been with the guys at Epic and a load of amazing UE4 based studios heads to talk through the direction and future of the engine and about the projects that we are working on.

There is a huge buzz about the work done by all of the dev studios and it’s great to get the feedback from the people that we admire and have worked with in the past.

In addition to this I helped organise support for the UKie Student Conference in conjunction with Epic and Staffordshire University :: http://ukie.org.uk/press-release/2015/10/ukie-student-conference-returns-staffordshire-university which is due to take place at the end of this month.

Beyond this I have been working through all of the base items that I want the player to be able to build and craft, whilst also working this into the progression system designs.

Matt - Art Director

The huge undertaking of rock placement has been on the cards for the art team this week. Our destructible resources require a lot of manual love. Infact you can watch the timelapse video below to get an idea of what the placement process is like in one small section of the new level.

p.s I’ve also snuck some in editor game footage into the video..

p.p.s I’ve probably used way too epic a soundtrack for this type of preview.


Lee - Technical Director

This week I have finished adding audio to our AI perception component. I’ve also been hard at work testing out every aspect of the AI in multiplayer and trying to fix the bugs as I come across them. As of this afternoon the AI seem to be performing very well now.

Tristan - Senior Developer

The week I have been working on the fixing up bugs and crashes to do with multiplayer. I have been working across the HUD making sure it gets set up correctly and unset correctly over the network. I have also been fixing up any issues with the foliage destruction and regrowth system as well as level streaming for clients. Hope you enjoy it when its out.

Joe - Environment Artist

So as Chris said this week we’ve finally finished up placement of destructible rocks in our new map section! Woo! We’ve used a more defined ruleset with our placement this time which should make it easier to understand where you can go to look for specific materials. I’ve also re-done the Post-Process and today I’ve been working on fixing up the atmospherics and day/night visuals in the new map.

Yves - Senior Developer

Multiplayer building, that is what I have been working on this week. Ridding bugs so it can be tested properly without a high frequency of crashes.

Ricky - Developer

Working on making sure the HUD is properly updated of the comings and goings of multiplayer server activity, as at the start of the week clients weren't being told anything.

Marcin - Designer

On my part, this week has been about system design and of course, the multiplayer. Since the grass is my personal responsibility, it was up to me to make sure it replicates over the network. Yes, can you name any other games that syncs their grass with the server? I thought not :) As for the system design I was able to pick back up a little system Chris and I have worked on before, all to do with making sure the waves of enemies attacking your base are consistent, dynamic, and with just the right amount of challenge. Without giving away too many details, I’ll just say that we are looking into balancing it against the development of your base rather than the time and place it’s in.

Chris - Designer

This week we managed to finish all the placement of our shiny new destructible rocks! This means that the new map is now gameplay complete in that it's fully playable with all systems and interactions in place. We will now move on to playtesting and iterating through everything from visuals to what the player will experience in the world.

I have also made some tweaks and fixes in the current playable map in preparation for multiplayer as well helping Marcin in designing a new enemy wave system which I’ am personally excited about!

Tom - Character Artist

Starting work on the Jellyfish style alien creatures, native to the swamp!

Lauren - Animator

This week I have been working on 1st person animations for our new Sniper Rifle, prototyping the scope camera/lens and making the arm lift up when you are close to objects to reduce clipping, the Sniper is over a meter and a half long so it is easy to do!

Gav & Simone - Concept Artists

Our 2D arm have been developing designs for additional creatures and underwater assets to compliment what the rest of the team have been working on with the new map.

Andy - Lead QA

This week I have learnt 2 valuable life lessons. Firstly, never agree to help place individual Apex assets. It takes forever and makes you want to pull your hair out. Secondly, and in my opinion more importantly, never let Matt build your house in Rust. He will insist on adding a window no matter how much you tell him not to and someone will climb in through the for lack of a better word “horizontal door” and loot your hard earned resources. I jest about the asset placement, it was actually really fun getting in engine. I’m not jesting about Matt, seriously don’t ever let him build you a house.

See you in the fray!

-Team Flix

11 comments Read more

October 7

October Community Spotlight

Greetings Pioneers!

Ever since Eden Star launched into Early Access in January this year, we’ve been amazed at the community’s response - from reporting bugs (and feeding us a constant supply of awesome suggestions!) to creating quality video content and some pretty dang impressive in-game bases! Our mantra with development of Eden Star has always been to work with our community, building solid foundations for new features whilst molding them using community feedback and our own passion to see Eden Star succeed - so for all your input so far, we thank you!

Today we’d like to give just a little something back - this will be the first of hopefully many Community Update blog posts, where we highlight some of the amazing stuff our community come out with on a regular basis. We hope this will encourage more people to get involved (links to our various community sites at the bottom of this post!).

Firstly, I’d like to do a quick shout-out to YouTuber Enigmius! Over the past few months he’s put out almost 30 videos of his adventures on Pharus 7 and we hope to see many more :) Go ahead and show him some love here!

So, without further ado... our updates last week introduced a whole load of new features, but one of our biggest changes came in the form of an entirely new and shiny Build system and you guys have been going all-out with it, using the new buildables to create your own (relatively) safe haven on Pharus 7. Below are just some of the cool things we’ve seen over the last week:

My personal favorite though is this monster fortress by Quadraxis77. Fully kitted out with an arsenal of turrets and a huge gatehouse it’d be a long hard slog for any would-be invaders to get to that Eden Kit - at least until the Juggernaut comes along ;)

Well, that about wraps it up for our first Community Update! If you’d like to get involved, there’s a bunch of links below. We’ve also got a sub-reddit which can be found here!

- Joe


8 comments Read more
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““Maybe I’m just starstruck, but this looks entirely brilliant””

“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.”

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

Steam Greenlight

Notice: 64-bit Windows Required

You must be running 64-bit Windows 7.1 or later to play Eden Star.

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.

NOTE: The game is currently SINGLE PLAYER only.

Current Features

  • Physics based combat (Smash)
  • Alien Splintermite (Ground Enemy)
  • Alien Ika (Flying Enemy)
  • 2 Forest Creatures (neutral)
  • Swamp Walker (Neutral/Defensive Creature)
  • 1km Map
  • Swamp Biome
  • Forest Biome
  • Foliage Destruction
  • Mineral Destruction
  • 9 Material Types
  • Wall running and Mantling

Craftable Weapons and Ammo;
  • Pistol (pre-compiled – Not Yet custom)
  • Pistol Clip
  • Rifle (pre-compiled – Not Yet custom)
  • Rifle Clip
  • Gauss Module Flechettes

Multiple “MATA-Tool” Abilities/Upgrade Modules;
  • Kinetic Blast
  • Kinetic Laser
  • Mining
  • Structure Regeneration
  • Reclaim Structures (Undo)
  • MATA-Combat (Smash)
  • Gauss Cannon
  • Basic Melee

Primitive Structures;
  • Foundations
  • Archways
  • Barriers (Half Walls)
  • Walls
  • Windows
  • Blocks
  • Ramp
  • Pillar

Functional Structures;
  • Eden Kit
  • Auto Turret
  • Energy Turret
  • Missile Turret
  • Energy Walls
  • Door
  • 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

  • Multiplayer (Co-Op initially)
  • 8km Island
  • Juggernaut (large ground enemy)
  • Weapon - Rifle/Sniper Rifle
  • Weapon - Frag Grenade
  • Swamp Snake Enemy Creature
  • Expanded build types (Upgraded doors, windows, walls etc)

In Planning

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

  • Refined Melee
  • Expanded World
  • Additional Pioneer Characters
  • Steam Achievements
  • Health Packs
  • Craftable/ Upgradable Armour
  • Utility buildings (generators etc)
  • Caves
  • More enemies
  • More neutral creatures
  • Robotic allies
  • Vehicles
  • Procedural content
  • THE GAWR...

Current Feature Overview

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…

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.

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

    • 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
    • Hard Drive: 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.
Helpful customer reviews
13 of 15 people (87%) found this review helpful
6.7 hrs on record
Posted: September 24
Early Access Review
This game has tons of potential and the devs are always on the ball, ready to respond to whatever queries we have on their Trello board. Looks amazing for early access! The only thing I would suggest is adding a 'free build' mode so we can get a better feel for the awesome basebuilding mechanic.

10/10 glad I bought it.
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11 of 15 people (73%) found this review helpful
5.3 hrs on record
Posted: October 9
Early Access Review
I really want to enjoy Eden Star. At a mechanics level I do enjoy it, however beyond the well done building system and interesting mining system there is currently nothing to this game.

There are very few things to build or upgrade, either for you or your base. There is virtually no threat, walking during the daytime or sitting at your base at night. I found I had no issue staying alive at night with a single turret planted in the dirt by my Eden Center. Regardless of the lack-of-threat I built a base, which was enjoyable in and of itself. However, unlike more fleshed out games in this genre, there was nothing to put in the base! The only thing you can build for utility is power generators, which power your turrets, which protect an empty metal shell of a base.

If you check out their website you can see the content in work of the game. This is good because they really need to build what they have. However if everything they currently have planned for the game made it in tomorrow, I'm not sure how many hours more I could milk out of the game.

All in all, I would hold off, it's not worth more than an hour or two in its current state. Who knows what the future holds, I'm hoping for big things, but we won't know till we see it.
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5 of 5 people (100%) found this review helpful
30.0 hrs on record
Posted: September 25
Early Access Review
This is one of my favorite games, especially with the revamped build system and map. I love crafting/survival/exploring games and this hits all three. It's pretty, its original in its approach to the genre, and really creative concepts and lore for it's universe. Plus there's disintegration and energy effects everywhere, which are my favorite. Great job, devs! Keep it up!
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4 of 4 people (100%) found this review helpful
1 person found this review funny
1.5 hrs on record
Posted: October 10
Early Access Review
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
4.0 hrs on record
Posted: September 24
Early Access Review
This game perhaps has the most ambitious and gifted development team working on this beautiful, exciting adventure. This game is pre-Alpha but already has solid constructions mechanics, awesome UI, and an environment that captures the imagination. With the constant work released, one can watch the growth of this game as each month passes by. With a world of unlimited direction this has the freedom to make its own science fiction adventure.
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