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.
User reviews:
Recent:
Mixed (14 reviews) - 50% of the 14 user reviews in the last 30 days are positive.
Overall:
Very Positive (644 reviews) - 80% of the 644 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.

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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Recent updates View all (138)

June 23

June Development Update 4!



Greetings Pioneers!

Bam! We've got something more special for you to dig your eyes into - we've landing a couple of video features showcasing some of the new gameplay we have been focusing on in the early game stages.

We’ve focused heavily on making interactive pick up items that you can now find throughout the level, placing ambient sounds, refining meshes, setting up AI to spawn and distributing cool loot for you to find, it’s really coming together!

You can find a walkthrough preview here -

https://youtu.be/A0rd7USD_08

And an actual in game preview here -

https://youtu.be/pvZ5gjf7AGQ

We hope you enjoy!

Here’s what we’ve been up to:

John - Lead Designer

Well, call me Mr flexible, all over the shop today.. I’ve been filling in doing a bit of testing as well as organising task progress and where people should be spending their time to be most effective. It’s really ashame I don’t have 5 arms, or something, which sounds like it might make things easier.. but probably would just freak everyone out instead.

Matt - Art Director

Well, you can now see items for what they are in the world as it stands. This means lots of epic loot will be coming to the world, mainly useful stuff, but also expect to see some easter egg items hidden around... Been focusing on a lot of in world meshes and setup for their use as items. Also - check out the surprise preview videos we've included, as a bonus you get to listen to my lovely voice.



Lee - Technical Director

Ok I won’t lie, stressed up to the eyeballs with the issues we’ve had lately. Mainly due to updated engine build merges as everyone following will know. But the light at the end of the tunnel is showing as we’re gradually eradicating a lot of the issues slowly through some rigorous testing. Big thankyou to Epic for the feedback keeping us moving forward to a stable release with some huge changes.

Tristan - Senior Developer

This week i have been continuing on helping out with the crashes in multiplayer. After fixing the last load it appears they multiplied so we are trying to track them all down and fix them. Some of them are quite difficult to reproduce which is always fun :D

Yves - Senior Developer

Working through some bugs, mainly to do with with the Axe and our new melee, currently it's been doing very little damage to certain object types and enemies so this has needed a bit of work to get working right.

Ricky - Senior Developer

Implemented crafting on player basic functionality so we can see where this stuff can take us and what changes we might want to make before doing a more full pass on it.

I’ve also helped all over the shop looking into bugs and tweaks of mine and others. The E to interact is misbehaving occasionally and will get the second most sternest talking to, but it’s not yet at the stage of an angry e-letter or ringing it’s parents so we can rejoice at that at least.

Marcin - Designer

Wish Marcin a happy Birthday! He’s taking some time off to celebrate his coming of age. Happy Birthday Marcin <3 We love your face, and your (presumably) large logical brain.

Joe - Environment Artist

Mainly working on creating meshes for the new locations this week and planning ahead for nailing that new-player-experience! Can’t wait to show off all the awesome stuff the guys have been working on!



Tom L - Character Artist

I’m back! Working through bakes for the characters, so we can get them into the big new exciting changes that are going into the game.

Tom W - Designer

This week I’ve been having a bash at the AI encounters, starting by creating a nice way for us to place and script encounters, allowing for them to change based on the various decisions the player makes approaching these combat areas. As usual, I’ve also been working on sprucing up the Dam’s interior, squashing any bugs I can find and generally livening the place up a bit.

Alex - Designer

Still hard at work on the transmitter area, I’ve been tweaking AI spawns and types, setting loot locations, and just overall making sure it plays well. On top of that, making updates to the big relay piece, creating secret paths to cool locations and testing them out too. It’s all coming up to a pretty playable piece of game now. So then we just need to make it pretty.

Lauren - Animator

Early this week I have been working more on the opening sequence to the game with Matt, more recently I have been putting together some audio cues for placement in the new areas and with interactive objects.

Andy - Lead QA

Off on the old Jolies! It’s a rare thing that I take breaks of longer than 2 days, it’s also rare that my grammar is spot on. That’s why it's not actually Andy writing this. Love you all, Andy will be back to harass you with details about his daily happenings very soon.

See you in the fray!

-Team Flix

 

9 comments Read more

June 16

June Development Update 3!



Greetings Pioneers!

Breakthrough! We think we have just witnessed the banishing of the dreaded server crash back to the depths of digital hell, this may be jumping the gun but we just had a ‘GO TEAM’ moment, amateurish high fives were flying around the room, the hand to hand connections were less than powerful, but we’re still quite excited.

Aside from some minor client side bug clean up things are promising, and more so our latest development work is very promising as we’ve begun locking down any revisions to the layouts starting our placement of magical loot which utilises the new interaction systems.

Here’s what we’ve been up to this week:

John - Lead Designer

Out of office this week doing very important business stuff <3, but that doesn't stop me from making development things happen, been calling in several times a day to check up on progress with everyone. No rest for the boss man!

Matt - Art Director

Majority of my time has been creating optimised drop items for placement in world. This is exciting because it makes loot discovery more intuitive for Pioneers, actually seeing a new item as opposed to it being an entire mystery at a glance. We’ll be making a push to get all this new content for discovery into the encounter areas asap.



Lee - Technical Director

Another frustrating week of tracking down crashes with multiplayer, just when you think you have nailed them all. On a positive note though the new areas the art team have created are looking awesome.

Tristan - Senior Developer

This week i have been helping out with bug fixing crashes. Still trying to iron out hopefully the last one.

Alex - Designer

Although having contracted the plague this week, I’ve been slogging away making cool art assets this week, it will be one of many landmarks you first see upon starting your adventure, and I’ve also been sculpting terrain, and placing rocks so that you guys can actually get to it.



Yves - Senior Developer

I’ve been working on what is being referred to the “Stability Component”, it’s what decides on the appropriate reaction an AI performs when being impacted (Staggering, ragdoll, flinching).

Ricky - Senior Developer

Pickups off le floor is le finished, pending QA at least, this also included use and interaction system updates to work better with drop bags, and being able to drop individual items on the floor instead of them always being drop bags. There’s also now a distinction with use vs hold to use items, drop bags in particular find this useful because they can be accessed via the inventory via tap or just picked up in one go via hold.

And I’ve made good headway to get crafting on the player to welcome the introduction of makeshift items aiding nicely to the progressional flow-angular direction of especially the early game. You’ll surely see more about this in updates.

Tom W - Designer

Working through a terminal interface hero asset for the main Dam rooms and refining/adding to creature placement for the encounters in those areas.



Marcin - Designer

There's been a lot of bits and bobs I've been working on this week. Ricky and I have been putting together the "Interact to Pick Up" mechanic for in-world objects, including minerals, weapons, armour, but also buttons and doors.

With Yves, we've been working on the force reaction mechanics, which will allow the AI to flinch and stagger before they "ragdoll". And last, but not least, Lauren and i have been looking into animation systems for the 3rd person view of the player. There's still a lot to do but we're making progress.

Joe - Environment Artist

Fighting off illness like a boss, and although my doctor tells me even a stiff breeze could be enough to finish me off I completed the new entrance/vehicle bay for the Dam location and found a little more time to work on the laboratory tileset!



 Lauren - Animator

This week I have been continuing with the axe animations and and have started doing more exciting things. Namely involving climbing out of the cryo-chambers inside the all new drop-pod you may have seen some shiny previews of last week...

Andy - Lead QA

So it’s been another stressful week of testing multiplayer only to find various crashes. We have made progress though and Im confident that we will have a build ready for release very soon.

We’ve also had young Jamie in house this week helping me with some of the testing and although his times keeping was a little sketchy and he didnt get the salted peanuts Lee requested, he was a good addition to the team.

See you in the fray!

-Team Flix

 

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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.
Customer reviews Learn More
Recent:
Mixed (14 reviews)
Overall:
Very Positive (644 reviews)
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