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 (702) - 79% of the 702 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;


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 (162)

December 8

December Development Update 2

Greetings Pioneers!

Chunky progress on the lead up to Christmas! The surface and new world assets are starting to align with our 3rd person work, plus our additional AI is now being brought to life (and it's terrifying).

Here’s what we’ve all been upto:

John - Lead Designer

Choo choo, here comes the production train. Chugga chugga, clickety clack, everyone's getting on but its not stopping because we forgot to give it any breaks. Our in game vehicles do have breaks however, thankfully.

Matt - Art Director

A lot of implementation work has been going into the level, including alterations of the road system and positioning of our key locations, plus a very satisfying new dynamic sky system which gives us more versatility at different times of day.

Vistas are probably the most important part of these alterations, so a lot of the time is being taken to carefully consider views in relation to our encounter placements.

WIP sky and reworked vista - Not representative of final detail levels

Lee - Technical Director

This week I have been tweaking some of the AI bugs that have cropped up while Marcin has been fine tuning some of the various types of Splintermite. I’m also in the process of upgrading the engine to try and fix a crash we are having mainly with destructible foliage. I thought I had it fixed at the beginning of the week, but it's proving to be a resilient bug.

Olly - Junior Programmer

Made a bunch of handling changes so designers can modify things like turning circle easily, and change the way the vehicle feels going forward and in reverse!

Marcin - Designer

I’ve been doing some more work on the AI, but more specifically 2 things. Firstly I’ve grown tired of how withholding the unreal engine can be on the information about certain animation systems, especially montages, so i’ve implemented a few new tools that reveal such obscure and delicate information like: the length of the montage, or its blend times, or whether any are being played on specific slots. I don’t know why those aren’t part of the standard package, since they are so vital that whenever was working on animation without them I always felt so blind and limited.

The other thing I am working on is jumping and leaping logic. We are looking to have some AI being able to leap onto you to attack or onto higher ground for better positioning. I am currently working our the physics part of the calculation, he navigation part comes next.

Alex - Environment Artist

Texturing and revisions to our bases are well underway, this will go through a few iterations so bare in mind this is all still WIP.

Tom Whittemore - Level Designer

This week I have been starting to look at material generator nodes and the different types and sizes we want, and their rarity throughout the world. There are two objectives I want to achieve with the mining and crafting system. First, to create moments of opportunity when the player finds a rare material and suddenly can craft a significant new item, weapon or technology.

The second is to balance all ‘basic’ materials to ensure their availability in the world is in line with their uses and requirements. So hopefully it doesn't feel like you’re constantly short for basic materials but also you don’t have so many that it allows you to easily grind out enough materials for a small town.

Node Types
  • Salvage - These are existing structures, crashed vehicles, ships and anything else manmade.
  • Metal Node - Classic mining rocks/outcroppings but these will specifically contain metal
  • Mineral Node - Classic mining rocks/outcroppings but these will specifically contain minerals
  • Organic Node - Trees, bushes and other flora
  • Living - This remains an outlier as it is technically looting the corpses of slain foes, but as this is the main source of this type of material I’m classing it as a node for now.
Not all node types will have all node sizes

Node Sizes
  • Tiny node - All over the place to provide basic materials when you desperately need them.
  • Small node - Abundant throughout all of the world your go to for basic materials.
  • Medium node - Your standard node, these will be abundant throughout the world but will be more base on geographical location so you might not see them everywhere, have very small chance to give you something little more rare.
  • Large Node - Rare nodes that will be geographically located and will yield lots of materials and maybe something rarer.
  • Huge Node - Jackpot nodes, these will contain a ton of material and rare items but they will be rare and probably in treacherous places.
Sam - Concept Artist

After some lengthy discussions about behaviors I’ve managed to pull together our finished concept of the mite. Think half life Headcrab with this dude, in terms of behavior at least!

Lauren - Lead Animator

Been working through the new Mite animations based off our initial proxy model of the creature. Just a few days left to finish up on that, so we should have something to show very soon :)

Andy - Lead QA

Had an extended play session this week to try and catch any issues that arise from single player save files that are over 150 in-game days. Had some more discussion regarding new cheatures for the game and planned out future sprints so when back after the holidays we can hit the ground running.

See you in the fray!

-Team Flix

17 comments Read more

December 1

December Development Update

Greetings Pioneers!

This week we have started prototyping an important weapon for defeating the smaller A.I. foes. It will be one of the first of our 'makeshift' items that can be constructed from found materials in the world, before you are able to build gather up the materials to make fabricators and construct more complex tools.

Lauren has all the info on that in her write up! Here’s what we’ve all been upto:

John - Lead Designer

The newer creature classes have undergone scrutiny by the A.I. team, so we’re now more confident that the system will be robust when we introduce the new types planned. I’ve mainly been putting this into motion by getting the visual process rolling.

There are a lot of solid designs in the background for the rest of the game systems as you’ve seen with some of our major blog posts (and what is currently playable) Although the improvement work is taking time, this thorough approach is ultimately going to making the game far more enjoyable for everyone. Again, we really appreciate the patience on the communities side.

Matt - Art Director

Mainly working through task planning for the vehicles and new creature models this week. Some modelling updates coming up for those soon! Me and Tom have also managed to get the level work in place to start adding in Lee’s revised spawning system. So expect to see lots of visual progress on the lead up to Christmas.

Lee - Technical Director

This week I have been trying to refine some of the AI’s perception so that they can now pick up the points of interest that they are only interested in. I’ve also made a few optimisations to how often the perception updates run.

I’ve also been working with Marcin this week trying to get our turrets working correctly with the AI and trying to understand a crash we are having with destructible foliage.

Sam - Concept Artist

Working on some silhouettes for our new ‘Mite’ critters. We want a variety of forms for a variety of behavioral archetypes, but the key is to make them distinctly different in silhouette.

Olly - Junior Programmer

This week I have been refining the feel of vehicles, working with the design team to make the controls feel right. Initially the entering and exiting mechanic will be simple but we’re already making plans for there to be a walk in back entrance to the cockpit for the larger vehicle/vehicles.

Marcin - Designer

I know I am making progress with the AI, and a lot of it at that, but whenever I am to talk about it I always draw a blank. What did I accomplish since last week? And is it interesting enough to even mention. It’s usually a 50/50 situation. We had a few meetings, we gathered references for the new creatures we want to see in the game, discussed ideas, revised, and started the task breakdown from implementation and animation work. Riveting, I know :)

However on the “lots of progress” side of thing, Lee and I have integrated the AI to interact properly with turrets, finally. The creatures vs structures combat is very important part of the game and it was broken in our development for far too long, so it’s good to see it back.

Oh yeah, there was another thing - target switching. I wanted to improve that logic for ages too, so I’m excited it’s finally working. The logic you know from the current version of the game on steam is gone. Now the creature can switch “aggro” between entities attacking it according to damage received, priority and distance. The goal was to give you more control over the AI so you can be more effective at protecting your base by “tanking for your turrets”.

Lauren - Lead Animator

This week I have been getting stuck into more AI designs with Marcin. We have several of the base enemy archetypes nailed down with designs for the base behaviours, attack sequences and animations. The next step will be creating these new animations and getting them into game.

I have also been animating and prototyping the new spear weapon this week, a simple melee weapon that can be used to jab and stab enemies at close quarters or be thrown for a bit more of a range.

Andy - Lead QA

Testing plans going in for next week as we introduce some additional craftable content (the spear). All early game stuff including some of the new creature classes, but it has to feel good before we can check it off against the designs.

See you in the fray!

-Team Flix

12 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

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

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
    • 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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