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:
Mixed (15 reviews) - 66% of the 15 user reviews in the last 30 days are positive.
Very Positive (612 reviews) - 81% of the 612 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 (129)

April 21

April Development Update 3

Greetings Pioneers!

Thankfully we’ve been able to find our issue with multiplayer and a fix is being tested as we write this blog. This means that a Multiplayer updated with the turrets is on it's way! Unfortunately these issues are something we sometimes cannot avoid, it's our mission to keep everyone of you informed. We must thank you all for your patience, as we know a lot of you want to try our build changes cooperatively.

In the meantime we’ve got a progress update on the new location layouts as we’ve really started to flesh them out. Here’s what the whips been cracking:

John - Lead Designer

In my natural habitat today with Marcin, prowling through the logic planning for revisions to the A.I. system and combat. This is exciting to me because we’re very aware that reducing numbers of A.I. isn’t really a solution to difficulty issues Pioneers experience, it's more in depth with the how the A.I. responds and how the player instigates those responses.

Our main aim with these future revisions is to make the A.I. feel challenging and responsive to your actions, whilst not swamping you down with attack after attack.

Lee - Technical Director

One of those weeks where you want to desperately get onto the ‘fun bits’ of the gameplay A.I. but have to instead clean up issues with the newly integrated version of the engine. Oh joy.

Matt - Art Director

Working on effectively a benchmark area for all of our other key locations, I’ve been fleshing out any custom meshes for doors and unique items within our main encounter ‘silo’ location where Pioneers can are tasked to locate a mysterious device underground. This is a catalyst for other staged encounter areas which are effectively ‘battle arenas’ of sorts. All shall become clear when we release these zones for you to explore.

Tristan - Lead Developer

I have been investigating one of our multiplayer issues causing crashes after the player respawns. We have tracked down the area and put in a potential fix for it which should hopefully resolve the issue for now while the devs over at Epic can look into it further. Other than that I have been looking into some of the new movement logic that Lauren has been working on.

Ricky - Developer

Hi All, this week’s been action packed… with words… and being able to...use….stuff… more exciting than it sounds. I’ve been implemented designer based prompts and a new “use thing” system.

This will be utilised in only the most high tech, futuristic ways imaginable, like opening doors, turning lights on or off (maybe, you’ll have to bully the team a bit if they start complaining about things like performance costs or breaking the artistic vision), picking stuff up *gasp* off the floor and any other number of cases our hearts desire.

Joe - Environment Artist

I’m back! Been catching up on the level progress and plan this week, before getting stuck into starting on some environment kit pieces we can use for some of the awesome new locations the other guys have been working on.

The idea is to eventually end up with a library of man-made component pieces and textures that we can combine together to create whatever aesthetics are required for a given structure. In the future this should mean we have a consistent, high quality finish to every new area whilst still giving artists the flexibility to chop and change bits as required. This should make the whole process more flexible and much faster once we’ve got the pipeline nailed down.

Marcin - Designer

Working through the new A.I interactions with John, this pass will included the full melee system for which we’ll be drastically changing the behaviours and animations. I’ve also been implementing intial steps for the foundation of the objective system... how I do love a good objective.

Tom W - Designer

Continuing work on the Dam locations interior layout, with many tweaks to geometry and more thorough first pass positioning of lights. Looking forward to seeing this transform when we start to move away from our whitebox geometry.

Lauren - Animator

Taking a little break this week to re-charge my animation batteries. This isn’t a confession to me being a robot who requires batteries to run effectively >.> <.< ... I <3 duracell.

Andy - Lead QA

So this week there has been some massive progress with the new level rework. Ive been lucky enough to get into the new parts of the map and do walkthroughs of the new structures. Ive also been working with another new guy call Mike, who is going to be working on making the drop pod and initial introduction area super cool.

In relation to QA, we managed to get a fix in for the crash that was really holding back multiplayer. That fix appears to have worked and now its just a case of cleaning up a few other known issues which means we will hopefully be able to get you wonderful people back into multiplayer games very soon.

See you in the fray!

-Team Flix


10 comments Read more

April 14

April Development Update 2

Greetings Pioneers!

Off to a hot start the last few days, running daily internal playthroughs of the start area to determine any further changes to layouts before we lock it down. Currently our focus is making sure the locations and places feel real in concept and make sense within the games background lore, whilst making sure the major feedback we’ve had to date is driving changes to the pacing of the, this should make the experience a lot more even keeled from the beginning.

We’ll be sharing this in more detail soon so you can see exactly how we’re transforming the introduction to make it more player friendly.

John - Lead Designer

Making a world that appears to have history can be a headbanging task, that requires a lot of minds to merge into one thought process and see a vision of what could be convincing and realistic in terms of development.

This has been my main focus this week, to bring all the ideas together from the initial designs and verify if they are both either A. Solid believable ideas in practice with good references to their implications, and B. Realistic proposals that suit the gameplay and lore. Surprisingly more difficult to determine than you may think!

Matt - Art Director

Continuing level design work with Tom and Alex after our first layout review. The initial layout is undergoing another stage of layout tweaks over the next few weeks with some important blocked out meshes for the individual locations going into place. We’re aiming to have all the important assets in place for our next playthrough review.

We’ve begun placing in the opening events and placeholder dialog which helps us get a sense of timing and composition, also been doing some passes on certain concepts for the more focal art pieces.

Lee - Technical Director

So this week I have continued work towards getting the new spawners complete, this will give the designers a lot more functionality as we start to create more storyline in game. I have also just finished merging the latest version of the engine into our code base.

Yves - Senior Developer

Working on the designs for design driven prompts and dialog within the game. Has mostly consisted of me sitting down with the designers and nodding or shaking my head furiously to the realistic nature of their proposals.

Tom W - Designer

Work continues on the dam! I’ve been making adjustments to the layout/surface of the dam based on Monday’s playthrough session with the team. The changes primarily consist of adjustments to give the player freedom of choice when it comes to navigating their way across the area, which should hopefully let different playstyles/approaches to enemy encounters be more rewarding!

Ricky - Developer

Consulting with Yves on the structure of the the dialog/prompt system to ensure designer use and localisation is straightforward when we get to those stages. That’s right, my milkshake brings all the designers to the yard.

Marcin - Designer

I’ve taken a short break from the land of Flix, and now only one thing occupies my mind, and that’s appreciating the beauty of third person. AND the REAL reason we’re actually implementing it, that’s right you already know why.

Lauren - Animator

I have been continuing with the third person work you saw last week, working out a few bugs with the turning and movement, Improving upon locomotion animations as I go, including some new death animations.

Andy - Lead QA

I’ve spent the week working with Matt, Tom and Alex on the new introduction and start location. There have been a lot of walk throughs, iterations and reworks, but it is really starting to come together. Testing the multiplayer servers has been fun as there appears to have been a little more activity lately and it’s cool to see some of the communities base designs.

If there’s anything you’d like to see more of please feel free to comment below! Also a more detailed view of what we’re doing can be viewed here.

See you in the fray!

-Team Flix

7 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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