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:
Very Positive (22 reviews) - 86% of the 22 user reviews in the last 30 days are positive.
Overall:
Very Positive (662 reviews) - 80% of the 662 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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Buy Eden Star Pre-Alpha

 

Recent updates View all (142)

July 21

July Development Update 3!



Greetings Pioneers!

We have more shiny progress to feast your eyes on, but it has been mostly a design focussed week. Attacks and AI types are getting the testing treatment and we have been having plenty of discussions about the oxygen system and its implications.

Our new game resolution male character mesh is taking form to match the quality of the new female mesh and we have been continuing with the adjustments to the world to make it more enticing to explore and traverse.

More details below!

John - Lead Designer

Crazy week of refining story points and in game designs for Oxygen and how it influences the players survival/crafting priorities.  Otherwise just keeping a stern eye on the rest of the team so they feel slightly uncomfortable while they work <3

Matt - Art Director

A lot of clean up tasks from my end at the moment. Primarily guiding the guys with our terrain  and atmospheric work outside and within the abandoned structures. This is important for us for the very essence of gameplay, allowing us to better portray larger spaces and give the sensation that our atmosphere and rooms are not safe without getting and keeping your head gear, weapons, and suit in good order.



Lee - Technical Director

The merge of the new AI behaviour system is almost completed. The next task will be to merge the latest release back in, which shouldn’t be too much of a problem. Once that is done we can start to fine tune the creature behaviours for the new areas we have.

Marcin - Designer

I’ve been busy with pretty much 1 but massive task, namely the second pass of the 3rd person player character. Lauren has created a massive pile of 3rd person animation with the basic setup, now it’s time to put it all together with all other mechanics into a cohesive whole. And there’s a lot, multiple walking and running cycles, different turns, jumps, and of course all attacks both ranged and melee.



Tristan - Senior Developer

This week I have been helping been helping out with some of the logic for converting modules to be weapons. I have also been helping out the designers with terrain in the level.

Ricky - Senior Developer

Onto the Objectives Manager save system which needs a bit of testing and fingers crossed will be completed. Aside from this testing, I’ve been working on some very big changes to our weapon system and ability to equip various items into slots. I’ll probably be stuck to this task for a while.

Joe - Environment Artist

Continued with re-shuffling of the inventory to accommodate changes for the hotbar. We’re trying to make things less convoluted and more obvious by making craftable items appear different to actual items that can be used within the player inventory.



Showing them in list/blueprint form should really add that extra level of clarity as well as making the other functions of a utility visible without being locked into ‘sub tabs’, i.e. item upgrade trees and weapon assembly UI.

Tom W - Designer

This week I’ve been working closely with Alex on some pre-visualisations of the Terrain for the new starting area, as well as retopologising Tom Lishmann’s sculpt for the base Male Character.



Lauren - Animator

This week I have been working with Marcin on the 3rd person animations and blueprint as well as continuing work on the opening sequence and the axe animations. I can't wait to get hold of the new character meshes!

Alex - Designer

I’ve spent most of the last week finalising the modelling and texturing of the Transmitter Tower, one of the big hero pieces visible from the starting area. As well as that, I’ve worked with Tom W on generating some early designs/art for the new starting location.



Andy - Lead QA

I’ve been working on designs for the crafting on the player along with production planning with the team. Other than that I have been playing through the new structures and giving my feedback to the team.  

Jamie - Tester

I’ve been testing out some really cool things the guys have done so far and I’ve been giving some feedback on it all! Also this week I’ve been working with Andy on finding any new bugs and crashes within the newer builds of the game.

See you in the fray!

-Team Flix

9 comments Read more

July 14

July Development Update 2!



Greetings Pioneers!

Moving forward with development on the new areas, we have been adding more atmosphere, details, creepy sounds and general refinement of the gameplay. Enemies and reactions are being worked on to make them less relentless and easier to tackle using just melee alone.

John - Lead Designer

Been at the fantastic develop conference down in Brighton for the middle section of the week. Was wonderful to see some familiar faces and very nice to see friends of ours receive rewards for their hard work! Going to events like these just motivates myself and the team more to get the game completed.

Matt - Art Director

Working on some serious polish for the gameplay experience at the beginning with Marcin. Adding mechanical elements to the emergency exit door, which now features an axe that has been wedged in the mechanism.. very mysterious.



Lee - Technical Director

This week I have been continuing with the merge both from the Release stream and also my own stream where a lot of the AI has undergone a lot of change. This will probably introduce new bugs for Andy to find and write up for me.

Tristan - Senior Developer

This week I have been mostly away on my honeymoon part 1. Since I have been back I have been going over some things with designers regarding our drop items and drop item limits and designing a system with Marcin to cater for what we need.

Joe - Environment Artist

Worked with the team to come up with some quite substantial tweaks to the Tab Menu/Inventory screens and worked in some new visuals for the hotbar to supplement some upcoming functionality. Exciting!



Yves - Senior Developer

Been working on a few minor bugs to do with AI reactions to being hit, we’ve got a new component that’s going to hopefully help the designers make the characters react in a more realistic (as real as you can get for sci-fi monsters) way to impacts.

Ricky - Senior Developer

Few bits n bobs done in multiple areas this week. I added Inline crafting on the player's crafting menu and let items crafted on the player automatically try adding to the inventory when complete. This eliminated the need for the crafting queue and gives a bit more space to see the schematics.

I have since been working on implementing the save system for Objectives managers, and starting to look at upcoming changes to how weapons are equipped and used. I’ll get implementing the UI for this next week.

Tom W - Designer

Finishing up the previsual work for our barren landscapes. This conforms with our terraforming mechanics which we’ll be prototyping for future releases. Moving onto working on our male game model and then further playtesting and tweaking the Dam environment.



Marcin - Designer

With a lot of the code coming together from the merge process, I’ve been spending my time combining together various systems relating to interaction with AI. Mostly my focus was on the feeling of the axe - the new melee weapon, and AI reactions to being hit with various attacks. We’ve revamped the physics reactions of enemies into a new system called a “stability component”.

Currently as the work is still in progress, it’s represented by secondary bar below health. We are saying goodbye to the “ragdoll or nothing” reactions. Now creatures can flinch, have their attacks interrupted, be pushed back, and eventually also “ragdoll” when all of the stability is gone. Some attacks are better at damaging, some at interrupting multiple foes at once, and some at sending enemies on a one way trip down off the edge of the world.

Alex - Designer

Working on unwraps and textures for our large antenna array asset, quite a lot of work has gone into making the detail match up with the rest of the transmitter area. Quite difficult when you’re working on something that is over 100 feet tall!



Lauren - Animator

Refining the impact audio has been satisfying, I never thought hitting different things and hearing different sounds could be so fun. Also, more creepy creature sounds and ambience have been put together this week, these will hopefully give players more warning when there are enemies about or approaching. Video coming soon!

Andy - Lead QA

Lots of back and forth for bug testing with the beginnings of our merge from our release stream. This basically involves us moving the bug fixes we’ve included on our previous steam release into our new work for the encounter locations.

Also we’re coming to the end of an internal sprint which means I’ll be busy organising up coming and continuing tasks going into next Monday!

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:
Very Positive (22 reviews)
Overall:
Very Positive (662 reviews)
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