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 (19 reviews) - 68% of the 19 user reviews in the last 30 days are positive.
Overall:
Very Positive (476 reviews) - 84% of the 476 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.

NOTE: THERE IS NOW A SAVE SYSTEM IN SINCE v0.0.2.!

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;


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 (83)

June 24

June Development Update 3



Greetings Pioneers!

So we have upgraded our Unreal Engine from 4.8 to 4.12 over the past week, now we are well on the way to stabilizing the build in preparation for the next hotfix release. There are still a few big issues left for us to fix however, one of which is that you fall out of the world and die when you spawn in Multiplayer, so we’ll need to fix that before we let it out the door… ;)

Meanwhile we’ve been continuing work on the creatures for the new map, the XP unlocking progression and the survival system, here’s an update to what we’ve been up to:

John - Lead Designer

I have been reviewing the work for the Creature Biomes and we can happily say that there are a decent number of Fauna shaping up for Alpha, ideally 15, plus the enemies currently in-game.

In addition to this I have been reviewing and revising some of the HUD and Menu designs, there is a lot more that we want to do with the HUD and in-world info, it’s about time we started to give it some TLC as we also intend to place the survival info on both the HUD and player UI.

Tutorial and game story are also starting to shape-up nicely and, whilst we are only looking at frameworks at this stage, I intend to introduce these elements shortly after we get crafting onto the player, along with the survival, new map etc.

Production has been a challenge this week due to the unforeseen issues that this last engine upgrade has caused, but I hope we will be getting a release out to you either this weekend or early next week with fixes in for the current issues in game. Sorry again for the wait and thanks for your support!

Matt - Art Director

There’s been a lot of tidy up work going on, I’ve been focusing on the addition of new weapon stocks primarily along with exporting and tidy up of for other components. Next up.. Work on colony bases for the new map plus more detail and revision to the weapon scopes!



Lee - Technical Director

This week I completed our migration over to the Unreal Engine 4.12, which wasn’t as bad as the previous migration. We are now trying to iron out any new bugs which this version of the engine has introduced. I’ve also been planning some tweaks to the AI’s ability to select a new target and making some more tweaks

Tristan - Senior Developer

This week i have been working on integrating our physics findings as well as ironing out issues from the latest engine update.

Lauren - Animator

This week I have been continuing work on the 'Wolf' animations and setting up simple blueprints for that and the 'Deer' using existing AI so that I can see them running attacking and running around. There is still work to be done with the individual AI and group behaviour mechanics for both. I'm back onto the weapon animations now with the shiny new modular pieces from Matt in between helping out with the 4.12 bug fixes.



Yves - Senior Developer

We’ve made the jump to Unreal 4.12, we have another load of bug fixes to do before we can move on.

Ricky - Developer

Mainly been fixing new warnings and errors in the new build, and a few UI and game tweaks like allowing single players to use Replication Units when available without the need for a cooldown.

Joe - Environment Artist

I started the week by finishing the game-res model of the ‘Deer’ neutral creature before creating some quick initial meshes for a few rather weird looking critters that we will be revealing soon. At the moment I’m polishing up the first of them and am hoping to finish the others next week! Here’s a sneak peek:



Marcin - Designer

This week has been all about that base, about that base… with lots of trouble actually, thank you very much. I’ve spent most of the week designing creature behaviour while attacking bases, but mainly - desperately trying to figure out every possible case of [queue damsel in distress voiceover] “This AI will not be able to get to that turret, whatever are we to do?” Those are the kinds of problems you run into when you are trying to have a building system, which lets player build however and wherever they fancy.

Additional bits consisted of designs for how creatures handle aggro and switching targets, as well as how does the ability to run away from and sneak up to creatures fit within the overall picture. It’s all like a big sudoku. :) But you only have 2 numbers to start with.

Tom - Character Artist

I’m texturing our lovely ‘zebra’! Gonna be starting on the ‘Vulture’ soon also!



Simone - Concept Artist

This week I have been working with the team to make final concepts and textures for a set of creatures we have been working on so far. The ‘Deer’ has been modeled and I've created a few textures to help get the creative juices flowing for the look and style we want for this creature. There are some changes to be completed on certain creatures to make them more alien-like! Yes yes more tentacles, more bioluminescence and more cuteness...that last one isn't right, I'll just paint bunnies on my own time! Praise the bunny gods! \o/



Andy - Lead QA

This week I’ve mostly been using a visual logger that Lee implemented to catch the issues we have been having with the AI. Other than that I have been trying to reproduce the bugs that have come up since we updated the Unreal engine to version 4.12

See you in the fray!

-Team Flix

13 comments Read more

June 17

June Development Update 2



Greetings Pioneers!

Firstly, just want to apologise for no hotfix yet this week! We absolutely realise the importance of getting the bugs fixed in the current build, in order to tackle these issues we are transitioning engine versions from UE4.8 to UE4.12 whilst fixing bugs. This engine upgrade will give us a huge number of  engine fixes and features from Epic but requires a bit of work to get everything working correctly after the many changes.

Beyond this, we are making some great progress on some of the upcoming creatures to make our new map feel that much more alive in addition to working on several new key systems and features.

Here’s what we’ve been up to:

John - Lead Designer

The new stat manager, weapon system, AI target switching system and progression system have all been a HUGE focus this week whilst Lee, Marcin and I have looked into the best solution for the Juggernaut and spawning bugs.

I have also been talking regularly with Tristan about a massive performance optimisation for servers that he has been working hard on with Nvidia. For me, the next release is now a major bug fix, v0.1.16 will ideally be the survival, stat manager and progression system (with new consumables and fauna), and the following release will be the new world. Can’t wait!

Matt - Art Director

Finishing up texture bakes for the weapon barrels. I’ve included an image to show the finished plain textured versions of the different combinations you’ll be able to get your hands on! Here are a few of the finished combinations you'll be able to use...



Lee - Technical Director

This week I was finally able to merge the UE4.10 release into our development stream. I’m now in the process of doing the same thing with the UE4.12 release. It’s a slow and tedious process, but there are a number of fixes which we need for our game.

Tristan - Senior Developer

This week I have been working hard continuing to optimise the physics performance in the new map. With a great deal of help from the people at NVidia we have managed to get the foliage system running pretty well so you should all be able to destroy the rocks and trees of Pharus 7 to your hearts content.

I have also been modifying the mantling system as this was quite performance hungry as well.

Tom - Character Artist

This week I’ve been at Flix HQ  working on the ‘wolf’ and the ‘zebra’ creatures.





Yves - Senior Developer

We’ve been planning out character statistics system, this included things like health points and thirst. We’ve put a lot of effort and now have the final plans of the system, so putting it in should be the easy part.

Ricky - Developer

This week I have been sorting out the death markers on the map and compass and helping out with fixing up the UI after the latest engine upgrade changes.

Lauren - Animator

This week I've been rigging and animating a few different creatures such as the 'big fish', 'deer' and 'wolf' type critters which has been a lot of fun. Like many of our upcoming creatures, they have placeholder names (suggestions welcome!) that are there as a description of the type of behaviour and general feel of the animal. For the 'deer', that's a timid but fast animal, for the ‘wolf’, an aggressive neutral that hunts in packs.

Animations are work in progress



Marcin - Designer

This was the first week after the update of engine, so there was plenty of bugs in need of fixing for everyone. We managed, however, in the meanwhile to have a look at a few of core game designs, which we wanted to improve for a while now, and we've made progress with the designs for our creatures,  biome population, attacks on the bases, and loot drops.

Secondly, Lee and I have implemented something we call "Ai Target Points", which will help us determine where AI should aim on its target, right now for visual fidelity, but in the future - for body parts priorities. And last, but not least, after the initial feedback on the progression system, I have been working on the second pass of the unlocking pace and layout.

Joe - Environment Artist

Over the past week I’ve finished the initial work on creating creature proxies before spending some time fixing a bunch of issues in both our current level and the new one - this includes a bunch of issues that cropped up since we moved to UE4.10.

I then spent a day adding modifier volumes to the new level - the TL;DR is this should reduce instances of ground AI spawning outside of normal playable space and help to optimise the spawning logic as those areas will no longer need to repeatedly be checked for paths when there are none! In between all this I’ve been working on the 2nd pass of the ‘Deer’ creature!



Simone - Concept Artist

Still knee deep in creature designs this week and slowly pushing my way through everything to get to the land! I've been working with the team and getting their feedback on all the creatures so far. There is a lot to go through and will take some time to get them all done, but we will get them all done! Strikes battle cry pose!

Andy - Lead QA

This week I’ve been testing almost all components of the game as we have recently updated the UE4 engine, however I was mainly focusing on the UI such as inventories, menus and Keybindings. I also got to hangout with our very own Tom as he was up at the office this week and I can tell you he is a delight.

See you in the fray!

-Team Flix

10 comments Read more
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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
  • Colony System (Teams)
  • Physics based combat (Smash)
  • Splintermite (Ground Enemy)
  • Stalker (Ground Enemy)
  • Ika (Flying Enemy)
  • Ika Viper (Flying Enemy)
  • 2 Forest Creatures (neutral)
  • Swamp Walker (Neutral/Defensive Creature)
  • 1.5km 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 customisable)
  • SMG (pre-compiled - Not yet customisable)
  • Rifle (pre-compiled - Not yet customisable)
  • Sniper Rifle (pre-compiled - Not yet customisable)
  • Pistol Clip
  • SMG Clip
  • Rifle Clip
  • Sniper Rifle Clip
  • Gauss Module Flechettes

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
  • Archways
  • Barriers (Half Walls)
  • Walls
  • Windows
  • Ramp
  • Pillar
  • Ceilings (Floors)

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


  • 16km Squared Island
  • Juggernaut (large ground enemy)
  • Splintermite Queen (large ground enemy)
  • Weapon - Grenade Launcher
  • Weapon - Frag Grenade
  • Swamp Snake Enemy Creature
  • Expanded build types (Upgraded doors, windows, walls etc)
  • Creature Creation
  • 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
  • More enemies
  • More neutral creatures
  • Robotic allies
  • Vehicles
  • Procedural content
  • 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
Customer Review system updated! Learn more
Recent:
Mixed (19 reviews)
Overall:
Very Positive (476 reviews)
Recently Posted
Nemic.
( 10.9 hrs on record )
Early Access Review
Posted: June 28
I truely like the concept of this game even though it's at an early state.
Sure there isn't much to do atm except collect, build and kill enemies.
This game runs very well for being an alpha.
It has a small map right now at 1,5km but there is going to be a map
at the size of 16km, cannot wait.

Day/Night cycle
There is a day and night cycle in this game, day time last 15 minutes where it's safe to collect materials etc. Night last 5 minutes and right now not that fatal depends how you play, there is some kind of "gas" at night were you take damage from, but right now it just deplete your shield. Other than that, enemies/npc becomes hostile and will going to attack you/your base. Otherwise they will only attack if you are near their hive at day time.

Build menu
It's functional, but could be better.
Like that you can build walls, turrets, etc with other material to change the health of the building.

Combat
Combat...I cannot be to harsh on this, mainly because it's an alpha and you cannot except to much in this state.
So let's say this, the combat is fine but could do some work.
There will be new type of enemies as time goes by.

Upgrades
This one is quite unique, like I said that you could change the hp depending on the material you were using on that wall, turret, etc. You can also upgrade your kinectic abilities, walls to become fortified and what I saw on dev post there will become armor upgrades. (see the link below for more information).

Weapons
You start out with 2 sort of kinectic abilities, one were you do splash damage and the other were you can lift enemies up and throw them away. Then you have atm 4 weapons, assault rifle, pistol, sniper and smg.

For more information about their development click here

I highly recommend this game, because of its conecpt and potential of becoming a great game. If you are uncertain, add it atleast to wishlist/follow.

Hopefully this will help some to make a decision, first time doing a review so I hope I did not miss any crucial points.
Helpful? Yes No Funny
Mr. Meaty™
( 9.1 hrs on record )
Early Access Review
Posted: June 27
really awesome game but i am really dissapointed that you guys have got mouse exceleration in this game. FFS havent you realised that most people dont like flippen mouse excel. so for that reason i am not playing the game anymore until you guys get rid of this nonsense. but it is a good game so ill give it a thumbs up
Helpful? Yes No Funny
Fiddle Diddler
( 0.6 hrs on record )
Early Access Review
Posted: June 26
From what I've seen of this game it all looks really awesome. I'm a huge Sci Fi buff so this game was right up my alley. Unfortunately for me my computer is absolute garbage so when I tried to play it it was laggy as all hell. Once I get enough money and a new computer I'll get this game again.
Helpful? Yes No Funny
Big Bad Wolf
( 297.9 hrs on record )
Early Access Review
Posted: June 25
i Loved this game so much...untill they updated the building Mechanics...........o well i had a great time playing and building in this game



i recommend this game.........9/10

Helpful? Yes No Funny
nerdtwerker
( 12.3 hrs on record )
Early Access Review
Posted: June 24
I'ts ok its fun and looks good but ill wait till pve official servers come out to play it again as my first 10 hours were rewarded by logging back in and seeing my base had been taken over I'd been killed and all my stuff gone.When did us gamers become such a-holes?
Helpful? Yes No Funny
FlamingBubbleSyNDroMe
( 0.5 hrs on record )
Early Access Review
Posted: June 24
its very basic at the moment
Helpful? Yes No Funny
Tommy
( 1.6 hrs on record )
Early Access Review
Posted: June 23
Not for me.
Helpful? Yes No Funny
Xeno ™
( 18.9 hrs on record )
Early Access Review
Posted: June 22
Ive , played about 20 hours of it , I host ark servers so i gave this dedicated side out so i could build a base with good ping and not use single player , Im REALLY interested to see where this game goes it's Worths it time if the devs stick with it :)

I personal have spent hours playing it and i dont even game lol...( not Like i used to getting old )
Helpful? Yes No Funny
qbert042
( 8.4 hrs on record )
Early Access Review
Posted: June 20
It took me a few tries to get started but after a while i found out how to survive. This game will take you many tries in the begining but once you know what your doing you will have just as much fun as i have had with the game.
Helpful? Yes No Funny
cdmabrey1
( 1.2 hrs on record )
Early Access Review
Posted: June 19
Really fast paced WATCH YouTube videos so you have a better idea of what your getting into as the How to play removes so much that its basically a different game once you start an actual game. If you don't know what your doing going in well......yeah even good luck might not save you.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 8 people (75%) found this review helpful
4 people found this review funny
Recommended
12.3 hrs on record
Early Access Review
Posted: June 24
I'ts ok its fun and looks good but ill wait till pve official servers come out to play it again as my first 10 hours were rewarded by logging back in and seeing my base had been taken over I'd been killed and all my stuff gone.When did us gamers become such a-holes?
Was this review helpful? Yes No Funny
8 of 13 people (62%) found this review helpful
1 person found this review funny
Recommended
62.8 hrs on record
Early Access Review
Posted: June 7
Okay, where do I start... This game is fun. Lots of fun! Until you play multiplayer and spend hours upon hours in building a base just to have some jack-hole come and take it from you.. okay.. that's fine. I build another one.. oh no.. the bigger more defended base you built just got taken too.. crap. Okay.. one more base. This time WAAAAAY up on a mountain. Okay done. No freaking WAY anyone is getting into this one... yeah.. no.. they did.. they took it down... oh well. the game that you have played for hours upon hours on for nothing just slammed you in the #$% and BOOM.. time wasted... great. Thanks massive douches that have no regard for playing or other people. Yes, I know it's PvP... but come on... it can't be that easy to take a base... I even tried to take one.. we did it.. but BOOM, next day.. gone.. they took it back. Oh, and if you didn't join some ♥♥♥♥♥♥♥♥♥s clan, they would gun for you and take whatever you have away from you. That isn't cool.

All-in-all, it's fun. I love building and creating.. but what I don't like is some amateur player can just take whatever they want. This game has some time before it's better. The mobs are challenging but that's a good thing. It's just the other players that suck.

I am recommending this game because, really.. it's fun. In single player mode... and sometimes in Multi, but mostly in Single lol.

Last note, the servers suck for Multi. They kept going down and every time that happened, I lost about 15-20 min worth of work and time. It was frustrating.

If you like a game like Minecraft on crack, this is the one for you. If you like other people taking whatever the hell they want... this is a game for you. If you want to spend hours upon hours of your precious time that you could be spending on another game just to have all that work and effort taken from you.. this is the game for you!

Enjoy team!

Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
10.9 hrs on record
Early Access Review
Posted: June 28
I truely like the concept of this game even though it's at an early state.
Sure there isn't much to do atm except collect, build and kill enemies.
This game runs very well for being an alpha.
It has a small map right now at 1,5km but there is going to be a map
at the size of 16km, cannot wait.

Day/Night cycle
There is a day and night cycle in this game, day time last 15 minutes where it's safe to collect materials etc. Night last 5 minutes and right now not that fatal depends how you play, there is some kind of "gas" at night were you take damage from, but right now it just deplete your shield. Other than that, enemies/npc becomes hostile and will going to attack you/your base. Otherwise they will only attack if you are near their hive at day time.

Build menu
It's functional, but could be better.
Like that you can build walls, turrets, etc with other material to change the health of the building.

Combat
Combat...I cannot be to harsh on this, mainly because it's an alpha and you cannot except to much in this state.
So let's say this, the combat is fine but could do some work.
There will be new type of enemies as time goes by.

Upgrades
This one is quite unique, like I said that you could change the hp depending on the material you were using on that wall, turret, etc. You can also upgrade your kinectic abilities, walls to become fortified and what I saw on dev post there will become armor upgrades. (see the link below for more information).

Weapons
You start out with 2 sort of kinectic abilities, one were you do splash damage and the other were you can lift enemies up and throw them away. Then you have atm 4 weapons, assault rifle, pistol, sniper and smg.

For more information about their development click here

I highly recommend this game, because of its conecpt and potential of becoming a great game. If you are uncertain, add it atleast to wishlist/follow.

Hopefully this will help some to make a decision, first time doing a review so I hope I did not miss any crucial points.
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2 of 3 people (67%) found this review helpful
Recommended
297.9 hrs on record
Early Access Review
Posted: June 25
i Loved this game so much...untill they updated the building Mechanics...........o well i had a great time playing and building in this game



i recommend this game.........9/10

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3 of 5 people (60%) found this review helpful
Recommended
8.4 hrs on record
Early Access Review
Posted: June 20
It took me a few tries to get started but after a while i found out how to survive. This game will take you many tries in the begining but once you know what your doing you will have just as much fun as i have had with the game.
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4 of 7 people (57%) found this review helpful
Recommended
18.9 hrs on record
Early Access Review
Posted: June 22
Ive , played about 20 hours of it , I host ark servers so i gave this dedicated side out so i could build a base with good ping and not use single player , Im REALLY interested to see where this game goes it's Worths it time if the devs stick with it :)

I personal have spent hours playing it and i dont even game lol...( not Like i used to getting old )
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1 of 2 people (50%) found this review helpful
Recommended
0.6 hrs on record
Early Access Review
Posted: June 26
From what I've seen of this game it all looks really awesome. I'm a huge Sci Fi buff so this game was right up my alley. Unfortunately for me my computer is absolute garbage so when I tried to play it it was laggy as all hell. Once I get enough money and a new computer I'll get this game again.
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Most Helpful Reviews  Overall
92 of 97 people (95%) found this review helpful
5 people found this review funny
Recommended
12.1 hrs on record
Early Access Review
Posted: February 15, 2015
10/10 concept.....with some minor cautions.

If you are into resource gathering/building games then this is definetly the game for you.
It is beautifully designed, with game mechanics that are our of this world ;). I very much enjoyed the first few times playing, however i have noticed as few things that i would caution you to either to consider prior to buying or prior to playing for the first time.

first i have heard from people who have played the game that is it almost tediously easy. however i must have started playign after the patch because i found the game so grueling at night that every playthrough ends up exactly the same:
Day1-collect eden, collect materials for building, then build a base
Night1- continue collecting maerials for building because NOTHING will attack you the first night (unless provoked)
Day2- keep on collecting and building (dont forget to upgrade eden with spare material)
Night2- Crap your pants as onslaughts of aliens attack from all sides; barely survive
Day3- cry a little as you see all the work put into harvesting and buiding was just destroyed in one night, but you continue to collect and build anyway.
Night3- stock up ammo and energy because you will die. and if you dont, you will be left with a 80% destroyed base and will most certainly die on Night 4.

So, although it is fun and exciting the first few playthroughs, eventually you will get discouraged because everything you do will all end on night 3 (possibly 4). And if you were wondering about more specifics of me trying to survive will no prevail: Ive tried mulpiple "strategic" base locations, (backed up againt a mountain/cliff, away from enemy hives,up high where they cant reach me) but they get you either way. not only do they seem to spawn in on my base at night, but it also seems that killing one of there hives (which should stop them from coming from said hive since its ...well...dead) doesnt not stop them from pouring in from that dead hive. I also tried to purely harvest and save resources from day 1 until day 4 then build a grand fortrace thinking i would be ahead of the game and they wouldnt be able to take out a large base with walls and blockades and six turrets and me ....but they did. they destroyed everything. and killed me.

I know much of this sounds negative, but i truly do enjoy the game. it just has some quirks that make it hard to keep replaying for me personally. i really hope that the creators keep doing a great job and continue to progres with this game.

One last thing....
If you were wondering what i would want to be better or worked on, this is it:
-more varied % for harvesting . ei. maybe a different type of tree that is a higher percentage of the wood (protanium or whatever) and rocks that would all range in % not just 25 or 30%.
-not easier aliens, just more timely placed or spaced out. The first night being alien free is sweet, however a barrage on night 2 and getting harder form there is kind of sudden. maybe ease into heavier waves or more aggressive aliens? it would deffinetly increase my play time and willingness to go to such lengths to build a solid base.
-better turrets. i know this one is odd but i have run into a problem that i dont really like or trust turrets to do their one job, which is shoot at the enemy. Which i cant trust them because they dont seem to do much damage anyway and only half the time they even work; i feel like an alien needs to be directly in front of a turret and not moving to be able for the turret to do any real damage. in the end im just lapping my base killing everything i can while i hear the turrets turn on and off for no reason. can turrets just be on and on guard at night and off during the day? cuz that would be pretty cool.
-a different "start" location at random. the map doesnt seem to change and i pretty much know where to go from the start so maybe making the pods land in different areas of the map would be cool.
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42 of 42 people (100%) found this review helpful
Recommended
4.1 hrs on record
Early Access Review
Posted: December 26, 2015
Currently, Eden Star is a game with some incredibly amusing concepts, great visuals and suprising amounts of polish considering its an Early Access tittle still being in early alpha. Currently, the main aspect of the game is building and protecting a base in a tower defense esque setting. Starting out, you will spawn in a pretty small world of floating isles, having the ability to collect resources trying to set up a small base before the first night. You do so using a system reminiscent of Rust or Ark: Survival Evolved which is quite well implemented in this game. You will be able to roam the world using the suprisingly competent parkour movement, avoiding being mauled by enemies roaming the world. On your travels you will be able to harvest resources that can be used to build up your base and craft new gear for your character. Af it stands, the content that is there is fairly solid and is quite well implemented with some nice modeling and animations on your enemies, very simple to understand buildign and material mechanics and simplified crafting systems making the mechanic a fun method of progressing rather than a tedious bore.

This is however where the good things about the game end as the amount of content currently avaiable is rather slim. Yes, there is a fairly nice variety of resources and structures you can build to defend your self from the incoming enemies, however you will find that the enemy variety it self is limited to a few monsters. The amount of things to do simply seems too small for the amount of time the game expects you to spend preparing for enemy attacks. Yes you can build up your defences, however I found that the amount of enemies that attack you at night is not big enough to pose a threat and while it might increase slowly over time, I found that its too slow allowing you to greatly outmatch the upcoming waves removing challenge from the equation.

To summarise, while the amount of content is fairly small, the quality of the content that is there is mostly outstanding. This game has a lot of potential, with the quality of the content thats there, I am having no doubpts about this game becoming something great. If you don't mind the lack of features, I'd say give it a go and see if you enjoy it your self.
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58 of 67 people (87%) found this review helpful
8 people found this review funny
Recommended
0.2 hrs on record
Early Access Review
Posted: January 31, 2015
Notice: Played a lot more before Steam release.

I checked out Eden Star way back when it was a tech demo, it had its ups and downs, and seeing it still alive and kicking is always awesome. It was using the Unreal Engine 3, and now they're using the Unreal Engine 4, but did it change much in terms of how it plays out? only a tiny bit.

This is their very first release of the game to the public (aside from that tech demo), which is really early, where you go and build an 'Eden' which protects you from the night damaging atmosphere, and it's also your main point of where you can construct structures, weapons, tools, and powers. And you have to protect it from the creatures it lures in the night, by constructing defenses (walls), turrets to shoot them, guns for you to shoot them, and new powers to destroy them, OR use your telekinetic melee powers to hold them, and then smash them in the direction of you choosing, to the closest hard object that will deal massive damage.

That's the game at the moment, gather resources, build stuff, protect and attack, but how good is it? well to me, it has the good looks, although a higher field of vision would help in making the world feel bigger, it's relatively easy to get into and have a good game going with how simple you get the resources, and then craft the structures you want, but all that is low in performance to what I think the game does extremely well, and that is its melee combat system with how amazing awesome it plays out, and that's what lured me to the game in the first place.

The developers really have a great thing going on Eden Star with its satisfying melee combat system, keep on improving it, making it more awesome with a lot of more fun way to go on wrecking havoc on enemies with it, and honestly without that combat system, the game would be another survival horde mode type of game, so keep on improving and adding on on that combat system devs!

But at the current moment of the game, is it worth playing it? it depends. If you think it looks cool and really want to try it out, sure go ahead, but how I see it, the game will be at its finest when it's out, or near release out of development, with a good story and progression to go along with it. I see this as a structured sand'boxed' experience, with a path drawn for you to walk in, but that path is really wide for you to move around comfortably. So again, if you want to check it out, go ahead, but if you want the experience that the developers (I would presume) want you to play through, then I'd advise of waiting for the release.

Shameless link to original post.
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