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.
Recent Reviews:
Mixed (13) - 46% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (721) - 78% of the 721 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 (172)

February 23

February Development Update 4!

Greetings Pioneers!

Reporting in. we’ve begun technical setup of the transport vehicle this week, and modelling work on our bike variant has also started. Designs are getting prodded and probed by test in a practical way, and A.I. has had some minor adjustments after the pooling optimisation.

Here’s what we’ve all been upto:

John - Lead Designer

Been involved in some interesting design discussions with Tom and Matt that involved minor changes to the layout to allow the world to make more sense now that we have Oxygen as an atmospheric hazard (or lack of Oxygen to be more accurate). Also been hashing out further details for the on player crafting changes we’re making. Now that we’re able to play with these changes we really can see how it's benefiting the challenge and complexity of the gameplay cycle.

Matt - Art Director

Phew, lots on the cards over the last few days. Been working on the mechanics for the Vehicle suspension with Lauren so that it looks and works convincingly as the wheels go up and down over the terrain surface. Been working through level changes and tidy up after some further design iteration we’ve been doing through play test and analysis. On top of this we’ve been designing a zombie like pioneer, that is half human half stalker. But it’s all chugging a long fantastically!

Lee - Technical Director

My time this week has been mainly spent fixing up a few bugs with AI and spawners and trying to get to the bottom of an engine assertion we keep running into. I’ve also spent some time placing nearly a hundred AI in one vicinity in the map to test performance. I already had a good idea of functions I needed to optimise, but this did throw up a couple I was unaware of too, so I’ve been working to fix them up ready to test again next week.

Marcin - Designer

I’ve had to take a break from working on the AI this week to instead try to create some editor tools for artists to help them create icons automatically. It’s a first time for me dabbling in non-gameplay logic so it’s a bit scary but extremely exciting.

Also been looking into functions that load up, save, populate and auto-start levels, all from outside of the game, as well as find, read, edit and create files. Getting a hold of some of those function libraries feels a lot like finding a spellbook in a way that, although it’s going to require a lot of study, it promises that I will be able to do things I not so long ago considered impossible to do. I am buzzing.

Sam - Concept Artist

It’s alive, it’s alive! The Zombie design is nearing the final stages of completion, and with a few tweaks here and there, will be ready for the 3D stages some point in the near future. Here you can see the front/side orthographics I’ve put together - you may notice that the creature’s jaw has changed completely. What was once much a more similar mouth to the Stalker is now more human in appearance, and this is because we believe it better conveys the sense that the hideous monstrosity you’re looking at was once a person.

This new jawline shape also creates a more tormented expression, further reinforcing this fact. That said, the Zombie still needs to end up a Stalker, and so you may notice the subtle implication of a split-chin on the bottom lip. I won’t get into all the gory details, but when its body starts to change again, it’s going to get a lot less subtle. You get the idea.

Tom H - Designer

This week I have been diving into the design of the Transmitter tower and surface of the Dam. Balancing enemy placements and planning out structural changes to both of these areas. The surface of the Dam has proved the most interesting to work on, being able to effectively give you guys enough cover for the firefight and making sure th section is challenging yet rewarding. In terms of the tower I have been planning changes to allow for more fluid exploration of this area.

 Butch - 3D Artist

Started very early blockout work on our ‘speeder’ bike, just to determine correct working scale. Unlike the bike itself, this is a steady and slow process. (because Matt demands perfection)

Lauren - Lead Animator

This week I finished up the refitting of the Paladin armour, we’ve removed those curiously positioned back pockets but otherwise it’s just been slight tweaks to get it fitting both the new male and female characters.

I’ve also started rigging up the new heavy transport vehicle. There will need to be a few adjustments to the model to get all the suspension both looking and behaving as we want it to in game. It's been a bit tricky to get all the moving parts rigged up to move in the right way but its getting there. While other vehicles might have had the suspension hidden behind the wheels, our vehicle is so big that the 1m long springs are still very much in view at most front angles and need to move in a sensible way.

Andy - Lead QA

This week I put together the timeline for the Hoverbike tasks for James and Matt to review and begin work on. I also investigate the problems we were having with the tick assertion further which Lee has been looking into.

I also reviewed the Audio changes that Lauren had made to the Dam structures, and went over design notes with Matt about the critical path level design work that Tom. H. has been looking into.

That's all for this week..

See you in the fray!

-Team Flix

7 comments Read more

February 16

February Development Update 3!

Greetings Pioneers!

Some serious transformations are happening behind the scenes.. One of the first driveable vehicles nears asset completion, both female and male characters get their armour fitted properly to match the new proportions, and proper atmospheric oxygen has been implemented.

Here’s what we’ve all been up to:

John - Lead Designer

This week we have been defining the initial makeshift items which are items that can be cobbled together on the player without the need for a Fabrication Unit. This means that we can start the player off anywhere in the world and go from no items in their inventory to a “Repaired Construction Module” and “Repaired Optical Array” which will degrade when used.

These Tool Modules can them be used to Mine better metals/materials and build an Emergency Shelter, a Fabricator, a Temporary Atmospheric Generator (TAG Unit) and certain basic Primitive Structures.

A Fabricator allows for a Colony Grade Construction Module to be crafted which will not degrade upon use, a Mining Laser Module and more… we finally have progression and reason to build bigger and better! After this, we’ll start to go to the other end of the progression tree and create the Excavation Grade Mining-Charge Module and Military Grade Build Module, etc. - which I’m sure you’ll appreciate far more than the initial progression curve :)

Matt - Art Director

As we’re replacing a lot of static items for destructibles in places of interest, we’ve started placing in pickups for our atmospheric mechanics. O2 is playing a big part in survival with our game mechanic overhaul so this system requires pickups and ‘safe havens’. I’ve been focused on placement of the pickups so we can get onto testing the initial design.

On the other hand, (my third and most trusted hand which I’ve had to grow to juggle all this work) I’ve been doing material setup for our vehicles as we begin to structure them in a way where we can support customised variation, damage, and lights.

Lee - Technical Director

So this week I have been debugging and finding any outstanding issues we have with the new AI pooling. There are still a couple of minor things, but on the whole it is now working very well. I’ve also been trying to narrow down an assertion we keep running into due to an optimisation where we turn all tick functions off and only turn them on where absolutely necessary.

Butch - 3D Artist

Texture work is complete! after the different textures sheets for colours/glass/roughness etc I'll be moving onto the destruction modelling. 

Yves - Senior Developer

I’ve been working on several illusive crashes with a very low probability of reproducing, an exercise in pulling teeth doing the same thing over and over again in hopes to nail the problem.

Joe - Lead Artist

Woo Eden Star! I’ve been working on swapping out our craftable grids into easier-to-understand lists. You’ll also be able to see details of what you can craft without having to click through everything now. This is just a very early first step in my ongoing mission to make using our UI streamlined yet informative.

Ricky - Senior Developer

Planning to get some progression started in the crafting department. We’re going to change the crafting column to be a scrollable list to differentiate the visuals from other standard inventories to make it a bit easier to spot, and the makeshift weapons and creating your own basic build module will be in the player crafting menu to start this off.

Carlos - Developer

I’ve been putting some time in to get our new audio manager in and working, allowing us to start creating some nice sliders in the UI to control some of our newly designed volumes! I’m hoping to make the system flexible enough so that we can adjust the sounds and add UI elements as needed.

Marcin - Designer

Like I mentioned last week the turning logic for AI seems like a simple concept at the first glance, but it’s actually a fairly complex problem to solve. This week I dived into the guts of the engine to figure out how it was intended to be accomplished and to hopefully emerge with a good plan at the end. I’ve been mapping out the classes and functions that take part in the process to have a better image of what’s going on behind scenes before I start changing it.

I still have a way to go, but I’ve managed to establish a few fundamental rules and design decisions, such as when will the AI turn as a separate behaviour, what determines the direction and speed of the turn, whether the turn will be continuous or beespoke, and how to scale the animation with the speed of turning. Here I can show you the examples of 3 Splintermites using the same animations (for the best or worst) but turning at the rates of 360, 90, and 30.

Tom H - Designer

This week I have been redesigning the main tutorial sections of the game. Ensuring the path is clear and informal for you wonderful players, old and new! Designing the best way for you to learn the basic mechanics and systems of Eden Star in a way that will feel natural and immersive. I have also been looking at which enemies you will encounter as you play through, to ensure you don’t accidentally run into a nest of juggernauts!

Sam - Concept Artist

Hi there! This week we have come to a consensus on the specifics of what the Zombie creature should look like. While original design was a step in the right direction, certain features have been altered to really push the idea of a physical transition between the human and Stalker forms.

The zombie’s skin is constantly deteriorating and peeling away whilst the victim is technically still alive, and so we wanted to make sure the face conveys the fact that while it is hostile, it is still crippled and in a state of perpetual physical torment. Here you can see some of the sketches I’ve done to bring us up to this point - keeping it varied early on, then honing in on what we like the look of!

Lauren - Lead Animator

This week I have been creating and implementing appropriate sounds for the 'Hunter'mite and 'Jumper'mite so that the player can have a bit more of an indication where they are and when they have spawned. I have also been tweaking our current armor meshes to fit both the new characters, male and female starting with the Pioneer and Paladin sets.

Jamie/Andy - QA

This week Andy and I have been dealing with an annoying tick function crash and have been helping Lee with understanding what it is. We’ve been discovering a few more bugs and crashes this week too. We’ve also been testing out the new interactions with the Huntermite and the Mite creatures and making sure their new sound effects are working correctly.

See you in the fray!

-Team Flix
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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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