Eden Star is a fast paced Sci-Fi survival game that blends unique physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.
All Reviews:
Mostly Positive (685) - 79% of the 685 user reviews for this game are positive.
Release Date:
Jan 30, 2015
Developer:
Publisher:

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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 (151)

September 22

September Development Update 4!



Greetings Pioneers!

Our focus has turned towards polish of the existing encounter buildings and planning for the rest of the level as of.. Now. Actually it began on Monday to be perfectly precise whilst a lot of the team were also absent, on holiday or generally dying of flu! There are some quite drastic changes going on to creature stats and types during this process. Something we’ll no doubt share with the community before we launch this onto Steam!

Here’s what we’ve been upto:

John - Lead Designer

I’ve been working on designs for potential new AI within the initial areas of the game (or at least will be fleshing this out over the weekend!). We are hoping to have various “levels” of AI to help aid progression and soft gating. I also had the chance to go to the industry day at EGX and catch up with a load of people and check out some of the awesome games. Looking forward to seeing Eden Star back down at some of the shows next year!

Matt - Art Director

Designs for the updated world are really getting the juices flowing. We’ve been working towards a solid critical path for the new locations in the rest of the map as we continue to develop the foundations for how they play in the beginning area/zone. Needless to say there is a lot of trial and error as we reach for the best results.



Variations of these locations will come in many flavours, from slight theme changes to the bases above or below ground, maybe even in the form of caverns. The later part of the week has been dedicated to planning out visuals for several creature/enemy types that will fill the gaps we have when it comes to the overall tropes in the game.

Lee - Technical Director

I’ve been helping with planning what are the needs of the AI for the first encounter section of the game when the player begins. Working out which bits we need scripted and which parts the AI can handle on its own.

Joe - Lead Artist

Been working through idea boards for our vehicle types/classes. This is super secret stuff so I really should be saying... nothing at all, nothing at all. Stupid sexy Flanders..



Tristan - Lead Developer

The adventure continues, took the wife mountaineering for the honeymoon <3 top that people. Will be back next week to bring order to the chaos.

Ricky - Senior Developer

Converting consumable weapon grenade prototypes to c++, this has been going back and forth for a while but is getting there now. I’ve also been trying to find time to debug the inventory system update.

Alex - Designer



I’ve been carrying on with texturing the “Maintenance” modular set, It’s been a whole load on modeling high poly trim sheets and tile sets, baking normals, unwrapping, crying at crashes, optimizing models, tweaking shapes and silhouettes. But it is all coming together as a pretty cool cohesive and thematic set that will hopefully impress all of you ES fans :).

Lauren - Lead Animator

Continued refining attack anims for the 3rd person whilst fighting a demonic cough!

Andy - Lead QA

Spreadsheets, spreadsheets and more spreadsheets. I managed to get into the editor for a hot minute this week to help Matt with the terrain rework and doing lots of paper designs for the players critical path through the level.

See you in the fray!

-Team Flix

 
12 comments Read more

September 15

September Development Update 3!



Greetings Pioneers!

More delicious progress has been made in the way of art this week, with landscape details coming into being and new tilesets for the various abandoned structures around the world being textured up. Our pipelines are also being refined to speed up the environment development process as we progress.

We've also been continuing development of the 3rd person movement now that you can see yourself run around from the perspective of a disembodied spectator (or camera if you prefer).

John - Lead Designer

They call me the juggler, the puzzle solver, the dynamic dancer, the Instant inspector. I move and weave in and out of all development areas like a warming breeze. Collating information and relaying back to the holy spreadsheet, the magnificent matrix, the holy document. Firing up the workflow wizard. This is the magic that turns the wheels of the machine and stops them from falling off. I am the glue man.

Alex - Designer

I’ve moved on from the relay hero piece and am now on task texturing the modular assets for our “Maintenance kit”. You’ll see these used in a few places but predominantly in Dam area.

As we are using modular kits, I’ve started by making some high detail trims and tiling sheets, to which i’ll be unwrapping the kit too, This  workflow speeds up the texturing/unwrap processes and gives us more variation to a high quality standard with much less work in the end, so that we can get these assets out to release much faster for you guys :)



Lee - Technical Director

This week I have been re-checking everything that has changed with the AI to make sure its all working the way I expect in world. I’ve also been looking into managing the creation and destruction of AI to try and eliminate some of the garbage collection overhead.

Tristan - Lead Developer

I have gone to another end of the earth (Nepal this time) for the wondrous post wedding formality that is know as the ‘honeymoon’. I always thought the moon was made of cheese and not honey.. So the term still perplexes me. See you all in the never ending world of 1’s and 0’s when I get back from tasting the moon of honey.

Joe - Lead Artist

Spent the week basking in the all the glorious art being produced by the other guys! I’ve been hashing out pipelines with Alex with regards to the modular sets so that we can hopefully end up with a huge visual variety of playable areas without it taking too long to get it out to you guys :) First up is the “Maintenance” set which will form the basis of a large portion of our interior areas.

Tom W - Designer

Things have really progressed this week, with the pre-terraformed landscape material just about complete. Emphasis needs to be placed on the “pre-terraformed” part, we’ll definitely still be getting the lush jungle areas you’re all used to!



It’ll need to be refined in future with regards to things like different sub-biomes, but overall it’s looking really good both close-up and far away. The system has been designed to be completely procedural, allowing the level designers to focus on the important gameplay related tasks, rather than laboriously hand-placing individual rocks and clumps of grass across the the entire world.

Matt - Art Director

Now we have the new characters on the ground in third person running about, it was quite obvious that the ground level visuals still need more work to ensure it fits with the higher level of detail. Tom in particular has been working towards surface details that are automatically generated, yet will also provide enough variety to ensure not one spot on the ground looks the same.

I’ve been tasked with some tough decisions over the level and ultimately a lot will be changing (for the better) to cater for some of these new procedural elements. This is something I want ready for our next big update, full steam ahead folks! Toot toot.

Lauren - Lead Animator

This week I have been a bit under the weather but have been working on third person animations for all those lovely Axe swings. I have also been continuing to refine animations and blending, while fixing up various blueprint bits to get the third person axe showing up in the third person hands, now if it would only cause damage ;)



Andy - Lead QA

I’ve spend most of my week looking at collision issues we have been having with the lovely new terrain rocks Matt and Tom have made. I also had a lot of fun looking into networking this week with Matt and by a lot of fun I mean it was soul destroying. haha

See you in the fray!

-Team Flix

 
18 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
  • 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.
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