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:
Very Positive (437 reviews) - 85% of the 437 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.

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;


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 (73)

April 29

April Development Update 4

Greetings Pioneers

The Juggernaut release is imminent!

This week we have been testing the interactions and balancing of the first of our big enemy creature types. We have also been fixing a number of bugs as well as continuing work on other exciting future features. We hope to have a new release out to you very soon, there are just a few remaining issues to sort out before we can confidently let it out the door.

As well as the Juggernaut we are hoping to release the new Spawn Pad Utility which will be selectable in the deployment menu and will replace the functionality of spawning at your Eden Kit. You can build multiple of these and place them anywhere within your base. Each one will have a cooldown timer before they can be used again.

Here’s what we’ve been working on this week:

John - Lead Designer

Working with the team on designs for the power and fuel system, we have had several ideas for the implementation of this, after lengthy discussions we think we have a solution that will work and not feel too tedious as a survival mechanic. When we have refined them a bit more It would be good to share them with you all and get some feedback!

Towards the end of the week I’ve been testing the Juggernaut with the team and defining tweaks and refinements to the interactions that will make him more of a challenge and more rewarding to take it down!

Matt - Art Director

I’m in a volcano or something, I dunno...

Earlier in the week though I was working on finishing the new ‘locations’ I was teasing last week - I then moved on to creating a bunch of prefab buildings which, pending testing, will randomly spawn across the level and add a whole new dimension to exploration and colonisation...

Lee - Technical Director

Most of my time this week has been spent on fixing bugs and trying to locate some rare crashes we have been having with the AI. The Juggernaut still needs a little more polish before it is ready to be released.

Tristan - Senior Developer

This week I have been working with Big Boss on designs for power and fuel systems for the game. Development wise I have been implementing more logic around the player logging out and logging back system. Also AI and Player body ragdolls because who knew falling over was that hard.

Marcin - Designer

Just like the rest of the team, I spent most of time testing, debugging and tweaking, most of all the Juggernaut and its Ram attack, which had a problem of being bipolar, it would either hit like wet noodles or knock the player out of the map, with very little wiggle room in between. Among other things, I put some extra work into the Modular Weapon System as well, because who knew that procedurally driven animations would be tricky to implement :) The biggest problem with it was the Recoil animation, whose length and magnitude have to be variable driven and still look right, but at the moment I think we’ve found our solution.

Joe - Environment Artist

I’ve been polishing rocks this week - reviewing the current state of the new level and focusing on improving key areas such as the Underwater biomes by improving the terrain and mesh placement and making underwater caves for nasty critters to live in. I’m currently working on initial portions of new biome areas, a variant of ‘Grassland’ to populate the windswept outer reaches of the island, and ‘Marsh’ (formerly Savannah). In amongst all this I’ve had some extra time to fix up a bunch of small but annoying issues with the new level, including dodgy hive placement, optimising clouds/foliage for slower GPUs, PFX tweaks, fog fixes, collision problems, ceramic rock visuals, and underwater Post Process.

Also grieving the loss of 3 fine British eggs, stolen by Matt. I can only assume he plans on casting them into the fires of Mount Doom on his holiday. Well, that or making scrambled eggs.

Lauren - Animator

In between testing the Juggernaut and working with marcin on our modular weapons system I have been polishing up the skin weighting for the player armour sets and exporting the individual pieces. I've started on a blueprint visual prototype for combining elements of different sets together to start to define the rules as to what we want from it. Balancing flexibility with what actually looks good together and what combinations don't work.

Ideally we would like additional slots for vanity items that won't affect gameplay but in terms of armour pieces so far we have helmets, chest armour, leg armour, arm armour (not including the RMD) and boots. The RMD weapon could be another slot eventually but so far we just have the one variety ;)

Simone - Concept Artist

This week I have been tidying up the environment concepts from the last few weeks and making sure all the creatures are sitting pretty. We have also started work on two new environments that need to be conceptualised for the team to start work on some environment systems.

Yves - Senior Developer

I’ve been working on building block improvements and mining improvements as well as adding the ability to raise and lower foundation heights on placement.

Ricky - Developer

Spent some quality time this week debugging the keybinding issues among others. I also implemented the Replication Unit first pass into the game ready for some testing and debugging.

Andy - Lead QA

I don’t know what to write in these anymore. I do the same thing every week. It’s a lot less exciting than the other guys, which is why I’m always at the bottom. So if you have waded through all the awesomeness that the others have entertained you with and ended up here, at the door to relentless repetition, don’t be alarmed I shall leave you with a quote I’ve just stolen from the internet…

“They don't make bugs like Bunny anymore." - Olav Mjelde.


See you in the fray!

-Team Flix

5 comments Read more

April 22

April Development Update 3

Greetings Pioneers!

This week we have been continuing development on exciting new environments, features and creatures. The new level is getting populated with climbable rocks, secret caves and feature areas, the Juggernaut is stomping around, charging and breathing fire and the modular weapons artwork is coming along nicely and may yield more combinations than originally thought. Progress!

Here’s what we’ve been working on:

John - Lead Designer

This week I’ve been going over designs for the objectives system and the modular weapon system among many other design and production meetings and discussions. We’re making some exciting progress!

Lee - Technical Director

This week I have been finalising the Juggernaut behaviours ready for an imminent release. There has been a lot more work involved with this creature than most other AI we have, just because of the way we want it to work. Now the work is done it should also make it a lot easier to add other large creatures to the game which we have planned.

Matt - Art Director

So, magical things have been happening in the new map. I’ve been creating a dynamic level loading system with the help of the developers, which allows us to perform a wizard like spell that replaces sections of the world with entirely different looking areas and features every time a new game is started. One example being sinkholes, which will tie into some of our story driven components to do with the origin of the enemy creatures. I will say no more and allow speculation to run rampant with just one image.. Enjoy.


Tristan - Senior Developer

This week I have been helping out with system and implementation designs for our new procedural designer built structures (we might change the name) to give the impression of a lost world. I have also been implementing the logout system where the player characters and their inventories will remain after they have logged out. This will mean you can go and loot people when they are sleeping so make sure to wrap up warm and surrounded by turrets when you log out :)

Yves - Senior Developer

This we… no I refuse to start any post like that. In this sprint I have been working further on deterioration of buildings, making the decay faster from the outside in, meaning a well supported structure should take longer to decay. Also I’ve been working towards procedurally placed structures, that’s all I’m saying on that… I don’t want to ruin the fun things we have planned.

Marcin - Designer

Graphs, flowcharts, documents, spreadsheets, and prototypes - namely designer’s favourite things, it’s what I’ve been buried under the entire week. Among other things, I’ve done another pass on the Juggernaut’s behaviour tree, planned out 3 alternative Progression flows, designed the experience distribution and finished up missing bits from the survival mechanic system. And to top it all up. I’ve started prototyping the more interesting attacks of the upcoming Splintermite Queen.

Joe - Environment Artist

Pushing to finish off my pass over terrain and mesh placement in the initial portion of our new map. Don’t tell the Directors, but I’ve hidden a few secrets in the map... We can’t wait to unleash this mammoth new world to the community.

Lauren - Animator

These past few weeks has been all about modular weapons, I've been working on weapon recoil, lining up the aim down sights so that it works with each scope/barrel/receiver combination and getting the new Heavy Receiver and Grenade and Bolt Launcher Barrels feeling good from an animation perspective. Dynamically blending how much recoil animation to play with any given combination is proving to be the tricky bit but once we figure this out we can begin moving the prototype into code. I'm looking forward to sharing how it's all working and looking once we get it a bit more polished!

Ricky - Developer

I started this week by looking into some of the main issues users have been having to do with key rebinding and losing items/weapons and inventory. Most of the keybindings are now sorted pending testing, and temporary measures are in place to allow players to continue games where they’ve lost items until we can fully capture the issue.

After that debacle, I started getting my hands dirty with some of the progression system.

Simone - Concept Artist

Over the past few weeks I've been working on making sure the environment concepts are correct and showing all the details that the team needs from them, as well as creating concepts for a deer-like creature that will be found in a few environments within the game. We want them to show how the different creatures interact with each other and it has taken some time to get the right feel from each concept. We are almost there!

Andy - Lead QA

Since our last release I have been working on replicating issues that have been reported on the steam forums and getting the relevant information to the guys to get them fixed. More recently I’ve been dealing with the distressing realisation that Matt got me a normal KitKat chunky instead of a peanut butter KitKat chunky.

See you in the fray!

-Team Flix

8 comments Read more
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““Maybe I’m just starstruck, but this looks entirely brilliant””

“Eden Star is the perfect game for those of who have always wanted to play Mass Effect, but were put off because there wasn't enough Minecraft in it.”

“If it is this enjoyable at Pre-Alpha they’re doing something right”
PCgamer - Issue 87

About This Game

Eden Star is an immersive Sci-Fi survival game that blends innovative physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.

Explore and gather resources from the environment of Pharus 7, use these materials to construct defensive outposts, craft powerful weaponry and upgrade your Pioneer.

Current Features

  • Co-op & PVP Multiplayer
  • 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

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.
Helpful customer reviews
8 of 9 people (89%) found this review helpful
21.2 hrs on record
Posted: April 20
Early Access Review
Another Survival game? yes... but it IS different, It has a faster pace, day and night cycles actually has a meaning, breaking the routine and forcing you to engage in some action. Graphics and particles are great considering its current stage in development. The only negative point would be that that it lacks some content, but then again it is Pre-Alpha so it is understandable, and im sure more and more content will be added. If the devs maintain the current tragectory, we will have a fantastic Sci-FI survival game on our hands here.

Should you buy it? If your going to be impatient and pedantic? Then No
If you enjoy a game that delivers new aspects
to a very competitive genre of games, all whilst
you witness its development and increase in weight? Then Yes
If you love Sci-Fi? YES
You want a faster pace Survival game with beautifull
graphics and particles? YES
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9 of 11 people (82%) found this review helpful
10.5 hrs on record
Posted: April 15
Early Access Review
Its pretty good as is and from the looks of it is only gonna get better. No instant gratification updates but the updates are regular and timly with plenty of worthwhile features in every one.
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7 of 8 people (88%) found this review helpful
7.8 hrs on record
Posted: March 31
Early Access Review
I have been playing with some friends on one of the PvE servers. Though the game is quite entertaining, there are some significant discontinuities and additional issues we have seen.

First, though the game server is supposedly a PvE server, there are no preventions in players killing players. Additionally, and this might be an issue only on this server, a player who appears to have the ability to crash or reset the server. He will attack us while we are gathering and if we kill him in defense, the server will crash/reset and come back rolled back about 5 minutes.

Apart from this, seems to be a fun play.
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6 of 7 people (86%) found this review helpful
37.2 hrs on record
Posted: April 19
Early Access Review
I have only ever played Eden Star on multiplayer so thats all im going to be talking about.

FIrst off let me get one big thing out of the way. If not for the multiplayer this might have been the most boing game I have everplayed, its a good game but gathering tons of materials gets boring after a while, haveing a freind or two along side you can lead to some of the greatest things you will ever see in a game.

As this is an early access game I can not fully review it until it is out of this stage so things like server crashing bugs dont impact the review, so lets get to the pros and cons system I used for my last early access review. [Note more will be added if I see the need to add more to this review, so dont take this review as a final judgement, also there are more Cons then Pros because this is an early access game, of course the Cons out weigh the Pros.]

-Game is god damn amazing looking.

-The fact you start off with telekenisis is amazing, this is the most fun i'v had throwing crap around in a game.

-There are no rare materials, how easy it is to get materials depends on where you set up shop. If you set up right you can easly get access to every material in the game.
[there are more pros but im drawing a blank right now so ill update this later]

-The games amazing looks can also be a hinderence, also switching to low graphics settings caused my freind to lose frames but on high is frames are average. The ♥♥♥♥?

-The grind for rescorces are real, its easy to get rescorces but it takes forever to get all the materials you need to build large bases, fix said bases, get back items you lost due to cheap deaths. It is because while you can mine quickly the large size of material rocks just drags out mineing to the extreme.

-I said I wouldnt bring up bugs but this is one I have to put out there. You will die at the most random moments, it was day out, I was just running along, I ran by a tree and boom im dead. A tiny ♥♥♥ tree killed me. What. The. Hell.

-The enemys, demending on your luck you and your buddys base will have next to nothing attack your base, or there will be so many enemys that it will lag your game to ONE ♥♥♥♥ING FRAME! But on the upside, lots of enemys means you might see the amazing sight of the crab like monsters migrateing from one side of the map to another ignoring you and your freinds base.

-The sinper rife is imposibe to use, there have been a few times where me and a buddy tried to snipe at some people who where trying to raid out base but even when we shot at them and they were moveing in a strait line and we shot them in the back, it did nothing, ether it did no damage or it gave no indecation that damage was done. So if you have to use a gun to fight dont use the sniper rife its a waste of materials.

This is all I can put down for now, I will update this as need be, but until then this is my final judgement. Buy this game ONLY if you have friends you can form a colony with and work together, playing alone is a drag and if you run into a violent player chances are hes got some freinds who want to ♥♥♥♥ you up just as bad. Never play alone.
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5 of 6 people (83%) found this review helpful
9.8 hrs on record
Posted: April 25
Early Access Review
Wow just Wow.

After a small time of learning of what is what this game is brill. Im Enjoying every aspect of if from defence to building a base. Small bit of advice for new players Build turrets after you plant your kit. But anyway a game i recomend to play if you enjoy Building and defence.

Looking forward to whats to come before the final version before it comes out normaly.
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