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 (373 reviews) - 86% of the 373 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 (58)

February 12

February Development Update 2

Greetings Pioneers!

Our next release is coming as soon as possible and should include shiny new build assets, interior lights and the new fortification system. There are just a few remaining issues to fix before we can confidently push it out to you all.

We have done a lot of debugging this week in order to try and solve some of the potential issues with runaway memory use on the servers. We think we have resolved them for the next release! This should mean more stable servers reducing the frequency in which they need to be re-set.

In between getting this release ready we have been continuing work on upcoming features including the new inventory system, new AI and new structures.

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

John - Lead Designer

I have been planning production for the next few months, working on further designs for the fortifications, the introduction sequence and story beats for gameplay while helping the guys out with implementation like a boss!

Matt - Art Director

Focused on mesh cleanup for the new build interior and fortification set. Made some critical post process tweaks to compliment our new interior lights as well. Also did a talk for students at Burton college yesterday which I thoroughly enjoyed :)

Will be moving swiftly onto character armour meshes in preparation for setting up our new inventory items for crafting of armour pieces.

Lee - Technical Director

So this week I continued work towards finishing off the new SwampSnake, which will be a water based creature. I’ve also made a few changes to how creatures get spawned so we can try to confine certain types to certain types of Biomes. I’m also trying to get some time to focus on bugs which have cropped up of the last few weeks.

Marcin - Designer

What have I been working on this week? What have I not? :) As it turns out variety is not only the spice of life, but also of game development. I have been working on another pass of the survival mechanics designs, character stats, progression, but also the Eden Kit Shield designs. On top of that I have been fixing the turrets, which suffered a massive bug-blow after the server optimisations a few updates back.

My apologies for not noticing that straight away. I also fixed a few issues with Ikas’ and Vipers’ ram attack, which was coming out of sync in multiplayer. Finally, with Matt and Joe. I have been putting my finishing touches on the new primitives and fortifications.

Tristan - Senior Developer

This week I have mostly been at the top of a mountain but I thought I best get back to it so here I am. I have been profiling and looking into server and client issue regarding large structures and working with Yves to come up with some solutions for it. I have also been working on production as well as a fix for replication large power networks.

Yves - Senior Developer

Yves has been fixing some major bugs this week including several issues with build caused by some of the optimisation work. He has also found and fixed an illusive server memory leak, what a hero! Understandably too busy to write his blog this week as he still has things to fix, a hero's job is never done…

Ricky - Developer

Continuing work on the new Inventory system implementation and UI. This week specifically I have Implemented systems for Item Categories for filtering the new menus, Finished Technical design for the new tab menu interactions including drag and drop.

Joe - Environment Artist

Firstly I finished my work on the visuals on the second Build Set’s fortifications and set them up in-engine - we just need functionality to swap between these sets. I created new simple icons for Primitives, Foundations, Fortifications and some Utilities to make the build menu easier to understand for when we add these new visuals.

Closer to the end of the week I helped with setting up the new Structure assets to fix bugs we found in testing. Finally, I mocked up a new style build wheel based on designs and feedback from Marcin and John!

Tom - Character Artist

Baked out the textures and did a quick paint over for another one of our creatures. I’ll be sharing images of the new fauna and enemies as soon as they are in game!

Lauren - Animator

This week I have been working on Splintermite Queen animations, this giant will emerge from the hives of Splintermites as an additional defence to bypass. I have also been working with Lee to refine the Swamp Snake attacks now that we have them swimming around in our test level pond.

Andy - Lead QA

This week I’ve been working with Yves to try and solve the issue with our server saves and testing all the lovely new build assets and lights.

See you in the Fray

-Team Flix

10 comments Read more

February 5

February Development Update

Greetings Pioneers!

Firstly a massive thank you for those of you that joined us in our server stress test last night! We had great fun playing with you all, building some epic bases and working together to defend them (at least some of us!).

The test was very useful, we have highlighted some of the issues encountered such as apparent server hangs and fluctuating high ping for certain clients, and we're now debugging them internally. Hopefully we will have fixes for them soon alongside future feature releases.

We're also running a 10% discount on the game currently! If you've been watching we would love to see you get involved :)

Here is what we've been working on this week:

John - Lead Designer

This week I have been planning the production for the next few months, up to Alpha complete, there are several upcoming big features that we’re really excited about!

I’ve working with the team on final design solutions for the build and the new fortifications system. We’ve also started designing the logic for a switches and triggers system. We are hoping to introduce this to allow for more control over utilities such as doors, potentially it could also be used for making and triggering traps.

Matt - Art Director

Moar epic weaponz. Before we implement the modular system I’m fully developing the components for other guns. So far I’ve put together some shiny engine materials for the Shotgun.

I’ll be working on further visual design for our final building fortifications next and developing our grenade launcher for more explosive action!

Tristan - Senior Developer

This week I have been finishing off foliage replication system to cater for mass destruction of foliage. I have also been creating the new save version to work with the new foliage destruction as well as the new light panels. Unfortunately this means we will need to wipe old saves. Hope you enjoy the new lights.

Lauren - Animator

This week I have been finishing up the modular weapon prototype, ironing out the glitches, attaching scopes, battling with inverse kinematics and generally tidying up the animations. I've also been setting up the shotgun as a complete weapon to be added before the modular system is released.

Yves - Senior Developer

Not much to tell other than I have been reworking the inventory from the ground up, this will be important for things like loot and the survival mechanic we will be introducing later on in the year.

Lee - Technical Director

This week I continued working with the new water based snake and I think it is virtually finished. I have also been putting pen to paper for the planning stages of Allied AI that the player will eventually be able to command and control.

Tom - Character Artist

Continuing on from last week, this is the latest work in progress on a new fauna beast I’ve been working on!

Ricky - Developer

Inventory menus and some slightly tweaked mechanics for them to be ready for content expansions in the future, such as how we will categorise items and allow the use of multiple “optional” materials for a single item. This week the menus are about 20% cooler… err I mean more completed. Still plenty more to do, though.

Marcin - Designer

Fewer designs and more hands-on work was what this week had in store for me. I had been helping out Lauren with the weapons and Ricky with the inventory, but mostly I have been working side by side with Matt and Yves on the implementation of “Fortifications”.

They are the next step we are taking with our build mechanic, which is supposed to address a few issues, one of which is the natural consequence of our design - the “double-walling”. On another note we wanted to seize this opportunity and cull the number of primitives that used to accomplish the same goal, and update the visuals on all of the primitives too!

Joe - Environment Artist

This week I’ve worked with John and Matt on nailing down the aesthetic for the second ‘Fortification’ set. I’ve nearly finished the initial 3D visual work on these, with just the door left to do.

Simone - Concept Artist

I am Re-plenishing my art Chi, and resting my drawing hand. I can feel the power building within, will the tablet be able to withstand my pen pressure when I return. Only time can tell.

Andy - Lead QA

Talking with the guys from Multiplay to resolve some issues with the servers. Working with John to organise the server stress test, and crushing bugs. I’ve also been dealing with the crippling pain of Kef leaving and worrying if the people at his new job mocking him for how he uses his mouse.

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
  • 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:

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
12 of 12 people (100%) found this review helpful
1 person found this review funny
13.3 hrs on record
Posted: January 18
Early Access Review
So, I saw this last year and thought: "That looks amazing, it can't be that good" Well, I ate my words, here are some thoughts I've had about the game and the (amazing) company.

1) Extremely involved and attentive development team - Not only do they communicate with the players, they ARE players themselves, they play the game and share many of the same interests as the community. They're friendly, polite and I'd love to join them in game some time.

2) Even in alpha this game has very few bugs that I have found, and the developers find bugs I never knew existed and fix them quickly. In addition to this they give patch notes that explain in english any gamer can understand without being overwhelming.

3) A well-planned development map that so far they have followed. The developers give frequent updates on the status of their work and share teaser screenshots. The development map is updated often with ideas that players and devs alike want. They don't seem to hear a new idea and go "Oh we can't do that, that would require work!"

4) Graphically pleasing, this game is gorgeous and performs well on even my 3-year old GPU and 5-6 year old motherboard/processor.

1) Being alpha, this game does not have quite as much content as I would like. However, see my comment about the development map and keep in mind they update frequently.

So, in closing, would I recommend this game? Yes, I would. If you are patient and interested, help the devs out and join the pre-alpha. You'll have content to last you for quite a while and they're constantly adding more. If you aren't into early access? That's alright too, keep up with the development map and don't forget Eden Star: this game is going to be even more amazing than it is now.

Cheers to the devs and anyone who made it this far
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5 of 5 people (100%) found this review helpful
7.7 hrs on record
Posted: January 24
Early Access Review
This game is an interesting one. The whole thing revolves around a basic tower defense principal, where you build and protect your Eden Kit from hostile native species, because you're the invading alien and they don't like you. Beyond the possibility of some shoehorned social-political commentary or some such, this game is actually pretty good.

The combat system is responsive and fun and you have to pay attention to pretty much every enemy so you don’t get pinned into a corner. The parkour system helps with this, allowing you to do a bit of guerilla warfare by running up with your Gauss Cannon, hitting a hive for a few seconds, before running back off into the trees and away from the hordes of enemies. You can and will augment your personal arsenal of firearms and energy weapons with turrets placed around your base to keep away the night time raids. The turrets are fairly basic, as there’s currently only 3 types, missile, auto (machine gun), and laser. You also have to manage power levels in your base, each turret takes some power, and each generator adds some power to the pool. I’m not terribly far in this game yet, so I’m not sure if there’s a practical limit on turrets.

A big part of this game is the building system. As far as I know, your structures won’t collapse in Red factions style if you build them poorly (I hope that gets added in at some point) but if you’re not careful, you’ll eventually get a message telling you that you cannot place XYZ at that location because your structure is weak. This can get a bit annoying when trying to build a bridge, but I appreciate the realism. In order to build structures, you’ll need to strap on your big boy pants and venture out into the wilderness to collect resources. Each structure, as far as I know, can be built out of different base materials, depending on what you have or what you need. For example, an Ironite base is the strongest, but Ironite can be a bit annoying to come by, especially early in game if you don’t know where to look. So, instead of Ironite, you can build with Bridgmanite (no idea if I spelled that right) and take a slight dip in health to stock up on Ironite. Or, you may have a small Ironite structure protecting your Eden Kit, with a larger Bridgmenite fortification. Most weapons and modules can also be built from 2 or 3 base materials, which allows you to ration supplies more effectively.

Storage is a big problem in this game. If there’s a storage container that isn’t your Eden Kit, I haven’t found it. The Eden Kit has 5 material storage slots, and each of those can hold a stack of 300 of one material. This is fine at first, until you’re going out and coming back with your inventory full, because you didn’t use all your bullets the previous night. Your character has an inventory of 10 slots, each able to hold a max of 300 of one raw material, much like the Eden Kit, the place where this gets a bit iffy, is that ammo only stacks to a certain amount, I think around 144 per slot (which sounds like a lot until you get mobbed by 20 enemies and you begin to fire wildly into the crowd).

The last thing I want to say is just little things I like about the game. The physics in this game are amazing. Pretty much any material node can be deconstructed into physics particles (except for large boulders, which just fuzz out of existence if you try to cut them into smaller pieces). As you mine, collectable materials will spawn and then despawn as you absorb them. PSA though, don’t stand on top of what you’re mining, because there’s a rare chance that the game will flip its ♥♥♥♥ with the physics objects and launch you into the air. The environments, are beautiful, with each biome having different resource nodes that give you different materials. As far as I know, and I haven’t done any extensive exploration, the basic biomes are: Desert, Forest, and Swamp, with a nice blending where they border each other. Each biome will have its own sort of special resource nodes that will give you a specific material, so you’ll eventually need to branch out and explore to get a decent stockpile.

So yeah, this game is pretty good so far, pretty solid gunplay, a decent parkour system, and it seems to have a lot of polish for an early access game. There isn’t a lot of depth to it yet, but I think I can see where they’ve left room to add that later, with time and more updates.
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5 of 6 people (83%) found this review helpful
1.9 hrs on record
Posted: January 15
Early Access Review
This game's got so much potential! If it is updated and developed regularly, this will eventually be one of the best survival games.
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6 of 8 people (75%) found this review helpful
6.9 hrs on record
Posted: January 24
Early Access Review
Game starts out with an amazing environment and some cool creatures. Fun for about 4 hours on single player until you realize how shallow the game is. Build 6 turrets on a cliff and you are set.

Login to multiplayer only to realise only 4 people in the world are playing this game. Join a server anyway with one other player, he does not respond. Try to attack creatures but the lag is unbearable.

Needs some work.
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2 of 4 people (50%) found this review helpful
15.6 hrs on record
Posted: January 25
Early Access Review
Lots of potential
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